A PASS—5 DBL.—3 1 N.T.—1
The opponents have opened your best suit. You lack the strength for a no-trump over-call (16 to 18 high-card points), and to double for takeout is wrong. It promises support for hearts or a good suit of your own.
B DBL.—5 1 [Spade]—3 PASS—1
A double announces opening-bid strength and good support for the other major—just what you have. A one-spade overcall usually shows a five-card suit. Pass gets a point because, on some hands, it might keep you out of trouble.
A DBL.—5 2 [Spade]—3 PASS—1
The double asks partner to bid either black suit, and he will probably prefer spades. It is cheaper and it offers the best chance for game. But, if partner is weak, clubs may be safer. The double is the best way to find out. A pass gets a point since partner may have a bust with length in both red suits. Two no trump gets no credit. It is poor tactics whether you play it as normal or unusual.
B PASS—5 2 [Spade]—2 2 N.T.—1
Your opponents may be strong, but they may also have a misfit. Opener must bid again. If the bidding collapses early you can decide to come in with the spade suit.
A 2 [Heart]—5 DBL.—3 2 [Spade]—1
Your hand is so powerful and your spade suit so strong you need little from partner to make game; if partner's strength is all in hearts, he can steer toward no trump. The double followed by a jump in spades may work out. A strong jump overcall does not begin to express the power of this hand.
B DBL.—5 2 [Spade]—2 PASS—1
True, you don't have support for hearts, but your spade suit is self-supporting. Two spades, if played as strength-showing, may work and at least conveys a better picture than one no trump. Pass leaves you the option of backing in later, but partner will never read you for such a powerful hand.