Dynamic 1NT Overcalls



      With a 1-suited strong (17+ point) hands, Standard approaches rely on being able to Double and then bid our long suit.
      For example, holding:
Overcaller A K 10 9 x x x A Q x A J 10

      Over 1 by RHO, we can make a takeout double and risk hearing Partner jump in any new suit. 
      But what if RHO has opened a minor and Partner leaps off to 3 or 4 ?
      Now we may be in trouble.
      But, if we forego the double and overcall 1 (8-16 points),   we run the very real risk of missing a game. 
      A jump to 2 would be worse, since that is a weak jump overcall. 
      What we need is a way to show our strong hand without risking a jump in Hearts from Partner. 
      This is the benefit of using a strong and forcing "Dynamic" 1NT overcall for this purpose.

      But what is the cost ?  
      Well, a natural 1NT (with 15-18 HCP) Overcall is lost.  Given the number of times that 1NT will cost us –500 or more, this "loss" may be illusory.  Still, we need a way to handle a flat 15-18 HCP hand, when we do happen to hold one. 
      This, too, is not a problem: we Double.  Now, at least, if Partner starts leaping off in a suit, we will have 2-5 cards there and significant compensating values. 
      If Partner bids a suit without jumping, we can pass if in the 15-17 point range (since 17 + 8 < 26) and rebid in Notrump with 18+ (1NT with 18-20 HCPs, jumping to 2NT in some cases with 21-22 HCPs).

      A Dynamic 1NT Overcall, then, is a strong, unlimited hand, forcing for one round.  But is it always a 1-suiter ?

      Answer:   No.
      Occasionally, it will be a very strong flat hand (23+ HCPs, usually) with solid guards in the opponents' suit.  It can also be a 2-suiter — especially, if these two suits cannot be described using a 2-suited overcall.

Overcaller A K 10 9 x x A K Q x x A Q

      Over 1, we might go with 2, a Michaels overcall, but what if RHO has opened 1 ?   Again, a double might fetch 4 from Partner (ugh !) so we might go with a Dynamic 1NT overcall here.
      In response to a Dynamic 1NT, Advancer bids:

      Dynamic 1NT overcaller can now force with a jump or a cuebid.  Simple suit rebids by Dynamic 1NT Overcaller are not forcing.  2NT is forcing, only if Advancer has just bid 2 (6+ HCPs).

RHO You LHO Pard Comments
1 1NT Pass 2 0-5 HCPs, denying hand for 2 or 2.
Pass 2 --- --- Game forcing.

RHO You LHO Pard Comments
1 1NT Pass 2 6+ HCPs, denying hand for 2NT.
Pass 3 --- --- Game forcing.

RHO You LHO Pard Comments
1 1NT Pass 2 6+ HCPs, denying hand for 2NT.
Pass 2 --- --- Natural, non-forcing.

RHO You LHO Pard Comments
1 1NT Pass 2 0-5 HCPs, denying hand for 2 or 2.
Pass 2NT --- --- Natural, non-forcing.  23-24 HCPs, flat.

RHO You LHO Pard Comments
1 1NT Pass 2 6+ HCPs, denying hand for 2NT.
Pass 2NT --- --- Natural, Game Forcing (23 + 6 > 26).

      If Responder intervenes with a raise, doubles by Advancer are Responsive, suggesting 6+ points and, usually, 2+ cards in all the unbid suits.  Free bids are natural and non-forcing, suggesting 6-8 HCPs.

RHO You LHO Pard Comments
1 1NT 2 2 Natural, 6-8 HCPs, not forcing.

RHO You LHO Pard Comments
1 1NT 2 Dble Responsive, 6+ HCPs.

      If Responder interferes with a new suit bid, doubles are Penalty.  Advancer uses the cheapest suit bid as Fishbein (similar to a Responsive Double), promising 6-8 points and 2+ cards in the two unbid suits.  Other free bids are natural and non-forcing, in the 6-8 HCP range. 

      Cuebids or jump suit bids by either Dynamic 1NT Overcaller or Advancer force game.
RHO You LHO Pard Comments
1 1NT 2 Dble Penalty.

RHO You LHO Pard Comments
1 1NT 2 2 Fishbein.  6-8 HCPs, 2+ in each unbid. 

RHO You LHO Pard Comments
1 1NT 2 2 5+ Spades.  6-8 HCPs.  Not forcing. 

      Because a jump suit bid in the passout seat is strong (albeit not forcing) Dynamic 1NT overcalls are in effect only in direct seat.

RHO You LHO Pard Comments
1 Pass Pass 2 17-19 HCPs, 5+ Spades.  Not forcing. 

RHO You LHO Pard Comments
1 Pass Pass 1NT 10-15 HCPs, flat. Not forcing.

      The most dramatic effect of playing a Dynamic 1NT Overcall (aside from missing those –500s in 1NT, when it is Responder who has most of the outstanding strength) is that our Takeout Doubles are less often "off shape".



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