Glasnevin Bridge Club

Splinter Bids
In simple terms, a splinter is a double jump in a new suit i.e. a double jump-shift (e.g. 1H-3S or 1H-4D).
Actually, the strict definition is that a splinter is jump in a new suit
one higher than is needed to establish a force. The distinction not pedantic and will arise later in this article.
A splinter bid shows the following;
  • Strong support for partner’s last bid suit i.e. game going values and usually 4 card support (but excellent 3 card support will do - something like AKJ).
  • A feature i.e. a singleton or void, in the bid suit. Note that a feature and a control are not the same thing - a feature is a control but a control is not necessarily a feature, it can also be an A or K.
  • Some slam interest but usually only if partner’s hand is revalued upwards by the feature. Ideally partner has xxx or perhaps Axx in the feature suit so now 1 or 2 losers have disappeared. On the other hand if partner has something like KQ in the feature suit, that’s too bad, the feature has done little or nothing to help them.
  • Hands with strong slam interest should not use splinters, even if (as they often do) they have the correct shape, but find some other gadget such as Jacoby 2NT.
  • A splinter may be made by responder over opener (e.g. 1S-4C) or by opener over responder (e.g. 1D-1H-4C).
  • Where a simple change of suit bid would be forcing, a single jump-shift is a splinter e.g. 1S-2H-3D is a forcing sequence since the 3D bid, a new suit at the 3 level, is forcing; therefore 1S-2H-4D is a splinter showing support for hearts and a diamond feature i.e. a jump in a new suit one higher than is needed to establish a force.
  • This also applies on responder’s side. The sequence 1D-1H-1S-2C is forcing since the 2C bid is 4SF, therefore 1D-1H-1S-3C is a splinter, a jump in a new suit one higher than is needed to establish a force, showing support for spades and a club feature.
  • Where a game force is already in train, a single jump shift is also a splinter e.g. 2C-2D-2H-3S. That 3S bid is a splinter showing a heart fit and a spade feature. The 2D responder has no other reason to jump!
Splinters can be easy to miss. To avoid confusion, always ask yourself why partner has jumped, be it a single or double jump. If it’s the latter, it’s easy but if it’s the former, spend a moment analysing it. Is it a force or a splinter? Watch out for spades. It’s very easy to miss a jump in a sequence like 1C-1H-2S or even a double jump as in 1H-3S. The STOP card is supposed to be for your opponent’s benefit but it’s a good habit to always use it when jumping, and always note when partner uses it.

It will be noted that in all the examples, splinters are being used to show support for majors. This is no co-incidence for while it is possible to splinter over a minor, it is rarely correct to do so as it consumes too much bidding space when the usual target is 3NT as opposed to 5C/5D. The other reason to avoid splinters over minors is that this there is a possibility of confusion with Redwood. 1C-3D is ok as it is clearly a splinter but what about 1H-2C-4D. Is that 4D over 2C a splinter showing support for clubs and a diamond feature or is it Redwood, asking for aces with a club slam in mind? There is no logical way to figure it out so we have to revert to a rule which is that, in this system, if it could be a splinter or Redwood, it’s Redwood.

Finally, it may have occurred to you that in this system, a single jump shift by opener’s partner is not a game force but a very weak bid. Don’t go there. For the purposes of using and understanding splinters, simply ignore the fact that we play weak jump shifts, in fact pretend we don’t. Splinters are confusing enough without throwing weak jump-shifts into the mix!

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