On competitive auctions I believe in "strain before level" and "game before slam". Finding your best trump suit is extremely valuable, while diagnosing the right level to play at is often more difficult and at any rate can only be done accurately once you know the degree of fit. And often it doesn't even matter whether your 5-over-5 was to make or a sacrifice - if you have a sufficient fit or double fit the bid was correct anyway.
I've recently added "no grand slams in competition" to my list - they're just too rare and need a huge degree of confidence to be worth bidding on balance. We will almost never have the ability to exchange enough information in a competitive auction to get that confidence, and I think it makes sense to scrap gadgets that look for grand slams in competition.
So based on all the above, on the auction (2
♠)-P-(3
♠)-?, I play:
- Pass: Any weak hand.
- X: Takeout, does not promise four hearts (but no special agreements, i.e. not a "thrump double"). Contains hands too strong for an immediate bid, as well as flexible hands (three-suiters and specific two-suiters with length disparity).
- 3NT: Any hand that wants to play 3NT, either balanced 16-21 ish or unbalanced with a source of tricks and a stopper.
- 4♣: Nonleaping Michaels - gameforcing 5(+)♣5(+)♥. Does not promise a strong hand, starts at a good 11-count or so.
- 4♦: Nonleaping Michaels - gameforcing 5(+)♦5(+)♥. Does not promise a strong hand, starts at a good 11-count or so.
- 4♥: To play, 5(+)♥, approximately 12-21 ish.
- 4♠: Nonleaping Michaels - gameforcing 5(+)♦5(+)♣. Stronger than 4NT, i.e. shows at least mild slam interest.
- 4NT: Unusual 4NT(?) - gameforcing 5(+)♦5(+)♣. Weaker than 4♠, i.e. denies slam interest.
- 5♣: To play, (6)7(+)♣, approximately 12-21 ish.
- 5♦: To play, (6)7(+)♦, approximately 12-21 ish.
The choice to play NLM here means single-suited minor hands struggle and have to make an offshape t/o double (hoping partner can bid 3NT), bid 3NT themselves (with a spade stopper) or jump to 5m. In return it also means that the direct 4
♥ is more often a single-suiter.
I don't have special agreements about the jumps to 5
♥ and above, which translates to:
- 5♥: -
- 5♠: - (perhaps pick-a-slam with first round spade control, typically a void, but this goes against my new "no grand slam in competition" rule)
- 5NT: Pick-a-slam. Three-suited or two-suited (intending to pull the wrong choice, which must not be hearts).
- 6♣: To play.
- 6♦: To play.
- 6♥: To play.
- 6♠: -
- 6NT: To play. Typically a stopper and a source of outside tricks.
- 7♣+: -
Now the more complicated part: double-then-bid-again. Traditionally this shows a hand too strong for a direct bid. Personally I think it is better to instead use this for flexible hands, though many very strong hands are also quite flexible. What's more, we currently do not have the agreement that double-then-bid-again is about flexibility - what we play is more standard. But let me show the idea anyway. In keeping with "strain before level" and "game before slam" I am reasonably comfortable underbidding with strong single-suited hands, which frees up double-then-bid for two-suiters where we want partner to pick again. For example
(2
♠)-P-(3
♠)-X;
(P)-4
♦-(P)-4
♥
traditionally shows a hand too strong for a 4
♥ overcall, but I think instead it is more useful to play this as a takeout hand with 4
♥5(+)
♣ offering a choice of game.
In this approach the really strong hands suffer a lot. There is practically no way to bid them, and you'll just have to blast game or slam and make your peace with what happens. That being said there is room to define jump bids, or double-then-jump, as specific hands with a slam interest. I don't have this agreement, and as you can see above a lot of my jump bids are currently left idle, but you could invent or insert a gadget here. Just keep in mind that you'll face far more choice-of-game decisions and competitive decisions regarding degree of fit than you'll have slam probes, and competitive auctions are already plenty hard. I play similar methods to the above on a wide range of auctions, which helps reduce the memory load and avoids nasty misunderstandings. Having a misunderstanding about hand strength is (somewhat) recoverable, having a misunderstanding about hand shape or which suits are shown is typically fatal.