Acbl Sayc System Booklet
Acbl Sayc System Booklet
Acbl Sayc System Booklet
OVERVIEW
The ACBL Standard American Yellow Card (SAYC) was created to be the required system to be used in a Standard Yellow Card event. The object was to provide a simple, modern method that will lead to a good, solid understanding in a partnership when both players have read this booklet.
Because this system was to be used by each pair, the game was free of a wide variety of possibly complex systems. There was no necessity to Alert or ask questions since everyone was playing the same method. When play began on the lnternet, players needing a quick way to establish the method to be used in a relatively casual partnership adopted the SAYC. lt is also used by players who meet at the partnership desk a few minutes before the game stafts.
Players may still exercise bridge judgment, such as opening a four-card major in third seat. SAYC "normally five-card majors" approach can withstand an occasional deviation.
CHOICES While there are no choices in the present day SAYC, except for an SAYC event in which everyone must play the method as written, a pair could use the SAYC as a base and make one or two modifications. lf you do make a modification or two in an open game, you should announce that fact to the opponents - if they think you are playing straight SAYC and they know SAYC, they would not know about your modifications. 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 1 with 44in the minors. Normally open f.?. with 3-3 in the minors. Notrump openings show a balanced hand and may be made with a five-card major suit or a five-card minor suit. 1NT = 15-17 2NT = 20-21 3NT = 25-27 Strong conventional 2* opening. Weak two-bids in diamonds, hearts and spades.
2l
1NT
3
3<} = diamond bust (notrump opener passes). Other responses to 1NT: 1NT - 3*, 3l = a six-card or longer suit and invitational to 3NT. slam - 3 V, 3 rf = at least a six-card suit and bid). interest (otheruise, responder uses a transfer 4* lS GERBER OVER = Gerber, - 4& PARTNER,asking for aces. REBID OF 1NT OR 2NT.ANY 1NT OR 2NT BY INCLUDING A Responses show the number of aces, by steps, just as over a Blackwood 4NT. 5.i is used to ask for kings. Ace Asking King Asking
- 2" content to play 2 A. 2^ Pass = pass or 3rl = invitational. Over 2NT - 2NT, a minimum hand; bid 3NT or opener maymaximum.bid 3t with 4l with a 3*, 30, 3V = natural and game forcing. - 3NT giving opener a choice between 3NT and 4rl. - 4h = placing the contract, with a six-card or longer suit. = A2i^ response requires the 1NT bidder to rebid 3.?., which may be passed with a club bust, or responder may rebid 3 t with a diamond bust. Example: 1NT - 2A 3* Pass = club bust
1NT
lf, after the transfer is accepted, responder bids a new suit, that is natural and game forcing. Possible calls after the accepted transfer are:
1NT 4l = 4V = 4^ = 4NT =
the ptayer usins Gerber makes any bid other,,i}tu{,t:"iii?i pr"v (including 4NT). Asking for kings guarantees that the paftnership holds all the aces.
tr
A direct raise of 1NT to 4NT is natural and invites 6NT. 4NT is slam invitational only because 4.t is-available as Gerber (to ask about aces).
INTERFERENCE AFTER A 1NT OPENING BID
lf an opponent doubles, all conventional responses are "on." For example: (Double) 1NT =Stayman (Double) 1NT 2a = transfer to hearts
-2* -
lf an opponent bids over your 1NT opener, conventional responses like Stayman and transfers are "off." Bids are natural except for a cuebid, which may be used with game forcing strength as a substitute for Stayman.
lf the opponents intervene over a conventional response, bids carry the same meaning as if there were no intervention. A bid says, "l'm bidding voluntarily, so have a real fit with you."
I
Stayman and Jacoby transfers for the majors are used. 3.lh = Stayman. 31, 3? = Jacoby transfers to hearts and spades, respectively. 4* = Gerber (ace asking). 4NT = lnvites a slam in notrump. 44, = Stayman. 4|,4V = Jacoby transfers to hearts and spades, respectively.
2NT
3NT
1V OR A 1T OPENING
Y-
rl
2l
Rebids with a minimum hand (13-15 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 (16-18 points): Jump raise of responder's suit 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-reversg bid in a new suit (this has the wide range of 13-18 points). With a maximum hand (19-21 or22 points) opener must make avery 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.
4l
lf 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 tor a sign-off in partscore: Pass, 1NI, 2 of a previously bid suit. = 6-9 points, sign-off in partscore. Bids available for inviting game:2NI 3 of a previously bid suit:
Pass, 2V
2* -
1Y
1A
,2i
= 10-11 points, inviting game. After opener rebids in a suit, a new suit by responder is forcing. lf the new suit is the fourth suit, the bid may be artificial/conventional.
However, after a 1NT rebid by opener, bids of a new suit at the next higher level are non-forcing.
- ie 2l NT - 2&,
Second-round forcing bids following a 1NT rebid by opener: a reverse or jump shift into a new suit is a game force. 1* - 1Y 1NT - 2l or 3O = game force.
Bids available for signing off in game. 3NT, 4A 5*, 50.
,4i,
lf 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 10-11 points and at least three-card support:
2V - 2NT,3t,3? = invitation to game (10-11 points). - 2^+ preference, not forcing. Responder has 1 1-12 points and a
1i
2*
3l 3l
1^ -2*
= 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. This applies when responder is an unpassed hand.
2|
= forcing one round. Responder can limit his hand by bidding 2h, 2NI at this point. He should not pass, since opener could have 18 3.?., or points fiust short of a jump shift rebid).
3l
RESPONSES TO A
1*
OR A 1
OPENING
opener suggests a four-card or longer suit, since 1* 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, threg diamonds, and two clubs, which is opened 1
1
l.
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 support to raise (four to raise 1 <); five to raise 1.?., though one fewer will do in a pinch in a competitive sequence). Responses of 2NT and 3NT are standard: 2NT 13-15, - 3NT = 16-18 game forcing = There is no forcing minor-suit raise.
1
&
A2*
A2& opening shows at least 22+ points, or the playing equivalent. Responses:
2t - 2l = conventional, could be "waiting" with a good hand not suited to a positive response. - 2V,2a^,3.l.,3O = natural and game forcing. At least a five-card suit and 8 points.
-2NT=abalancedSHCP.
lf opener rebids 2NT after response (showing 22-24 points), the same responses are used as over a 2NT opening:
a2l
2&-2i 2NT - 3.1.=Stayman. - 3 t), 3Y = Jacoby transfers to hearts and spades, respectively. - 4& = Gerber. a slam in notrump. - 4NT = inviting lf opener rebids a suit over a 2l response, the bidding is forcing to 3 of opener's
major or 4 of opener's minor.
2I,2I
OR
2A
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. lt 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. fl-his 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 (weak). 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.
OPENING PREEMPTS Opposite an unpassed partner, an opening 3 or 4-level call in a suit tends toward sound at equal or unfavorable vulnerability. Vulnerable against not, you should be within two tricks of your bid (i.e. with likely distribution of the remaining cards in your suit). When the vulnerability is equal, you should be within three tricks of your bid. At favorable vulnerability, the preempt tends to be lighter, so you should be within four tricks of your bid.
SLAM BIDDING
Blackwood 4NT is used to ask for aces. Responses show the number of aces by steps. SNT ls then used to ask for kings; SNT guarantees that the partnership holds all four aces.
5.t 50 5V 5A
_^,
= = = =
0or4aces
lace
2 aces 3 aces
; 6* = 6t = 6? = 6t =
Ofrff 5NT
0or4kings
1 king
2 kings 3 kings
A jump to SNT (and some SNT 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 honors in the agreed suit; sNT 6 of the agreed suit = fewer than two top honors (A, K or Q). 7 of the agreed suit = two of the three top 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:
(1
.) -
(Pass)
1^ -
- 2t
A 1NT overcallghows 15*18 points and a balanced hand (preferably a stopper in opener's suit). No conventional responses are used by the responder to the 1NT overcall except 2.t, which is Stayman.
A jump overcatl of 2NT shows at least
Jump overcalls are preemptive, showing the same value as an opening bid at the same (1 26 = a hand that would open a weak two-bid in ) 3* = a hand that would open
level: O) _
3.?..
A cuebid overcall when the opponents have bid two suits is natural in('ither 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). lf 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. (1 f 2) = at least 5-5 in the majors, 8 points or more. (1 2^ = at least 5-5 in hearts and a minor; 10 points or more.
spades --/
) ,l) -
Responder may bid 2NT over a major suit cuebid to ask for partner's minor. (1 2V (Pass) 2NT (asks for the minor). (Pass) 3* = club suit. = diamond suit.
V) - 3i
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 (4 or lower); penalty over opening game bids (4Y or higher). A below-game jump response to a takeout double is invitational. To force, responder cuebids opener's suit. Versus an opening preempt, an overcall in a suit or notrump is natural; a cuebid is Michaels.
COMPETITIVE BIDDING
There is almost an endless variety of possible sequences, so it pays to have simple guidelines to prevent bidding misunderstandings.
Bids mean the same things they meant without the intervening bid. Still, it is sometimes necessary to pick a bid that would normally have been a second choice without the overcall:
1t ll
(Pass)-1t-(2*)
Cuebidding right-hand opponent's suit shows values fdngarf're without clear direction for the moment. This is often used to show a game-forcing raise: (2*) 3* - game force; usually a raise. 1
\t if
The negative double is used through 2 ll, promising four cards (at least) in an unbid major. Bidding a major at the two level or higher shows 11 or more points and a fivecard or longer suit. (1 f ) 1.l. Double = 4-4 or better in the majors. (1 Y) 1 Double = ex?ctly four spades (1 promises five). (1 A) 1 Double = four hearts and 6+ points or five hearts and 5-10 points.
t I
lf RHO makes f,'takeout double: (Double) - 1 Y, 1 4t = forcing, point count not limited. 1O 2* = non-forcing (6-10 points, usually a six-card suit). 2NT = limit raise (at least 10 points) or better. Redouble = 10 points or more, but it is better to make a more descriptive bid of 1 V, 1 ll, or 2NT with the appropriate hand. 3 i = preemptive, good trump support but fewer than 10 points.
A responder's jump shift after a double is to play: (Double) 1 2V ,2ll,3.?. = six-plus 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: (Double) Redouble = Penalty;
4^
The opponents double a conventional bid: 1NT- (Pass) -(Double) Redouble = Penalty, good diamond suit;
-2a -
A good hand if their double is for takeout: (Double) Redouble = 10+ points;
1ll
SOS, requesting a different suit, if your side is doubled for penalty in a trump suit at the three level or lower: (Pass) Pass- (Double) (Pass) Pass Redouble = SOS, responder can support at least two of the unbid suits.
1O
Unless otherwise noted elsewhere, any bid or double by an opponent cancels a convention intended for non-competitive sequences. Examples: 1 ? 2^ 2NT = natural (12-14 HCP). 2& Double = natural and positive.
- 2|
lf 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. 1ll (2ll) 3" - game force. Double = at least 10 points, probably balanced.
NOTE: When phying the ACBL SAYC: You may add defenses to the opponents' conventions (e.g.l al 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.
#1
sP3 (bk)
Rev. 1/06