| 0-5 points | Pass |
| 6-10 points, 3+ trumps | Raise to 2 |
| 11-12 points, 3+ trumps | Raise to 3 (limit-raise) |
| 0-10 points and 5 trumps | Raise to 4 (preemptive) |
| 13-16 points, 4+ trumps | Bid 2 of a new suit, then raise to 4 |
| PRINCIPLE OF FAST ARRIVAL |
| When a game-forcing bidding situation exists, a fast jump to game denies slam interest. |
| 13-15 points | Jump to 4 of the Major (Fast Arrival) |
| 16+ points with a good outside 5-card suit | Jump to 4 of the 5-card the suit |
| 16+ points with a singleton/void and no good outside 5-card suit | Bid 3 of the singleton/void |
| 16+ points and 5 trumps no singleton or void | Bid 3NT |
| 16+ points and 6+ trumps no singleton or void | Bid 3 of the Major |
| A double-jump response to a 1 of a suit opening is a Splinter Bid, showing 13-16 points, at least 4-card trump support, and a singleton or void in the suit splintered. |
| Don't Splinter with a singleton Ace, King or Queen. |
| WEST | NORTH | EAST | SOUTH |
| 1♣ | pass | 1♥ | |
| pass | 4♦ |