For years players used a strong jumpshift to force to game and suggest
slam. However, since these hands come up so infrequently, the
jumpshift is now used by many to show a hand with a long suit but
without the strength to respond at the one-level. Here it is in
action.
Scoring: Pairs Game (Matchpoints)
Hand #14
Dlr
W
Vul
E/W
KQ7
7
AQ64
AK964
J65
A542
K53
J32
A842
K6
10982
Q105
1093
QJ10983
J7
87
West
North
East
South
Pass
1
Pass
2
Pass
3
Pass
4
All Pass
BIDDING: South's hand had
one feature: the heart suit. Since he was too weak to bid 1, he made
a weak jumpshift to 2. Ordinarily North would pass
but he had such a good hand he invited game with a raise. This
asked South to bid game with a good trump suit.
PLAY: West's low spade
lead went to the king and ace. East returned a spade to the ten,
jack, and queen. Now declarer played hearts for only two
losers. West won the ace and played another spade. East
then won the heart king and played a fourth round of spades.
Declarer ruffed and drew the last trumps. Rather than rely on the
diamond finesse, next cashed the top two clubs followed by a club
ruff. When the suit divided 3-3, declarer was able to discard his
losing diamond and had ten tricks. At many tables the auction
ended with North declaring 1. The weak jumpshift is a
valuable tool.
Even though the diamond king was on-side, it's important to postpone
finesses until all other solutions have been exhausted.