Bridge by Steve Becker
1. Two diamonds. It is true that this is a slight underbid, which could cost you a game (in notrump) that partner might bid if you elected to bid three diamonds instead.
Despite this, the winning bid in the long run is two diamonds. You need a fairly decent hand from partner to make a game, and you should assume that if he has it, he will bid again. It is a good idea to remember that your partner is just as anxious as you are to make a game rather than a part score.
2. Three hearts. You should certainly apprise partner of a possible game in hearts, and you do this by making a double raise (16-18 points) in his suit. If your hearts were, say, Q-9-8-6, you could jump to four.
You are not likely to miss a game if partner passes three hearts, which he is permitted to do. If he is so weak (six or seven points) that he has to pass, he might have his hands full just trying to make nine tricks.
3. Three diamonds. This time, as distinguished from the first problem where your partner could have only six points, you can afford to jump to three diamonds to show your extra values. Partner’s two club bid promised 10 points or more, and since this, in conjunction with your values, adds up to a probable game, you should make a jump-rebid (forcing once partner has indicated at least 10 points).
4. Four clubs. About all you can do is to tell partner, by cuebidding the ace of clubs, that your hand is not a minimum and that you have first-round control of clubs. Whether you make a slam, or even a game, depends on how well partner’s hand fits with yours. If he has, say, [S]62 [H]AK [D]J9632 [C]KQJ5, you have an easy 12 tricks, while if he has [S]AQ3 [H]Q5 [D]J9765 [C]QJ4, you might not even make 11 tricks.
Tomorrow: Look for the silver lining.
