2/1 game forcing

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2/1 game forcing (Two-over-one game forcing) is a bidding system in modern contract bridge in which, after a one-level opening bid, a non-jump response in a new suit at the two level commits the partnership to bidding at least game.

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[edit] Normal 2/1 game forcing auctions

The 2/1 auctions are 1–2♣, 1–2, 1♠–2♣, 1♠–2, and 1♠–2. Hands without an opening bid (generally 12+ high card points) are required to respond 1NT to 1♠, or to 1 if they lack 4 spades.

[edit] Exceptions to 2/1 game force

Some pairs don't play that 1–2♣ is game forcing, although some do. Also, 2/1 game forcing doesn't apply to a passed hand, or if there is an intervening bid or double by an opponent. Some pairs play that 2/1 isn't absolutely game forcing; the pair can stop below game only when responder rebids his suit. For example, 1–2♣; 2–3♣ is treated as nonforcing by some 2/1 players. A regular partnership should discuss this possibility.

[edit] 1NT response forcing or semi-forcing for one round

Because the two-level responses are stronger than in Standard American bidding, the response of 1NT to 1 or 1♠ opening is forcing for one round and is used (among other things) for weaker hands containing low-ranking suits. Since the 1NT response is forcing, hands with a three-card limit raise can start with 1NT and later jump-support partner. See Forcing notrump for additional details. Some pairs play a variant in which the 1NT response to 1 or 1♠ is semi-forcing.

[edit] Other 2/1 features

Use of the 2/1 system usually implies (at least) the following additional agreements:

Some also utilize Bergen raises.

[edit] Example sequences

1♠ – 2♣
2 – 2♠
Forcing to game, with original spade support and good club suit. This is different from standard bidding, in which such a sequence would show about 10 points, and club suit could be semi-fake.

1♠ – 2♣
2♠ – 2NT.
Forcing to game, with balanced hand and a good club suit.

1♠ – 2♣
2 – 3♣
Forcing, unless the partnership has agreed that this is an exception to the "2/1 rule."

1 – 2♣
Forcing for one round only (as in Standard American), except in the variant of 2/1 where this sequence is game forcing as well.

1♣ – 2♣
Forcing for one round; 10 points or more with at least four clubs.

1♣ – 3♣
Weak; 9 points or less -- sometimes much less -- with at least five clubs.

1 – 2
Weak; 6-9 points with at least 3 hearts (unless Bergen raises are in use, in which case it shows precisely 3 hearts)

1♠ – 1NT;
2♣ – 2♠
Shows a weak hand, 6-9 points, with precisely two spades. Some also use this for an extremely weak hand (0-5) with three spades.

1♠ – 1NT;
2♣ – Pass
Shows a very weak hand, perhaps 5-7 points, with at least four clubs.

1♠ – 1NT;
2♣ – 2
Shows a weak hand, 5-9 points, with a long diamond suit.

1♠ – 1NT;
2 – 2
Shows a weak hand, 5-9 points, with a long heart suit.

1♠ – 1NT;
2 – 3♣
Shows a weak hand, 5-9 points, with a long club suit.

1♠ – 1NT;
2♣ – 2NT;
Shows 10-11 points without support for spades.

1♠ – 1NT;
2♣ – 3♠
Shows 10-11 points with 3-card support for spades.

1♠ – 3♠
Shows 10-11 points with at least 4-card support for spades.

1♠ – 1NT;
2♣ – 3
Shows 10-11 points with a long heart suit.

1 – 2
This is a jump response, and there are different ways of handling it. In Standard American, such a "jump shift" shows a very strong hand and is unequivocally forcing. However, since such hands do not occur with great frequency, it is more common today to use such a bid to show a weak hand with a long suit, unsuitable for defense. Another possibility is to play it as a "fit-showing jump", showing 8-10 points, a decent heart suit, and good diamond support.

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