4.4 Bidding after the Single Raise

Help Suit Game Tries

Matchpoints Versus IMPs

At Matchpoints, game tries are a good strategy as the payoff for bidding close games is not enough to make up for losing the part-score. Basically you want all your games to be 50% or better.

At IMPs, these bids might be game tries with very distributional hands, but in general, if you have a good try, just bid it. In that case, bidding a second suit will most often be a slam try with a good two-suiter.

What Is a Help Suit Game Try?

When partner supports our major suit at the two-level, he shows 3-card support (4 possible if he is a passed hand or in a competitive auction) and 4 - 9 HCP (if 4 points, it will be an Ace). We want partner to be able to make a more intelligent decision about game than just looking at whether he has 4 points or 9 points. So we tell him about another suit in which “help” will be useful; that is, we make a Help Suit Game Try.

Help in Clubs

Help in clubs would be defined as follows:

  1. one or more of the top club honours with any length
  2. a singleton club with three trumps
  3. a doubleton club with four trumps (four trumps only possible if a passed hand or in a competitive bidding situation)

Responding to a Help Suit Game Try

TheyWeTheyWe
  1♠ Pass 2♠
Pass 3 Pass ?
3 Control in hearts, help in diamonds, maximum
3♠ No diamond help
3NT Unused
4♣ Control in clubs, no heart control, help in diamonds, maximum
4 Axxx or Kxxx or better in diamonds, maximum
4 Unused
4♠ Help in diamonds, but minimum hand, or no controls

Notice that when you have the requisite help in the suit of the Help Suit Game Try and a maximum, you don’t waste bidding space by jumping to game, but indicate you have the help by cue bidding in case partner has slam aspirations.