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.
Goren
was terribly wrong with his “more 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 & BJ 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. If we go down ,
maybe its their hand for a partial or game in the
minors.
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 .
If 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.