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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 an opening hand and suggests 3+cards in the other suits the opponents have not shown with their bid(s).  The partner of the doubler (advancer) is expected to make a ‘takeout’ bid into their best outside suit.  The doubler will frequently pass the takeout bid unless they have a very strong hand when there are usually 3 options: (1) bid NT to show strength and stops in the enemy suit(s), (2) bid a new suit to show strength and a long suit (6+cards), (3) raise the takeout suit to show strength and a fit.

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 (see 'Advancing' below!).

TAKEOUT HAND TYPES

The takeout double shows one of the following hand types:

  1. A shortage in opponents suit, 3+cards in the remaining suits and 11-15 points (minimum).
  2. A shortage in opponents suit, 3+cards in the remaining suits and 16+ points (strong).
  3. Unbalanced single 6+card suit (strong, 16+points).
  4. Balanced 19+HCP with a good stop in opponents suit.  Balanced hands with 16-18 HCP and stops is usually shown by an immediate 1NT overcall.

Items 1, 2 and 3 refer to points not HCP to cater for good distributional shape (e.g. 4441), counting losers is ill advised without a known suit fit (8+cards between the hands) unless there is some assumed fit (long self-standing suit). 

Item 1 and 2 only differ in point range and the action the doubler would take after advancer bids a suit where the doubler also has 4+cards.

Where the hand does not neatly fit into these takeout double types it may be necessary to employ either a waiting pass or make the best near bid e.g. with a different strength than expected.

For example:

  1. With 15HCP you could bid 1NT, this would still be balanced with stops but with other plus values such as good fillers (JT98).
  2. With an un-bid 5-card suit and 16HCP you can overcall in the suit, usually when you cannot double to show a strong long suit.
  3. With two suits it is often necessary to start by bidding the 5-card suit and then bid the other suit if you get a chance.
  4. With two 5-card suits using a conventional bid such as Michaels Cue Bid often produces good results.  Failing that start with an overcall as in (3).

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 thankfully infrequent 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 and assumes that opener has the minimum takeout hand (Type 1).

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 good suit or NT if strong balanced.

DOUBLER CONTINUATION

After advancer has made a minimum takeout bid the doubler should always pass with the minimum hand (type 1) because the response was forced!  With any other hand type doubler should consider bidding again if possible to show the extra strength; for example, raise the suit with a 4-card fit, bid a new suit to show length suit or NT balanced.  Doublers new bid shows extra strength but is not forcing on advancer.  However, if advancers takeout response bid has already shown extra values, then all further bids by the doubler are at least forcing to game.