This is in response ot a question from Morgann about 1M-2M-4M
In 2/1 playing constructive raises 2M promises 8 to a bad 10 so any hand with 17hcps or any 5 loser hand can jump to game
In sayc 2M only promises 6 to a bad 10 - so because of the wider range strictly speaking you need a max (a good 18) to jump to game and with 16 or 17 you should invite.
There are basically 3 types of game tries after 1M-2M
short suit game tries - where opener shows their short suit and asks p to evaluate game chances based on this
long suit game tries - where opener bids their 2nd (long) suit
help suit game tries or trial bids - where opener bids the minor suit they want 'help' in
there are methods which combine both sorts of game tries
Here's an example of how a help suit game try might work.
Bidding goes 1-2-3 - opener is asking for 'help' in clubs
Here's 2 different responder hands where responder has 9hcps
In thie first one you have four quick losers - AKQ clubs and Ace of diamonds.
In the second one game is fairly certain.
With the first hand responder bids 3d - no help in clubs but help in diamonds - opener knowing this is not helpful stops in 3s.
With the second hand responder bids 4s with lots of help in clubs.