Posted 2019-May-04, 02:36
I like to play 2H Bust, where, absent interference, after a 2C opener, 2D is game-forcing (not alertable, per the few-years-ago rule change), implying at least an Ace, a King, or 2 Queens (also, responder's 2NT would imply 3 Kings, after which systems are on, because we want to transfer, so responder can receive the lead, protecting all their Kings). Anyway, with interference, I like to play "P0D1", meaning Pass shows responder would have made the weaker bid of 2H (represented by the logical "0" in P0D1) without interference, and Double shows responder would have made the stronger, game-forcing bid of 2D (logical "1" in P0D1). Then, over interference, followed by responder's Pass, opener can more effectively decide whether to compete, knowing responder is broke. Similarly, if responder doubles the interference, opener may see a chance for either a game or a lucrative penalty - the latter, for instance, if the opponents were foolish enough to come in red against white (or even white against white). Someone tried this in a recent tournament, where I opened a non-vul 2C hand (4-losers or better), 2S interference, and partner doubles (showing they would have game-forced with 2D). Easy enough pass for me, after which we botched the double-dummy defense by two tricks, but still put them down 500, scoring more than our possible white game score. Fun.