JUMP OVERCALLS
In M.A.F. jumps are normally preemptive and point to long suits, 6-cards or longer.
Single jump overcalls (in new suits) are made on hands, which meet at the next three conditions:
- the hand must have a certain distribution: at least 6 cards in the suit to be mentioned.
- the hand must have a certain strength:
- in the 2nd (4th) position after the opener, the hand must hold 8-12 HCP's.
when stronger, a common overcall or a take out double must be made; with >15 hcp's de MAF-fe tuinman has to be applied.
- in the 3rd position, when your partner's opening bid has been overcalled, the hand must hold 6-9 HCP's.
when stronger, you must call something without jumping call.
- the score made, when playing your overcall doubled, must be better than the score made, when the opponents play their contract.
It is often difficult to estimate if the last condition is met,is difficult to estimate as usually very little is known about the game in this stage of the auction. The length of your suit is always important.
Double jump or higher overcalls are always preemptive. You need at least 7 cards in the suit to be called.
You should be aware of the fact that the overcalls: ("Ghestem") show two-suited hands of moderate strength.