Monday,
July 10, 2006 6:08 AM
Hand Evaluation – Fast Arrival ( Abusing Splinters )
PITBULLS:
From my experience
, splinters are the most abused bid in the world. You open 1♥ with ♠AKxx ♥AKxxx ♦x
♣Axx or ♠AKxx ♥AKxxx ♦x
♣xxx or ♠Axxx ♥AKxxxx ♦x
♣xx . Partner responds
1♠ so I have seen players splinter to 4♦ with all three of these
hands. This is Bridge ambiguity
at its worse. You hit partner with duplication of value in diamonds so the 1st
hand limps home. The 2nd hand , you go two down vulnerable & the 3rd
hand you get doubled & go for 1100.
You can not treat an 18
HCP hand the same as a 14 HCP
hand or an 11 HCP hand.
However, it is done all the time with
splinters.
Goren was terribly wrong with his
“more HCP’s you have the higher you bid” concept. As most players now know , the principle of
fast arrival says just the opposite.
You pre-empt partner up to the 4 level with good hands thereby robbing you of
bidding room to explore for small & grand slams. My partners
, Kiz , Tom & Ilya
all play a multi-purpose
3♣ strong jump shift. There were many reasons for this bid
but one is so that the leap to game in partners
major can be fast arrival &
show distribution. This prevents silly splinter bids with 11 HCP’s as in hand
three. We all would leap to 4♠ with that hand. When we go down , maybe it’s their hand for a partial or game in the
minors. Splinters are a good bid so do not let
ambiguity destroy their usefulness.
The 1st hand is a 4♦ splinter as you
have enough to suggest slam. The 2ND
hand is a 3♠
jump , you can Q bid your diamond control later
if partner is interested. Bidding 2♠ with the 3rd hand although you have 11 HCP is sick bidding. Game is possible opposite Kxxxx of
spades but you do not know. 4♠X opposite Jxxx of spades with KQJx of
diamonds could be a horrible telephone number so you have an unbiddable hand. A splinter at the 4 level since you forced
to game is a slam invite . When you jump to game
with your 11 HCP , partner might not catch on by
playing you for the Goren 19 HCP & go down in a slam. Distributional
hands are built
for jumping
, not strong hands.
I dislike random splinters so much we have defined jump shift reverses
to show two suits with a 6-5
rather than a splinter. This is a descriptive fun toy but it has
a more sinister use. It prevents partners from abusing
splinters. They feel if they have a singleton with a fit , they are obligated to show it regardless of strength for the appropriate level. Splinters give
information to the enemy also. All of a sudden they find the trump lead , hold onto the correct suit and find correct shifts.
Splinters should be slam
tries for the most part, so keep them guessing with
distributional weaker hands by leaping to
game. Makes more sense to me.