Interference over strong pass

Interference at the one-level after the strong pass

Pass is used as a full positive, double as a negative, and bids as level-adjusted relay semi-positives. This allows us to extract full mileage from injudicious interference, while getting in one descriptive bid early when the deal is likely to be only a partscore. The agreements are sufficiently general to deal with natural, transfer, multi-way or psychic overcalls. The semi-positive bids are level-adjusted up or down using the identical step pattern used without interference. A further relay by R establishes a game-force and suggests a non-minimum strong pass.
After the positive pass, in any auction, double by the hand under the presumed length is "action" style - indicating desire to penalise the interference if the other hand isn't unsuitable and has some appropriate trump holding. A double over the presumed length is close to a classical penalty action. If the level of the auction is sufficiently low (maximum loss of three steps) then both hands have a (level-adjusted) relay available as the cheapest bid, or higher bids as relay steps. Such elective relay shape-showing omits steps that show suits (but not fragments) that would have been able to make or accept a below-the-length action double. Thus the opponents' suit(s) may never be shown in elective relay shape-showing. A hand holding their suit must make a forcing pass, make a penalty or action double, or commit to relay asking. After a relay ask, the shapes RR may hold are any consistent with their previous auction and the relay structure will reflect this.
If the opponents have bid a denomination they show then the elective relay shape-showing agreement works fairly simply. However if the opponents have bid another denomination (e.g. a transfer overcall) then double shows an action double of the suit they have bid (as the presumed length in the suit is with the partner of the transfer overcaller), pass is noncommittal and elective shape-showing omits both the suit of the overcall and the suit of the bid used to show it. If the opponents have not yet shown a specific suit (e.g. a nonspecific two-suiter or other multi-way bid) then double of the suit bid is still for penalty or action according to which opponent holds the presumed length, and relay shape-showing omits only that suit.
Subsequently, if the level of the interference is too high for relays then action/penalty doubles and natural bidding apply. When the auction is at the two level and our side has not shown any shape (aside from any implied by doubles or passes), natural bidding is understood to include Rubensohl. If the opponents run from an action or penalty double, the same above agreements are still in force in the new situation. When a hand is unable to make or accept a double or to make a waiting pass, then the above agreements apply, with (level-adjusted) relays available in auctions sufficiently low.
After the initial negative-showing double, doubles by both hands are takeout and bidding is natural (Rubensohl where appropriate).
If the opponents interfere with 1NT, responder's double indicates penalty interest and activates action doubles, bids are natural (no Rubensohl; two-level bids are limited, three-level bids are forcing) and pass is negative.

Example Auctions over a strong pass

After Pass - 1H - Pass - Pass

Dbl Action (including most hands with 4+H)
Pass
Pass Accepting with suitable hand and trump holding, e.g. Jx or better
1S Game force relay
1NT 4+S 0-3H (note heart step omitted)
2C 4+D 0-3S 0-3H, etc.
1S Relay (tends to deny four hearts)
1NT 4+S 0-3H (note heart step omitted)
2C 4+D 0-3S 0-3H, etc.

After Pass - 1S - Pass - 2S

Pass Takeout/Waiting (relays broken)
Dbl Action
2NT+ Rubensohl, etc.

After Pass - 1D - Pass - 3D

Pass Takeout/Waiting (relays broken)
Dbl Action
3H Natural and forcing

After Pass - 1H - Pass - 1S

Pass Takeout/Waiting
Dbl Penalty
Pass
Pass Accepting
1NT Relay (extreme measure)
2C 4+H 0-3S (note spade step omitted)
2D 4+D 0-3S 0-3H, etc.
2H
Pass Takeout/Waiting
Dbl Penalty
1NT Relay
2C 4+S unsuited for penalty
2D 4+H 0-3S
2H 4+D 0-3S 0-3H, etc.

After Pass - 1H - Pass - Pass

Dbl Action (including most hands with 4+H)
1S Relay
1NT 4+S 0-3H (note heart step omitted)
2C 4+D 0-3S 0-3H, etc.

After Pass - 1C! - Pass - 1D (1C TWERB, showing D or majors)

Pass Takeout/Waiting
1H Majors
Pass Takeout/Waiting
Dbl Penalty
1S Relay
1NT 4+S 0-3H
2C 4+H 0-3S
2D 4+D 0-3S 0-3H, etc.
Dbl Action (including most hands with 4+D)
1H Majors
Pass Takeout/Waiting
Dbl Penalty
1S Relay
1NT 4+S
2C 4+H 0-3S
2D 4+D 0-3S 0-3H, etc.
1H Relay
Pass
1S 4+S
1NT 4+H 0-3S, etc.
1S 4+S 0-3D
1NT 4+H 0-3S 0-3D
2C balanced with 4-5 card major, etc.

After Pass - 1NT

Pass Unsuitable for penalty, activates action doubles
Dbl Penalty interest, activates action doubles
2C Natural, limited

Interference at the two-level after strong pass

Double by either hand is takeout-oriented. Bids by either hand at the two level are natural and limited. Bids at 2NT or higher either directly or after a takeout double are Rubensohl. There are many kinds of auctions beginning with strong pass that will leave the auction at the two level with relays not having begun and neither hand having shown shape. In all such auctions, direct Rubensohl and Rubensohl after partner's takeout double applies to both hands. When the auction is at the two level after relays have begun, see below.

Interference above the two-level after strong pass

Double of suit bids that show (or could have) the suit bid is takeout through all levels, and bids are natural (except 4NT 2-suited takeout). Double of notrump bids indicates penalty interest of whatever the notrump bidder showed and activates penalty doubles. Double of bids that deny the suit bid indicates penalty interest and activates penalty doubles, and bids are natural (except 4NT 2-suited takeout).

Interference in Relay Auctions

Relays have begun any time the unlimited hand makes a call that is for relay (game-forcing or invitational or better), or when a positive response is made to a strong pass opening or when a semipositive response is demanded (e.g. Pass 1D 1H). We differentiate three cases of interference: that at or below 1S, higher interference that causes a loss of at most three steps in the subsequent relay structure, and higher interference that does causes a greater loss.
Interference at or below 1S is treated using agreements similar to that described above for one-level interference over the strong pass. Both hands have action/penalty doubles available with relay asking and showing following in the usual manner, except in no case can a hand whose strength is limited demand shape from an unlimited hand. Also, a hand that has already denied a holding sufficent to make a penalty or action double may double to show their maximum possible holding, e.g. honour-third. Relay shape-showing is done in the context of the previous auction, with simple deletion of steps that show hands that can no longer be held because of constraints from not having attempted to penalise the opponents.
After interference above 1S, R's double and redouble in both direct and pass-out seats are for penalty. If the interference (by either opponent) is such that RR may bid steps that are at most three steps above normal, then level-adjusted relays are used. Note that RR will have a double (or redouble) or both a double and a pass (or a redouble and a pass) available as a relay step, depending on the position of the interference. If the interference raises the steps more than three steps, then both R and RR may double for penalty. If the relay-breaking interference occurs at the two-level then both hands have Rubensohl available, both directly and after a penalty double by partner. If the relay-breaking interference was at 2NT or higher, then both hands bid naturally in the context of the preceding auction.

Example Auctions with Interference during Relays

After Pass - Pass - 1C

1S Natural
Pass Waiting
Pass
Dbl Action double of spades (in context of the 1C response, must be balanced)
Pass
Pass Enough trump help, e.g. honour-doubleton or three small
1NT Game force relay
2C 4+H 0-3S
2D 4+D 0-3S 0-3H
2H Balanced 4-5H 2-3S
2S Balanced no major
2NT Three-suited short spades, etc.
1NT Game force relay
2C Balanced (Note: 2D is now just a game-force relay)
2D Both minors (2- or 3-suited)
2H Two-suited with hearts and clubs
2S Two-suited with 4+H 5+D
2NT Two-suited with 5+H 4D
3C One-suited with 6+H, etc.
Dbl Penalty of spades
Pass
1NT Game force relay (rare action) - normal relay structure used, despite the inefficiency
2C Balanced 2S (extremely rare)
2D Both minors
2H Balanced 4-5H 2-3S
2S Balanced no major
2NT Three-suited short spades, etc.
1NT Game force relay
2C 4+H 0-3S
2D 4+D 0-3S 0-3H
2H Balanced 4-5H 2-3S
2S Balanced no major
2NT Three-suited short spades, etc.
1H TWERB (spades or both red suits)
Pass Waiting
Pass
Dbl Penalty double of hearts
Pass
Pass OK
1S Game force relay (rare - full relay structure used)
1NT 4+S 0-3H
2C 4+D 0-3S 0-3H
2D Balanced 4-5S 2-3H
2H Balanced no major
2S Three-suited short hearts, etc.
1S Game force relay
1NT 4+S
2C 4+H 0-3S
2D 4+D 0-3S 0-3H
2H Balanced with a 4-5 card major
2S Balanced no major
2NT Three-suited short major, etc.
Dbl Action double of hearts
Pass
Pass Enough trump help, e.g. honour-doubleton or three small
1S Game force relay (rare action) - normal relay structure used, despite the inefficiency
1NT 4+S 0-3H
2C 4+D 0-3S 0-3H
2D Balanced 4-5S 2-3H
2H Balanced no major
2S Three-suited short hearts, etc.
1S Game force relay
1NT 4+S 0-3H
2C 4+D 0-3S 0-3H
2D Balanced 4-5S 2-3H
2H Balanced no major
2S Three-suited short hearts, etc.

Rubensohl

Rubensohl is a convention similar to Lebensohl that utilises all the bids from 2NT through 3S in a transfer sense in order to give great flexibility to hand description in contested auctions. When Rubensohl is available, two level bids are natural and limited. Other bids are:
2NT Transfer to clubs
3C Transfer to diamonds
3D Transfer to hearts
3H Transfer to spades
3S No major suit, no stopper for notrump, at least game values.
3NT No major suit, appropriate stopper, game values.
4X Natural
The following principles apply: