OVERVIEW
The
“ACBL Standard Yellow Card” system, so named based on the original color of the
yellow convention card, is one where all partnerships have agreed to
play the system exactly as described in this booklet. The object is to provide a
simple, modern method that will lead to a good, solid understanding in a
partnership when both players have read this booklet.
The
beauty of this type of game is that players know in advance not only their own
bidding agreements, but those of their opponents. The game is free of complex
bidding systems. There are few Alerts and Announcements (none unexpected), and
there should be a minimum of director calls.
Few
sequences are defined in the later rounds of “ACBL Standard Yellow Card”
auctions. Players are free to assign forcing, invitational or non-forcing
meanings to natural calls in such sequences. They are not, however, free to
introduce their own sophisticated methods in these undefined areas.
The
relaxed spirit of the ACBL Standard Yellow Card game is best achieved by group
cooperation. Contestants are encouraged to adhere to both the letter and the
spirit of this game.
Players may still exercise their bridge judgments, such as opening a four-card
major in third seat. The ACBL Standard Yellow Card “normally five-card majors”
approach can withstand an occasional deviation. Players who routinely
open a four-card major in third seat, however, are not adhering to the spirit of
this game. Similarly, partnerships that prefer to use light initial actions are
expected to adjust their requirements or enter a concurrent General Conventions
Chart event.
Psychs are a sensitive subject to players in this type of game. A very rare,
totally unexpected psych is not illegal, but players who wish to psych with any
degree of frequency are encouraged to enter other games.
Please read the booklet before entering the game and understand that you have
agreed to play the system as described. Enjoy!
CHOICES
If
you play in an ACBL Standard Yellow Card game, you have only five choices to
make. They involve defensive card play — see DEFENSIVE LEADS AND SIGNALS.
GENERAL APPROACH
Normally open five-card majors in all seats.
Open the higher of long suits of equal length: 5–5 or 6–6.
Normally open 1D
is available as Gerber (to ask about aces).
INTERFERENCE AFTER A 1NT OPENING BID
If
an opponent doubles, all conventional responses are “on.” For example:
1NT |
(Double) |
2C |
Stayman |
1NT |
(Double) |
2D |
Transfer to Hearts |
If
an opponent bids over your 1NT opener, conventional responses like Stayman and
transfers are “off.” Bids are natural except for a cuebid, which can be used
with
game forcing strength as a substitute for Stayman.
If
the opponents intervene over a conventional response, bids carry the same
meaning as if there were no intervention. A bid says, “I’m bidding voluntarily,
so I
have a real fit with you.”
1NT |
(Pass) |
2D |
(Double) |
2H |
2H = Real fit for Hearts,
but Pass with only two Hearts (Responder can still bid 2H if
appropriate with weak values) |
RESPONSES TO A 2NT OR A 3NT OPENING
Stayman and Jacoby transfers for the majors are used.
2NT |
3C |
Stayman |
|
3D, 3H |
Transfer to Hearts and Spades, respectively |
|
4C |
Gerber (ace asking) |
|
4N |
Invites a slam in Notrump |
3NT |
4C |
Stayman |
|
4D, 4H |
Transfer to Hearts and
Spades, respectively |
RESPONSES AND LATER BIDDING AFTER A 1H
OR A 1S
OPENING
1H
and 1S
openings show a five-card or longer suit. Responses:
1H |
1S |
At least four spades, 6
or more points.
Tends to deny a heart fit. |
|
1NT |
6–10 points, denies four
spades or three Hearts.
NOT forcing. |
|
2C, 2D |
11 points or more,
promises at least four of the suit. |
|
2H |
Three-card or longer
heart support; 6–10 dummy points. |
|
2N |
Game-forcing raise
(Jacoby 2NT), 13+ dummy points.
Asks opener to show a short suit to help responder evaluate slam prospects |
|
2S, 3C, 3D |
Strong jump shifts.
Invites a slam. |
|
3H |
limit raise (10–12 dummy
points with
three or more Hearts). |
|
4H |
Usually five+ hearts, a
singleton or void,
and fewer than 10 HCP. |
Opener’s rebids are natural and standard.
Rebids with a minimum hand (13–16 points):
-
Rebidding notrump at the lowest available level;
-
Raising responder’s suit at the lowest level (may have good three-card support);
-
Rebidding a new suit at the one level or rebidding a new suit at the two level
that is
lower ranking than the opening suit (not reversing);
-
Rebidding opener’s suit at the lowest level.
Rebids with a medium hand (17–18 points):
-
Jump raise or jump rebid of opener’s suit;
-
Reverse in a new suit, i.e., bid a new suit at the two level which is
higher ranking
than the opening suit;
-
Non-reverse bid in a new suit (this has the wide range of 13–18 points).
With a maximum hand (19–21 or 22 points) opener must make a very strong rebid:
-
Jump in Notrump;
-
Double jump raise of responder’s suit or double jump rebid of opener’s suit;
-
Jump shift in a new suit.
If
responder jumps to 2NT over a 1H
or 1S
opening, that is Jacoby
2NT, asking opener to show a singleton or void. If opener has no short
suit, he shows his hand strength;
1H |
2N |
|
3C, 3D, 3S |
|
Singleton or void in
that suit.
Other bids deny a short suit. |
4H |
|
Minimum hand. |
3NT |
|
Medium hand (15-17). |
3H |
|
Maximum hand (18+). |
Responder follows up by attempting to sign off in game, bidding 4NT
Blackwood, or cuebidding if still interested in trying to cooperate with opener in
making the slam decision.
SUBSEQUENT BIDDING BY RESPONDER
If
responder has bid a suit at the one level, he next determines whether he wishes to
sign off in a partscore, invite game, sign off in game, or force to game and get
more information about opener’s hand.
Bids available for a sign-off in partscore: Pass, 1NT, 2 of a previously bid
suit.
1H |
1S |
|
2C |
Pass, 2H, 2S |
6–10 points,
sign-off in partscore. |
Bids available for inviting game: 2NT, 3 of a previously bid suit:
1H |
1S |
|
2D |
2N, 3D, 3H, 3S |
11–12
points, inviting game. |
After opener rebids in a suit, a new suit by responder is forcing. If the new
suit is the
fourth suit, the bid may be artificial/conventional.
1H |
1S |
|
2C |
2D |
One-round
force, could be conventional. |
However, after a 1NT rebid by opener, bids of a new suit at the next higher
level are
non-forcing.
1H |
1S |
|
1N |
2C, 2D |
Non-forcing.
Responder must jump shift to 3C
or 3D
to force game. |
Second-round forcing bids following a 1NT rebid by opener: a reverse or jump
shift
into a new suit is a game force.
1C |
1H |
|
1N |
2S, 3D |
Game force. |
Bids available for signing off in game.
3NT, 4H, 4S,
5C, 5D.
If
responder initially bids a new suit at the two level, the same rules apply
EXCEPT
that a subsequent jump raise of opener’s first suit to the THREE LEVEL is game
forcing — responder should make a limit raise directly over the opening with
10–12
points and at least three-card support:
1S |
2C |
|
2H |
2N, 3C, 3H |
Invitation
to game (11–12 points). |
|
2S |
Preference,
not forcing. Responder has 11-12 points and a doubleton Spade. |
|
3D |
Game force,
could be conventional. |
|
3H |
Game force. |
NOTE: Responder promises to bid again if he responded with a new suit at the two
level unless opener’s rebid is at the game level.
1S |
2C |
|
2D |
|
Forcing one
round. Responder can limit his hand by bidding 2S,
2NT, 3C, or 3D at this
point. He should not pass, since opener could have 18
points (just short of a jump shift rebid). |
RESPONSES TO A 1C
OR A 1D
OPENING
A
1D
opener suggests a four-card or longer suit, since
1C
is preferred on hands
where a three-card minor suit must be opened. The exception is a hand with 4–4–3–2
shape: four spades, four hearts, three diamonds, and two clubs, which should be
opened 1D.
Responses and later bidding generally follow the ideas set down in the previous
section. Bidding at the one level is up-the-line in principle. Responder needs
more
trumps to raise (four to raise 1D;
five to raise 1C,
though one fewer trump will do in
a pinch in a competitive sequence). Responses of 2NT and 3NT are standard:
1C |
2N |
13-15, game forcing |
|
3N |
16-17 |
There is no forcing minor-suit raise.
A 2C
OPENING, RESPONSES, AND LATER BIDDING
A
2C
opening shows at least 22+ points, or the playing
equivalent. Responses:
2C |
2D |
Conventional, could be “waiting” with a good hand not suited to a
positive response. |
|
2H, 2S, 3C, 3D |
Natural and
game forcing.
At least a five-card suit and 8
points. |
|
2N |
A balanced 8
HCP |
If
opener rebids 2NT after a 2D
response (showing 22–24 points), the same
responses are used as over a 2NT opening:
2C |
2D |
|
2NT |
3C |
Stayman |
|
3D, 3H |
Transfers to
hearts and spades, respectively. |
|
4C |
Gerber |
|
4N |
Inviting a
slam in Notrump |
If
opener rebids a suit over a 2D
response, the bidding is forcing to 3 of opener’s
major or 4 of opener’s minor.
2C |
2D |
|
2H |
2S |
|
3H |
|
Not forcing |
SEQUENCE AFTER A WEAK TWO-BID OF 2D,
2H, OR 2S
A
weak two-bid shows a six-card suit of reasonable quality and 5–11 HCP. On rare
occasions it may be a very good five-card suit. It is possible to open a weak
two with a
poor seven-card suit (not good enough to open with at the three level).
Responses:
A
2NT response is forcing, showing game interest. (This applies also if the
opponents intervene with a double or a bid.) Opener rebids his suit with a
minimum weak two (5–8 points). With a maximum hand opener bids another
suit to show a “feature” (ace or king in that suit); lacking a feature, he
raises to 3NT
and lets responder place the contract.
Any
raise of opener’s suit is to play and could be preemptive. A 3NT response is
also to play.
“RONF” on the card means “Raise Only Non-Force.” A new-suit response is forcing one
round and shows at least a five-card suit. Opener should raise a major suit
response with a three-card fit, or perhaps with a doubleton honor.
With no fit for responder’s suit, opener rebids:
With a minimum weak two-bid (5–8 points), rebid the suit at the lowest level.
With a maximum weak two-bid, name a new suit or bid notrump.
SLAM BIDDING
Blackwood 4NT is used to ask for aces. Responses show the number of aces by
steps. 5NT is then used to ask for kings; 5NT guarantees the partnership holds
all
four aces.
... |
... |
|
... |
4N |
Ace ask |
5C |
|
0 or 4 aces |
5D |
|
1 ace |
5H |
|
2 aces |
5S |
|
3 aces |
... |
... |
|
... |
4N |
|
5x |
5N |
King ask |
6C |
|
0 or 4 kings |
6D |
|
1 king |
6H |
|
2 kings |
6S |
|
3 kings |
A
jump to 5NT (and some 5NT bids when the auction is at the five level) is “Grand
Slam Force,” asking partner to bid a grand slam with two of the three top trump
honors;
5NT
— 6 of the trump suit = fewer than two top trump honors (A, K, or Q).
— 7
of the trump suit = two of the three top trump honors.
DEFENSIVE BIDDING
Overcalls show 8–16 points (double and bid the long suit with a stronger hand). The
only forcing response is a cuebid of opener’s suit, asking the overcaller about the
quality of his overcall:
(1D) |
1S |
(Pass) |
2D |
(Pass) |
2S = minimum overcall |
|
Other = extra strength (11 - 12 points minimum) |
A
1NT overcall shows 15–18 points and a balanced hand (preferably a stopper in
opener’s suit). No conventional responses are used to the 1NT overcall except
2C,
which is Stayman.
A
jump overcall of 2NT shows at least 5–5 in the lower two unbid suits.
Jump overcalls are preemptive, showing the same value as an opening bid at the
same level:
(1D) |
2S |
= A hand that would open a weak
two-bid in spades |
|
3C |
= A hand that would open 3C |
A
cuebid overcall when the opponents have bid two suits is natural in either suit.
A
cuebid overcall when the opponents have bid only one suit is a Michaels cuebid,
showing a 5–5 two-suiter (or more distributional). If the opening is in a minor
suit, the
cuebid shows the majors; if the opening is in a major, the cuebid shows the
other major and an unspecified minor.
(1D) |
2D |
= At least 5–5 in the majors, 8
points or more. |
(1S) |
2S |
= At least 5–5 in hearts and a
minor;
10 points or more |
Responder can bid 2NT over a major suit cuebid to ask for partner’s minor.
(1H) |
2H |
(Pass) |
2N (asks for the minor) |
(P) |
3C = Club
suit. |
|
3D =
Diamond suit. |
A
reopening bid means much the same as a direct seat bid, though it can be lighter at
the minimum end. A reopening 1NT after an opponent has opened shows 10–15
points. This is a wide range, but there will not usually be a game on for you.
A
double is for takeout over an opening partscore bid (4D
If
RHO makes a takeout double:
1D |
(Double) |
1H, 1S = forcing,
point count not limited. |
|
(Double) |
2C
= Non-forcing (6-10 points, usually a 6 card suit). |
|
(Double) |
2NT = Limit
raise (at least 10 points) — or better. |
|
(Double) |
Redouble
= 10 points or more, but it is better to make a more
descriptive bid of 1H,
1S, or 2NT with
the appropriate hand. |
|
(Double) |
3D
= Preemptive, good trump support but fewer than 10 points. |
A
Responder’s jump shift after a double is to play:
1D |
(Double) |
2H, 2S, 3C =
6+ card suit, like a weak two-bid or preemptive three-bid |
A
Redouble can have one of three meanings:
To
play if:
Your side is at the four level or higher:
4S |
(Double) |
Redouble
= Penalty; |
The
opponents double a conventional bid:
Redouble = Penalty, good diamond suit;
A
good hand if their double is for takeout:
1S |
(Double) |
Redouble
= 10+ points; |
SOS, requesting a different suit, if your side is doubled for penalty in a trump
suitat
the three level or lower:
1D |
(Pass) |
Pass |
(Double) |
Pass |
(Pass) |
Redouble
= SOS, responder can support at least two of the
unbid suits. |
Unless otherwise noted elsewhere, any bid or double by an opponent cancels a
convention intended for non-competitive sequences.
Examples:
1H |
(2S) |
2NT = Natural (12-14
HCP). |
2C |
(Double) |
2D = Natural and
positive |
If
the opponents use a convention (such as Michaels or the unusual notrump), you can
double to show at least 10 points, or you can cuebid one of their shown suits to
force to game.
1S |
(2S) |
3H = Game force. |
|
|
Double =
At least 10 points, probably balanced. |
DEFENSIVE LEADS AND SIGNALS
This is the one area where choices are offered. The following are specified:
Defensive signals when following suit or discarding are “high encourages, low
discourages.” Leads are top of touching honors (with choices from A–K–x and
interior sequences).
Pairs must choose from the following options.
Where no card is pre-marked in bold Italics, pairs must mark their leads.
•
Which card is led from A–K–x.
•
Which card is led from x–x–x, x–x–x–x, or x–x–x–x–x.
•
Whether 4th best, or 3rd & 5th best leads are used.
•
Whether 3rd best is led from K–J–10–x, K–10–9–x, or Q–10–9–x
(and from
A–J–10–x, or A–10–9–x vs. notrump).
Must be indicated by circling the card
led.
•
Whether or not frequent count signals are given.
It
is Declarer’s responsibility to look at the opponents’ carding agreements.
In the
absence of a circle, cards in bold Italics are presumed to be the agreement.
NOTE:
If
you are playing the ACBL Standard Yellow Card in an open game, you may
add
defenses to opponents’ conventions (e.g., unusual vs. unusual, and Mathe
over big
club). Put these convention-defenses in the section “Defenses vs. Opp’s
Conventions” on
the left-hand side of the convention card.
SP3
(bk) Rev. 04/03