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Lyneham Bridge Club
Takeout Double

BACKGROUND

In the dim and distant past immediate suit doubles were always for penalty and meant that getting into the bidding posed some difficulties for defenders.  With a minimum hand and no 5-card suit a pass or NT bid was the frequent option whereas with 16+HCP and a 5-card suit a jump bid may have been needed to show the extra strength.  To overcome these frequent problems the takeout double was developed.  

CONCEPT

In principle, when the doubler has not previously passed, the takeout double shows any opening hand unsuited to an immediate overcall, and asks the advancer to make a ‘takeout’ bid into the best outside suit.  When the opponents have only bid one suit then the takeout double suggests a minimum 3-card support for any of the remaining 3 suits; however, if the opponents have bid 2 suits then the doubler should hold 4+card support for both of the remaining suits.

FORCED BID

Advancer should only pass the double when they want to convert it to a penalty double.  For the penalty to be effective at the lower levels the advancer should hold a good 5+cards in the openers suit and insufficient values to consider game as a better alternative.  Consequently, the Advancer is often ‘forced’ to bid, this is especially true when holding a weak hand.

TAKEOUT HAND TYPES

The takeout double generally shows one of the following hand types:

  1. Minimum (11-15 points, 7-losers), a shortage in openers suit and 3+cards in the remaining suits.
  2. Strong unbalanced (16+points, 5-losers).
  3. Strong balanced 19+HCP with stop in enemy suit.  Note the balanced 16-18 HCP range with stops is covered by an immediate 1NT overcall.

Items 1 and 2 refer to points not HCP to cater for good distributional values and the additional reference to losers is based on either a self standing suit or some assumed fit where more than one suit is available.  When the hand does not neatly fit into these takeout double types it may be necessary to employ a waiting pass or overcall with a different strength than expected; for example 1NT with 15HCP or overcall a 5-card suit with 16 points.

ADVANCING

As mentioned above, advancer is often forced to bid with minimum values.  A general guide is to bid your cheapest 4+card suit giving preference to a Major over a minor.  However, there is one problem weak hand that is extremely hard to bid and that is when your only suit is the enemy suit.  The recommendation for these instances is to reserve 1NT for the time you have the enemy suit and 6-9HCP, that way with a minimum doubler can safely pass.  Otherwise, it may be necessary to bid the cheapest 3-card suit (you are forced!) and hope you find doublers suit!

ADVANCER INVITATIONS

When advancer has sufficient values to invite opposite a minimum opening then some non-minimum bid should be used.  It is not unreasonable to include some losing trick assessment when deciding whether to invite.  Jumping in a suit or NT are natural invitational bids assuming opener has the minimum takeout hand.

ADVANCER GAME FORCE

A cue-bid of the enemy suit by advancer is unusual and should be used as an unassuming, game force asking the doubler to show a suit or NT if strong balanced.

DOUBLER CONTINUATION

After advancer has made a minimum takeout bid the doubler will pass with the minimum hand.  Any other continuation bid, either a suit raise, NT or new suit bid, shows the strong take out hand but is not forcing.  Doubler must make the most descriptive strength bid.  However, if advancer makes a stronger takeout bid then all continuation bids are at least game forcing.