# alias: OneNTBalancedRaise # button-text: 1N w/Bal Raise # gib-works: true # bba-works: true # auction-filter: Auction.....\n1N # curate: kind=bidding # convention-card-ns: Basic-Bridge # convention-card-ew: Basic-Bridge /*@chat --- 1NT Balanced Raise (no four- or five-card major) Partner opens 1NT (15-17). You are balanced with no four-card or five-card major, so there is no Stayman bid and no transfer to make -- you raise notrump straight to the level your points call for. Pass with 0-7, invite game with 2NT on 8-9, and bid game with 3NT on 10-15. With slam values keep bidding notrump: 4NT is a quantitative slam invitation on about 16-17, and with 18-19 bid 6NT to play. Opener passes a minimum over your 2NT or 4NT and accepts with a maximum. A pure point-count decision: add your points to partner's 15-17 and pick the level. @chat*/ # 1NT Balanced Raise dealer north #include "script/Predict-Opening-1-Bid-North" # Defines gibNT (North opens a balanced 15-17 1NT) #include "script/Leveling" # Responder (South): balanced, and NO four- or five-card major (both majors <4) southBalanced = shape(south, any 4333 +any 4432 +any 5332) southNoMajor = spades(south)<4 and hearts(south)<4 # The quantitative decisions, by responder point count (Basic-Bridge = quantitative NT, # no Gerber). The slam rungs need no five-card minor, so they raise notrump cleanly. noFiveMinor = diamonds(south)<5 and clubs(south)<5 passZone = hcp(south)>3 and hcp(south)<8 // 4-7 -> Pass inviteZone = hcp(south)>7 and hcp(south)<10 // 8-9 -> 2NT (invitational) gameZone = hcp(south)>9 and hcp(south)<16 // 10-15 -> 3NT (game) fourNTzone = hcp(south)>15 and hcp(south)<18 and noFiveMinor // 16-17 -> 4NT quantitative invite sixNTzone = hcp(south)>17 and hcp(south)<20 and noFiveMinor // 18-19 -> 6NT to play fiveNTzone = hcp(south)>19 and hcp(south)<21 and noFiveMinor // 20 -> 5NT grand invite sevenNTzone= hcp(south)>20 and noFiveMinor // 21+ -> 7NT # Flatten the natural spread: keep few of the very common pass/invite/game hands and # all of the rare slam hands. Each slam rung is leveled separately so it can be tuned # on its own; lowering the 2NT/3NT keeps forces the dealer to capture more slam hands. levPass = passZone and keep03 levInvite = inviteZone and keep06 levGame = gameZone and keep03 lev4N = fourNTzone and keep47 lev6N = sixNTzone and keep lev5N = fiveNTzone and keep lev7N = sevenNTzone and keep southRaise = southBalanced and southNoMajor and (levPass or levInvite or levGame or lev4N or lev6N or lev5N or lev7N) gibNT and southRaise action average "Pass 4-7 " 100 * (southBalanced and southNoMajor and passZone), average "2NT 8-9 " 100 * (southBalanced and southNoMajor and inviteZone), average "3NT 10-15 " 100 * (southBalanced and southNoMajor and gameZone), average "4NT 16-17 " 100 * (southBalanced and southNoMajor and fourNTzone), average "6NT 18-19 " 100 * (southBalanced and southNoMajor and sixNTzone), average "5NT 20 " 100 * (southBalanced and southNoMajor and fiveNTzone), average "7NT 21+ " 100 * (southBalanced and southNoMajor and sevenNTzone),