Light Intermediate Openings bidding system (L.I.O.) by Gerard Cohen
Notes created on 09-07-2009
Revised on 01-31-2011
1. GENERAL CONCEPT
	
	1.1 Natural 5 card major system,
	1.2 All 8+ point hands are opened as intermediate (8-19 points) or strong hand (20+ points),
	1.3 There is no weak opening bid.
	1.4 At the start of the auction, the dealer (or the 2nd seat player) is deemed to be the CREW. Accross the table from the crew is the captain.
	1.5 Crew's role:
		 
        1.5.1 The crew evaluates his hand using his own HCP, and, if holding and 8+ cards suit or an 8 card fit has been found, his distribution points.
		1.5.2 The crew passes information about his hand to the captain, but only when requested to do so by the captain, for as long as he is the crew,
		1.5.3 All bids by the crew are natural, except the rebid of NT at the lowest available level (negative answer to captain's question),
		1.5.4 Each time the crew makes a rebid, he narrows down the range of his previous bid
		
			1.5.4.1 On first rebid after a 1 in a suit opening (showing a 8-19 pts spread), by showing either:
				
				1.5.4.1.1 the bottom 1/3 of his spread (8-11 points), 
				1.5.4.1.2 the middle part of his spread (12-15 points), or 
				1.5.4.1.3 the top part of his spread (16-19 points).
				
			1.5.4.2 In all other cases, by showing the bottom half or the top half of his range.          
			
        1.5.5 The Crew may not act as captain until captain has given up captaincy,
		1.5.6 The crew may not double for penalty as long as he is the crew,
        1.5.7 The Crew may gain captaincy after the original captain drops it if:
        	
 			1.5.7.1 He did not have a chance to show his hand fully,
			1.5.7.2 After a fit is found, the total point count (HCP + distribution) puts the crew hand in a higher point range than the original count.
			
	1.6 Captain's role:
		
		1.6.1 The captain evaluates the partnership point range by combining his hand value and the crew's advertized range.
		1.6.2 The captain actions are totally independant of his own point value, and never shows his point value.
		1.6.3 The captain can ask questions (forcing bids) by either:
			1.6.3.2 naming a new suit, 
			1.6.3.3 making a jump raise on any of the crew's suit,
			1.6.3.4 cuebidding any opponent's suit, 
			1.6.3.5 doubling, 
			1.6.3.6 using any conventional bid,
		
		1.6.4 The captain can make an invitation, by supporting the crew's last named suit immediately, if no interference,
				provided that the crew named that suit for the first time,
		1.6.5 The captain can place a contract,
		1.6.6 The captain can make penalty doubles,
		1.6.7 The captain may give up captaincy at any time, by either:
			
			1.6.7.1 PASSING,
			1.6.7.2 bidding a natural NT,
			1.6.7.3 repeating one of his own suits,
			1.6.7.4 supporting one of partner's suits at the lowest available level.
	
2. CREW (DEALER OR 2ND SEAT PLAYER) BID
	
	2.1 Hand strength evaluation
		
		2.1.1 0-7 points = bad,
		2.1.2 8-19 points = intermediate,
		2.1.3 20+ points = strong.
		
	2.2 Bids
		
		2.2.1 Bad hand (0-7 points) = always PASS
		
		2.2.2 Intermediate hand (8-19 points) = OPEN
			
			2.2.2.1 With 8-11 points, open
				
				2.2.2.1.1 5 card major = 1 in the major,
				2.2.2.1.2 no 5 card major, no 6 card minor = 1 in convenient minor,
				2.2.2.1.3 6 card suit = 2 in the suit (except 2C),
				2.2.2.1.4 6 clubs or 7 card suit = 3 in the suit,
				2.2.2.1.5 8 card suit = 4 in the suit,
				2.2.2.1.6 9 card minor = 5 in the minor,
				2.2.2.1.7 Better minor = 1 in the minor.
				
			2.2.2.2 With 12-15 points
				
				2.2.2.2.1 Balanced (no 5 card major and no 6 card minor) = 1N,
				2.2.2.2.2 5+ card suit = 1 in the suit
				
			2.2.2.3 With 16-19 points 
				
				2.2.2.3.1 Any shape = 1 in a suit
				
		2.2.3 Strong hand (20+ points) = OPEN
				
			2.2.3.1 Balanced 20-21 points = 2N
			2.2.3.2 Balanced 22+ points or unbalanced 20+ points = 2C
			
3. CAPTAIN (3RD OR 4TH SEAT PLAYER) RESPONSE TO CREW
	
	3.1 If CREW showed a bad hand (0-7 points hand),
		
		3.1.1 If opponent passed
			
			3.1.1.1 1NT = 17-19 point balanced hand,
			3.1.1.2 2NT = 20-21 point balanced hand,
			3.1.1.3 2C = strong, artificial and forcing,
			3.1.1.4 1 of any suit bid = request crew to pass with 0-3 points and make any other bid with 4-7 points,
			3.1.1.5 Any other bid = to play.
			
		3.1.2 If opponent opened
			
			3.1.2.1 1NT over opponent natural suit opening = 17-19 points balanced hand and stopper in opponent's suit,
			3.1.2.2 Any suit bid at the lowest available level = implies 5 cards and request crew to:
			
				3.1.2.2.1 PASS with 0-3 points,
				3.1.2.2.2 Show support with 4-7 points and 3 cards in the suit,
				3.1.2.2.3 Name a new suit with 4-7 points and 6+ cards in that suit,
				3.1.2.2.4 Bid the lowest available NT with 4-7 points otherwise,
			
	3.2 If CREW showed an intermediate hand (8-19 points hand),
			
		3.2.1 CREW opened 1N (12-15 points range)
		
			3.2.1.1 If opponent passed
				
				3.2.1.1.1 2C = forcing asking bid (NOT STAYMAN),
				3.2.1.1.2 Any other bid = to play.
				
			3.2.1.2 If opponents overcalled
				
				3.2.1.2.1 Use Lebensohl convention by default, or
				3.2.1.2.2 Use method by partnership agreement.
				
		3.2.2 CREW opened 2, 3, 4 or 5 in a suit (8-11 points range), 
			
			3.2.2.1 If opponent passed
			
				3.2.2.1.1 New suit at the lowest available level = asking for more detail
				3.2.2.1.2 Any other bid = to play
				
			3.2.2.2 If opponent overcalled
				
				3.2.2.2.1 Cuebid opponent's suit = support for opening suit, asking for more detail,
				3.2.2.2.2 Double = negative double,
				3.2.2.2.3 New suit at the lowest available level = asking for more detail, 
				3.2.2.2.4 Support in crew suit = to play.
				
		3.2.3 CREW opened 1 in suit (8-19 points range)
			
			3.2.3.1 If opponent passed
				
				3.2.3.1.1 New suit at the lowest available level = asking for more detail
				3.2.3.1.2 1NT = invitation for more detail
				3.2.3.1.3 2NT response to 1 in a major by crew = conventional game try in suit (LIO 2NT - see NOTE)
				3.2.3.1.4 Support in the opening suit = invitational to game in the suit,
				3.2.3.1.5 Double jump shift = Splinter in that suit, game forcing,
				3.2.3.1.6 Any other bid = to play
				
			3.2.3.2 If opponent overcalled
				
				3.2.3.2.1 Double = 1 round forcing, Asking for detail and implying no 5 card suit (NOT NEGATIVE DOUBLE),
				3.2.3.2.2 Cuebid opponent's suit = GF+, asking for detail,
				3.2.3.2.3 New suit = implies a 5+ card suit, asking for more information,
				3.2.3.2.4 Support for crew's named suit = to play (loss of captaincy). Crew may then take over captaincy.
				3.2.3.2.5 Any other bid = to play.
				
	3.3 If CREW showed a strong hand (20+ points),
		
		3.3.1 Use the methods you normally use in SAYC or 2/1.
		
4. REBID BY CREW
	
	4.1 With a bad hand (0-7 points)
		
		4.1.1 If responder opened 1NT (16-19)
			
			4.1.1.1 With 0-3 points and no 6+ card suit = PASS,
			4.1.1.2 With 0-3 points and 6+ clubs = 3C (to play)
			4.1.1.3 With 0-3 points and a 6+ card suit except club = bid the suit (to play),
			4.1.1.4 With 4-7 points = 2C forcing asking bid (NOT STAYMAN),
			
		4.1.2 Rebid as you would in your usual natural system
		
	4.2 With an intermediate hand (8-19 points)
		
		4.2.1 If responder passed,
				
			4.2.1.1 With 8-11 points = PASS,
			4.2.1.2 With 12-15 points = PASS,
			4.2.1.3 With 16-19 points = take over captaincy and make any bid a captain would make.
			
		4.2.2 If responder made a 1NT invitational bid,
			
			4.2.2.1 With 8-11 points = PASS,
			4.2.2.2 With 12-13 points = PASS (refusal of captaincy),
			4.2.2.3 With 14-15 points and repeat suit = to play,
			4.2.2.4 With 14-15 points and 2N = invitation to 3N,
			4.2.2.5 With 14-15 points and any other bid = take over captaincy (forcing),
			4.2.2.6 With 16-19 points = take over captaincy by making any other bid (forcing).
		
		4.2.3 If responder made an invitational raise in the suit,
			
			4.2.3.1 Without interference from opponent
				
				4.2.3.1.1 With 8-11 points = PASS (refuse the invitation),
				4.2.3.1.2 With 12-13 points = PASS (refuse the invitation),
				4.2.3.1.3 With 14-15 points = raise to game in the suit (accept the invitation),
				4.2.3.1.4 With 16-19 points = take over captaincy and make any bid a captain would make.
			
			4.2.3.2 After interference from opponent
				
				4.2.3.2.1 if the crew range is higher than original range due to distribution points = raise the suit,
				4.2.3.2.2 With 8-11 points = PASS (refuse the invitation),
				4.2.3.2.3 With 12-13 points = PASS (refuse the invitation),
				4.2.3.2.4 With 14-15 points = make a simple raise in the suit (accept the invitation),
				4.2.3.2.5 With 16-19 points = take over captaincy and make any bid a captain would make.
				
		4.2.4 If responder made a forcing bid
			
			4.2.4.1 Without interference from opponent
				
				4.2.4.1.1 Rebid after 2C response to 1NT
					
					4.2.4.1.1.1 2D = 12-13 points, 4 hearts,
					4.2.4.1.1.2 2H = 12-13 points, 4 spades,
					4.2.4.1.1.3 2S = 12-13 points, no 4 card major,
					4.2.4.1.1.4 2N = 14-15 points, 4333 hand (one 4 card major),
					4.2.4.1.1.5 3C = 14-15 points, 4+ clubs and any 4 card major,
					4.2.4.1.1.6 3D = 14-15 points, 4+ diamond and 4 hearts,
					4.2.4.1.1.7 3H = 14-15 points, 4 hearts and 4 spades,
					4.2.4.1.1.8 3S = 14-15 points, 4 spades and 4+ diamonds,
					4.2.4.1.1.9 3N = 14-15 points, no 4 card major.
					
				4.2.4.1.2 Rebid after new suit at the lowest available level
					
					4.2.4.1.2.1 Next available NT = 8-11 points, no support in new suit,
					4.2.4.1.2.2 Simple raise in new suit = 8-11 points, support in suit,
					4.2.4.1.2.3 Repeat of opening suit = 12-15 points, 6+cards in opening suits,
					4.2.4.1.2.4 Any simple new suit = 12-15 points, natural,
					4.2.4.1.2.5 Any reverse/ simple jump = 16-19 points
					4.2.4.1.2.6 Any double jump = 16-19 points, support for new suit and splinter.
					
			4.2.4.2 After interference from opponent
					
				4.2.4.2.1 Rebid after 2C response to 1NT
					
					4.2.4.2.1.1 If interference is Dbl
						
						4.2.4.2.1.1.1 ReDbl = 12-15 points, any 5 card minor,
						4.2.4.2.1.1.2 2D = 12-13 points, 4 hearts,
						4.2.4.2.1.1.3 2H = 12-13 points, 4 spades,
						4.2.4.2.1.1.4 2S = 12-13 points, no 4 card major,
						4.2.4.2.1.1.5 2N = 14-15 points, 4333 hand (one 4 card major),
						4.2.4.2.1.1.6 3C = 14-15 points, 4+ clubs and any 4 card major,
						4.2.4.2.1.1.7 3D = 14-15 points, 4+ diamond and 4 hearts,
						4.2.4.2.1.1.8 3H = 14-15 points, 4 hearts and 4 spades,
						4.2.4.2.1.1.9 3S = 14-15 points, 4 spades and 4+ diamonds,
						4.2.4.2.1.1.10 3N = 14-15 points, no 4 card major.
						
					4.2.4.2.1.2 If interference is 2D
						
						4.2.4.2.1.2.1 Pass = 12-15 points, any 5 card minor,
						4.2.4.2.1.2.2 Dbl = 12-13 points, 4 hearts,
						4.2.4.2.1.2.3 2H = 12-13 points, 4 spades,
						4.2.4.2.1.2.4 2S = 12-13 points, no 4 card major,
						4.2.4.2.1.2.5 2N = 14-15 points, 4333 hand (one 4 card major),
						4.2.4.2.1.2.6 3C = 14-15 points, 4+ clubs and any 4 card major,
						4.2.4.2.1.2.7 3D = 14-15 points, 4+ diamond and 4 hearts,
						4.2.4.2.1.2.8 3H = 14-15 points, 4 hearts and 4 spades,
						4.2.4.2.1.2.9 3S = 14-15 points, 4 spades and 4+ diamonds,
						4.2.4.2.1.2.10 3N = 14-15 points, no 4 card major.
						
					4.2.4.2.1.3 If interference is 2H
						
						4.2.4.2.1.3.1 Pass = 12-13 points, 4 hearts,
						4.2.4.2.1.3.2 Dbl = 12-13 points, 4 spades,
						4.2.4.2.1.3.3 2S = 12-13 points, no 4 card major,
						4.2.4.2.1.3.4 2N = 14-15 points, 4333 hand (one 4 card major),
						4.2.4.2.1.3.5 3C = 14-15 points, 4+ clubs and any 4 card major,
						4.2.4.2.1.3.6 3D = 14-15 points, 4+ diamond and 4 hearts,
						4.2.4.2.1.3.7 3H = 14-15 points, 4 hearts and 4 spades,
						4.2.4.2.1.3.8 3S = 14-15 points, 4 spades and 4+ diamonds,
						4.2.4.2.1.3.9 3N = 14-15 points, no 4 card major.
						
					4.2.4.2.1.4 If interference is 2S
						
						4.2.4.2.1.4.1 Pass = 12-15 points, denies 4 hearts if 14-15 points,
						4.2.4.2.1.4.1 Dbl = 14-15 points, 4 hearts.
						
					4.2.4.2.1.5 If interference is 2N or higher
						
						4.2.4.2.1.5.1 Pass = 12-13 points, any shape, 
						4.2.4.2.1.5.2 Dbl = 14-15 points, any shape.
						
				4.2.4.3.2 Rebid after new suit by responder at the lowest available level (forcing)
						
					4.2.4.3.2.1 With 8-11 points and 3+ cards support = raise responder's suit,else
					4.2.4.3.2.2 With 8-11 points and less than 3 cards support = bid next available NT (negative answer),
					4.2.4.3.2.4 With 12-15 points and 3+ cards support = double raise responder's suit,
					4.2.4.3.2.5 With 12-15 points, less than 3 cards support and a side 4 cards suit = bid the side suit if not a reverse, else
					4.2.4.3.2.6 With 12-15 points, less than 3 cards support and no side 4 cards suit = repeat the original suit,
					4.2.4.3.2.7 With 16-19 points:
						
						4.2.4.3.2.7.1 make a reverse in a 4 card natural suit, or
						4.2.4.3.2.7.2 make a jump shift in a 4 card natural suit, or
						4.2.4.3.2.7.3 make a jump in NT (does not deny support for responder's suit).
						
5. REBID BY CAPTAIN

	5.1 Crew opened 1N (12-15 points), captain responded 2C (asking shape and range)

		5.1.1 Crew answered 2D (showing 12-13 points, 4H and possible 4S)
			
			5.1.1.1 2H = To Play,
			5.1.1.2 2N = To play,
			5.1.1.3 Any other suit = Request for more information,
			5.1.1.4 3N = To play.

		5.1.2 Crew answered 2H (showing 12-13 points, 4S and denying 4S)
			
			5.1.2.1 2S = To Play,
			5.1.2.2 2N = To play,
			5.1.2.3 Any other suit = Request for more information,
			5.1.2.4 3N = To play.

		5.1.3 Crew answered 2S (did not show any specific suit)
			
			5.1.3.1 New suit by captain = request for more information,
			5.1.3.2 2N = To play,
			5.1.3.3 3N = To play.

		5.1.4 Crew answered 2N (showing 14-15 points, one major by 4)
			
			5.1.4.1 3C = Asking for the major,
			5.1.4.2 3N = To play,
			5.1.4.3 Any other suit = To play.

		5.1.5 Crew answered 3C (showing 14-15 pts, 4C and one major by 4)
			
			5.1.5.1 3D = Asking for the major,
			5.1.5.1 3H = Pass or correct to S,
			5.1.5.2 3N = To play,
			5.1.5.3 4C = Slam interest in C or Notrump, requesting more information,
			5.1.5.4 Any other suit = Requesting more information.

		5.1.6 Crew answered 3D (showing 14-15 points, 4D and 4H)
			
			5.1.6.1 3H = to play,
			5.1.6.2 3N = To play,
			5.1.6.3 4D = Slam interest in D or Notrump, requesting more information,
			5.1.6.4 Any other suit = Requesting more information.

		5.1.6 Crew answered 3H (showing 14-15 points, 4H and 4S)
			
			5.1.6.1 3S = to play,
			5.1.6.2 3N = To play,
			5.1.6.3 4H = To play,
			5.1.6.4 Any other suit = Requesting more information.

		5.1.7 Crew answered 3S (showing 14-15 points, 4S and 4D)
			
			5.1.7.1 3S = to play,
			5.1.7.2 3N = To play,
			5.1.7.3 5D = To play,
			5.1.7.4 Any other suit = Requesting more information.

		5.1.8 Crew answered 3N (showing 14-15 points, no 4 card major)
			
			5.1.8.1 4S = to play,
			5.1.8.2 5D = To play,
			5.1.8.3 Any other suit = Requesting more information.

	5.2 Captain opened 1N (16-19 points)

		5.2.1 Rebid after 2C response to 1NT
			
			5.2.1.1 2D = 16-17 pts, 4 hearts,
			5.2.1.2 2H = 16-17 pts, 4 spades,
			5.2.1.3 2S = 16-17 pts, no 4 card major,
			5.2.1.4 2N = 18-19 pts, 4333 hand (one 4 card major),
			5.2.1.5 3C = 18-19 pts, 4+ clubs and any 4 card major,
			5.2.1.6 3D = 18-19 pts, 4+ diamond and 4 hearts,
			5.2.1.7 3H = 18-19 pts, 4 hearts and 4 spades,
			5.2.1.8 3S = 18-19 pts, 4 spades and 4+ diamonds,
			5.2.1.9 3N = 18-19 pts, no 4 card major.
    
All other bids, conventions (except Jacoby 2NT) are taken out of your usual system, either SAYC, 2/1, SEF, ACOL, or any other natural system.

NOTES:
	
	LIO 2NT (CREW opened 1 in a major, showing 8-19 points, and captain responded 2NT (implying strong interest in game in that major and no splinter):
		
        CREW rebid with 16-19 points, no splinter = 3C,
			CAPTAIN asks for sub-range = 3D
				CREW 2nd rebid with 16-17 points = 3 in same major,
				CREW 2nd rebid with 18-19 points = cuebid up the line in any other suit (1st or 2nd control in suit), next NT if none.
		
		CREW rebid with 12-15 points, no splinter = 3D,
			CAPTAIN asks for sub-range = 3 in other major
				CREW 2nd rebid with 12-13 points = lowest available bid in original major
				CREW 2nd rebid with 14-15 points = cuebid up the line in any other suit (1st or 2nd control in suit), next NT if none.
				
		CREW rebid with 8-11 points, no splinter = 3 in same major,
			CAPTAIN asks for sub-range = 3 in lowest new suit
				CREW 2nd rebid with 8-9 points = lowest available bid in original major
				CREW 2nd rebid with 10-11 points = cuebid up the line in any other suit (1st or 2nd control in suit), next NT if none.
		
		CREW rebid with any strength and splinter in any suit = 3 in the other major.
			CAPTAIN asks for location of splinter = next bid up the line
				CREW 2nd rebid by step. Step 1 = C, step 2 = D, step 3 = other major