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Principle of Fast Arrival
Suppose that we are in a game-forcing auction, and we have a choice between, for the sake of example: (a) Jumping to game with a bid of 4♠, and, (b) Making a forcing 3♠ bid. In this situation, the slow route to game is generally stronger that the "Fast Arrival" route of jumping directly to game.
26th April, 2006 Board 4 Dealer West Both Vul
Our 2♦ was Fourth Suit Forcing, in other words a purely artificial bid the purpose of which is to establish a forcing sequence … for the sake of simplicity, we suggest that you play it as game-forcing.
After West’s 2♠, he is likely to be 3-5-1-4, which is not particularly good news for us … our K♦ does not look especially useful, being opposite a likely singleton … so, we jump directly to 4♠ here. This is the so-called Principle of Fast Arrival … we are in a game-forcing auction, we have agreed the trump suit, we don’t like our hand much … so we leap directly to game. If we liked our hand more we would bid just 3♠ (stronger than 4♠), or make a cue-bid.
13th December, 2006 Board 11 Dealer South None Vul
First, let’s look at this uncontested auction: East West 1♠ 2♥ 2♠ 4♠ If West’s 2♥ is game-forcing, then most partnerships play West’s 4♠ as discouraging (for slam), the so-called Principle of Fast Arrival … E-W have forced to game so leaping to game is weaker that bidding more slowly (3♠ here, for example). The same principle applies to the Problem auction.
Partner’s 3♣ bid shows game-invitational values with Spade support. What is the difference now between 3♠ and Pass? West’s 3♣ essentially committed us to 3♠, so using the same Fast Arrival principle our own preference is as follows: - 3♠ shows a bad hand and is South’s most discouraging action - Pass is encouraging, showing decent values. - Other bids show better hands
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