Precision Club System

Complete Partnership Reference Guide

Glossary of Terms

V: Vulnerable
NV: Non-Vulnerable
HCP: High Card Points
HS: Hearts/Spades (Majors)
NT: No Trump
RKCB: Roman Key Card Blackwood
X: Double
XX: Redouble

Opening Bids

1 - Strong Club

Requirements:

  • 16+ NV or 17+ V
  • Any distribution (may not have clubs!)
  • Forcing - responder cannot pass

Responses to 1

Response Meaning Opener's Rebids
1 0-7 HCP, waiting bid (can have any distribution) Shows distribution naturally:
• 1NT = 16-18 balanced
• 2NT = 19-21 balanced
• 3NT = 22+ balanced with all controls
• Suit bids = natural, 5+ cards
• Jump = 22+ in that suit
1/1 8+ HCP, 5+ card suit, game forcing Natural support or bid own suit
1NT 8-10 HCP, balanced Stayman (2) and transfers available
2 8+ HCP, interested in minors Show minor suit fit or distribution
2 8+ HCP, interested in majors (looking for 4-4 fit) Bid 4-card major if held, otherwise show distribution
2NT 11-13 HCP or 16+ HCP (not 14-15) Stayman (3) available. Use 4 for ace-asking later if needed
3NT 14-15 HCP, balanced Pass or explore slam
2/2 Weak jump: 5-6 HCP, 6-card suit (preemptive) Pass or raise to game with fit
Memory Aid: After 1 opening, any bid above 1 (except weak jump to major) is heading to game and looking for best fit.

1 - Nebulous Diamond

Requirements:

  • 11-15 HCP
  • No 5-card major
  • Minimum 2 diamonds (but probably has a 4-card major)
  • Useful when stuck with 11-15 HCP, balanced, and no 5-card major

Responses to 1

Response Meaning Opener's Rebids
1/1 4+ cards, 8+ HCP
Bid any 4-card major
Natural support or show own 4-card major
1NT 8-10 HCP, no 4-card major, denies support Natural
2 Natural, 11-12 HCP, 5+ clubs Natural
2 Natural raise, 8-10 HCP, 4+ diamonds Natural or 3 Stayman
2NT 16+ HCP, game forcing, no 4-card major Show distribution. 3 = Stayman
3-level Jump = 13-15 HCP with support or good suit Natural or explore game/slam
Important: 1NT response to 1 specifically denies a 4-card major and shows weakness (8-10). With a 4-card major and 8+ HCP, always bid the major first.

1/1 - Five-Card Majors

Requirements:

  • 11-15 HCP
  • 5+ cards in the major suit
  • Any repeat of the major shows 6+ cards

Responses to Major Suit Openings

Response Meaning Notes
Raise to 2-level 8-10 HCP, 3+ card support Raise to level of fit (8 cards = 2-level, 9 cards = 3-level)
Raise to 3-level 11-12 HCP, 3+ card support Invitational
Raise to 4-level 13+ HCP, 4+ card support Game bid
1NT 8-10 HCP, only 2-card support Semi-forcing (opener can pass with minimum)
2-level minor 11-12 HCP, 5+ card suit, no 3-card support One-round force, looking for fit
Jump shift 13-15 HCP, 5+ card suit Game forcing
2NT 16+ HCP, without 4-card support Game forcing, looking for best contract

2 - Singleton or Void

Requirements:

  • 13-16 V or 12-15 NV
  • Singleton or void in any suit
  • No 5-card major
  • Forcing one round

Response: 2 Relay

2 asks: "Name your singleton/void"

Opener rebids:

  • 2 = Singleton/void in hearts
  • 2 = Singleton/void in spades
  • 3 = Singleton/void in clubs
  • 2NT = Singleton/void in diamonds

2 - Multi-Way Diamond

Requirements:

  • 12-15 NV or 13-16 V
  • Singleton or void in diamonds
  • No 5-card major (but probably two 4-card majors)
  • Forcing one round

Responses to 2

Response Meaning Opener's Action
2/2 4-5 card major, weak (if weak prefer to bid major) Pass with 4-card support, otherwise bid other suit
3 5-card club suit, no 4-card major Consider support if 4-5 card clubs, otherwise bid major
3 Strong (Stayman-like), showing major interest Bid best 4-card major. If no major, bid 3NT
2NT Diamond control twice (AK or A and singleton) Natural continuation
3NT 14+ HCP, good diamond stopper Pass or consider raise with maximum (14-15 points)

2/2 - Weak Two

Requirements:

  • 5-10 HCP
  • 6-card suit
  • Preemptive - not invitational

2NT Asking Bid (Ogust Convention)

Use 2NT only when looking for game

Responses to 2NT inquiry:

  • 3 = Low HCP, weak major (bad hand)
  • 3 = Low HCP, good major (good suit, weak hand)
  • 3 = High HCP, weak major (good hand, weak suit)
  • 3 = High HCP, good major (good hand, good suit)
  • 3NT = Solid AKQJ10x in major (can run the suit)

Strategy: Look for game in major if points in the suit, or 3NT if points outside suit

Remember: Opener is preemptive - don't get too ambitious. Raise to 4-level with outside strength and 16+ points combined with 2-card support.

3/3/3/3 - Weak Three

Requirements:

  • 6-10 HCP
  • 7+ card suit
  • Highly preemptive

Responses: Natural, but raise to 4-level only with:

  • Outside strength (not in opener's suit)
  • 16+ combined points
  • 2-card support minimum

1NT Opening

Requirements:

  • 13-15 NV - Weak NT non-vulnerable
  • 14-16 V - Strong NT vulnerable
  • Balanced distribution (no singleton, usually 4-3-3-3, 4-4-3-2, or 5-3-3-2)

Stayman and Transfers

With 8+ HCP:

  • 2 = Stayman (asking for 4-card major)
  • 2 = Transfer to hearts (5+ hearts)
  • 2 = Transfer to spades (5+ spades)
  • 2NT = Invitational (11-12 HCP), opener accepts with maximum
  • 3NT = To play (13+ HCP)

2NT - Unusual 2NT (Minors)

Requirements:

  • 13-15 HCP
  • 5+ cards in both minors (5-5 or better)

Response: Bid your better minor. Be careful when vulnerable - need good suits.

Key Partnership Principles

Passing Partner's Opening

Cannot pass with void or singleton support unless you have fewer than 8 HCP. However, always consider cross-ruff potential on any trump fit - ruffing in the short hand makes tricks!

Level of Fit Principle

When you have minimum support for partner's suit:

  • 8 cards combined → Bid to 2-level
  • 9 cards combined → Bid to 3-level
  • 10 cards combined → Bid to 4-level (game in major)

With maximum points, consider bidding another suit first (forcing one round), then support partner's suit later to show extra strength.

Slam Requirements

Don't miss slam opportunities! Requirements:

  • Minimum 29 combined points for 6NT
  • Minimum 33 combined points for 7NT
  • 9+ cards combined in trump suit for suit slams
  • Consider void/singleton for cross-ruff potential

Remember: Ruffing in the short hand makes tricks!

Defense & Signals

Giving Partner a Ruff

Suit Preference Signals

  • High card → Looking for higher suit back as entry
  • Low card → Looking for lower suit back as entry
Example:
Partner leads ♠A (asking for ruff). You play ♠9 (high) = "Return a heart (higher suit) for entry" Partner leads ♠A. You play ♠2 (low) = "Return a club or diamond (lower suit) for entry"

Discarding Signals

When you cannot follow suit and must discard:

  • Low discard → Interest in the lower of the other two suits
  • High discard → Interest in the higher of the other two suits
  • Middle card (6 or 7) → Neutral, "this suit may be okay"

Count Signals

High-Low = Even number of cards (The West is right - odd numbers go up!)

Low-High = Odd number of cards

Example:
You hold Q-7-4-2. Partner leads the suit. Play 7 (high), then 2 (low) = Shows even number (4 cards) You hold K-8-3. Partner leads the suit. Play 3 (low), then 8 (high) = Shows odd number (3 cards)

Why it matters: Helps partner count the hand and know when to finesse or duck.

Attitude Signals (During Play)

  • High card = Hate this suit (no strength, want shift)
  • Low card = Love this suit (have strength, continue)

Opening Lead Conventions

Honor Sequences

  • Ace led → Also has King (AK combination)
  • King led → Also has Queen (KQ combination)
  • Queen led → Has QJ10 sequence
  • Jack led → Has J109 sequence (plus one more)

Leading Partner's Suit

Best to lead the highest card to help partner figure out your holding.

  • From 3 small → Top of nothing (e.g., from 954, lead 9)
  • From Kxx → Lead King
  • From AJ9x → Consider low (can lead back into your Ace later)

Fourth Highest vs NT

Lead fourth-highest from your longest/strongest suit against NT (useful for Rule of 11).

Exception: With internal sequence like Q1098x, lead the 10 (not the 8)

Danger: Leading partner's suit may be dangerous if opponents overcalled into NT - they want it led! Consider top from three cards as an escape route.

Rule of 11

When partner leads fourth-highest against NT:

11 - (card led) = number of higher cards in other three hands

Example:
Partner leads the 7 against 3NT. You're in dummy. 11 - 7 = 4 higher cards outside partner's hand You can see 2 in dummy, 1 in your hand = Partner has 1 higher card This tells you whether to play high or low from dummy!

Competitive Bidding & Interference

After Opponent Opens 1NT

  • 2 = Both minors (5-5 or better)
  • 2 = Both majors (5-5 or better)
  • Double (X) = Penalties, showing 16+ HCP (equivalent to our 1 opening)
  • 2NT = Both minors (alternative, if playing different style)

Partner should pass the double unless very weak with no escape suit.

After Opponent Opens One of a Suit

Direct Overcalls

  • Simple overcall at 1-level = 8+ HCP, 5-card suit
  • Simple overcall at 2-level = 10+ HCP, 5-card suit
  • Jump overcall (e.g., 1-2) = Weak, 6-10 HCP, 6-card suit
  • Jump overcall at 3-level = Preemptive, 8-12 HCP, 7-card suit

Doubles and NT Overcalls

  • Double (X) = Takeout, opening points, no stopper in their suit
  • 1NT overcall = 14-16 HCP with stopper in their suit
  • Cue-bid opponent's suit (e.g., 1-2) = 17+ HCP, game forcing (shows two-level strength)

Special Conventions

  • 2NT overcall = Both minors, 5-5 or better
  • Michaels Cue-Bid (optional): Cue-bid shows 5-5 in specific suits
    • Over 1: 2 = both majors
    • Over 1: 2 = both majors
    • Over 1: 2 = spades + minor
    • Over 1: 2 = hearts + minor

Double Meanings

First chance double = Takeout

Second chance double = Penalties

Example:
Them: 1♥ - You: X (first chance) = Takeout Them: 1♥ - Partner: Pass - Them: 2♥ - You: X (second chance) = Penalties

After Opponent Opens 3-Level

  • Over 3/3 (minor): Double = Takeout
  • Over 3/3 (major): Double = Penalties
  • Over 3/3: 3NT = Takeout (asking for minor suit)

When They Interfere with Our 1

Responder's actions after interference:

  • Pass with <6 HCP (can't compete safely)
  • Double (X) with 6-9 HCP and shortage in opponent's suit = Takeout
    • Opener then shows distribution, responder should bid 4-card major if held
  • Nearest NT with 10-15 HCP or strength in opponent's suit = Forcing to game
  • Cue-bid opponent's suit (next level) with 16+ HCP = Slam interest

When They Interfere with Our 1NT

After Natural Suit Overcall

Systems are ON - continue with Stayman and transfers:

  • If they bid 2: Double = Stayman (majors), 2 = transfer to hearts, etc.
  • If they bid 2/2/2: Double = transfer to next suit up, other bids natural

When They Double Our 1NT (for Penalties)

  • 5+ HCP: Leave it in (we should make it or go down 1)
  • <5 HCP with 6-card suit: Escape using transfers if possible:
    • Redouble (XX) = Escape to 2
    • 2 = Escape to 2
    • 2 = Transfer to 2
    • 2 = Transfer to 2
Alert Rule: Always good idea to alert opponents at any unusual bid at 2-level and below.

Slam Bidding Conventions

Roman Key Card Blackwood (RKCB) - For Suit Slams

Use when trump suit is agreed or implied

Five "Aces": 4 Aces + King of trumps = 5 key cards

Asking for Key Cards: 4NT

Responses to 4NT:

  • 5 = 0 or 3 key cards
  • 5 = 1 or 4 key cards
  • 5 = 2 key cards without Queen of trumps
  • 5 = 2 key cards with Queen of trumps
Example Auction:
1♣ - 1♥ (hearts implied as trump) 3♥ - 4NT (asking for key cards) 5♦ (showing 1 or 4 - context shows it's 1)

Asking for Kings: 5NT

Only ask after confirming all key cards are present!

Responses to 5NT:

  • 6 = 0 kings (outside trump King)
  • 6 = 1 king
  • 6 = 2 kings
  • 6 = 3 kings
  • 6NT = 4 kings

Ace Asking for NT Slams - When NT Was Bid

Use 4 to ask for aces when heading to NT slam

Asking for Aces: 4

Responses to 4:

  • 4 = 0 aces
  • 4 = 1 ace
  • 4 = 2 aces
  • 4NT = 3 aces

Asking for Kings: 5

Responses to 5:

  • 5 = 0 kings
  • 5 = 1 king
  • 5 = 2 kings
  • 5NT = 3 kings
Example Auction:
1♣ - 1NT 2NT - 4♣ (asking for aces) 4♠ (showing 2 aces) - 6NT
Important: The distinction is critical:
  • Suit slam: Use 4NT (RKCB with 5 key cards including trump King)
  • NT slam: Use 4 (simple ace asking with 4 aces only)

When to Use Slam Bidding:

  • You have enough combined points (29+ for small slam, 33+ for grand)
  • You have a good trump fit (9+ cards) or strong balanced hands
  • You need to check for key cards to avoid missing 2 aces
  • Consider void/singleton values - sometimes controls matter more than points
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