An overcall is a bid you make after the opponents have opened. For a suit overcall, the most important requirement is that you have a good suit. Points are secondary: with a good suit, you may overcall with as few as 8 points.
The 1-level Overcall. A 1-level overcall can be made with very few points, but it shows a good suit.
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With a stronger hand, it is acceptable to have a weaker suit.
EXAMPLE:
If your opponent opens 1, you should say
1
with:
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The 2-level Overcall (Non-jump). An overcall at the 2-level requires a better hand and a better suit.
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With a strong hand, you may overcall with a slightly weaker suit.
EXAMPLE: If your opponent opens
1, you should say
2
with:
![]() ![]() ![]() ![]() |
The Weak Jump Overcall. A jump-overcall is weak (similar to a preemptive opening):
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EXAMPLE:
If your opponent opens 1,
you should say 2
with:
![]() ![]() ![]() ![]() |
The 1NT Overcall. A 1NT overcall is similar to a 1NT opening:
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After you overcall 1NT, your partner should use Stayman
(2) and Jacoby transfers
(2
and 2
)
to describe their hand.
NOTE: A stopper is a holding in a suit which makes it unlikely that the opponents will be able to run the suit immediately. For example:
A8 | K3 | QT4 | 98632 |
are all stoppers.
Very Strong Hands. Some hands are too strong for a simple overcall. With 16 or more points, you should begin with a strong double.