Chapter VII: Part 7
♠ 10 5 3 2
♣ 9 7 4 No. 28
♦ K J 3 2
♥ 8 2
+-------------+
♠ 7 6 4 | Y | ♠ Q J 9 8
♣ A K | | ♣ 6 2
♦ 10 9 5 | A B | ♦ A Q 8 4
♥ Q 9 7 6 3 | | ♥ J 5 4
| Z |
+-------------+
♠ A K
♣ Q J 10 8 5 3
♦ 7 6
♥ A K 10
+-------+-------+-------+-------+-------+
| TRICK | A | Y | B | Z |
+-------+-------+-------+-------+-------+
| 1 | 6♥ | 2♥ | J♥ | [A♥] |
| 2 | [K♣] | 4♣ | 2♣ | Q♣ |
| 3 | 10♦ | J♦ | [Q♦] | 6♦ |
| 4 | [Q♥] | 8♥ | 5♥ | 10♥ |
| 5 | 9♥ | 2♠ | 4♥ | [K♥] |
| 6 | [A♣] | 7♣ | 6♣ | J♣ |
| 7 | [7♥] | 3♠ | 8♠ | 7♦ |
| 8 | [3♥] | 5♠ | 9♠ | 3♣ |
| 9 | [9♦] | 2♦ | 4♦ | 5♣ |
| 10 | 5♦ | 3♦ | [8♦] | 8♣ |
| 11 | 4♠ | K♦ | [A♦] | K♠ |
| 12 | 6♠ | 10♠ | Q♠ | [A♠] |
| 13 | 7♠ | 9♣ | J♠ | [10♣] |
+-------+-------+-------+-------+-------+
The dealer loses three odd tricks.
ILLUSTRATIVE HAND NO. 29
TRICK 1.--With three cards of re-entry in his hand A can afford to lead one of them in order to gain information as to the position of the cards in his long suit. Winning the first trick, A can clearly see the situation. The play of the two of hearts by B indicates that he cannot hold four cards in the heart suit. Should A continue leading hearts he must establish one or more cards in the dealer’s hand.
TRICK 3.--A cannot afford to lead spades, as Y holds a double major tenace over his hand. As Z, the dealer, has passed the make, A can mark strength in the diamond suit with B. He, therefore, abandons his own suit and endeavours to help his partner by leading the singleton diamond. B overtakes the jack of diamonds and continues with the suit.
INFERENCE
It is the rubber game, score twenty to nothing against the dealer. Z, the dealer, passes the make. Y declares “no-trump.”
♠ A Q 10
♣ A Q J 8 4 2 No. 29
♦ A 2
♥ 8 5
+-------------+
♠ K J 8 5 4 3 | Y | ♠ 7
♣ 9 7 | | ♣ K 6
♦ J | A B | ♦ K Q 10 9 8 7 6
♥ A K Q 3 | | ♥ 7 6 2
| Z |
+-------------+
♠ 9 6 2
♣ 10 5 3
♦ 5 4 3
♥ J 10 9 4
+-------+-------+-------+-------+-------+
| TRICK | A | Y | B | Z |
+-------+-------+-------+-------+-------+
| 1 | [K♥] | 5♥ | 2♥ | 4♥ |
| 2 | [Q♥] | 8♥ | 6♥ | J♥ |
| 3 | J♦ | 2♦ | [Q♦] | 3♦ |
| 4 | 3♠ | [A♦] | 6♦ | 4♦ |
| 5 | 7♣ | [A♣] | 6♣ | 3♣ |
| 6 | 9♣ | Q♣ | [K♣] | 5♣ |
| 7 | 4♠ | 10♠ | [K♦] | 5♦ |
| 8 | 5♠ | Q♠ | [10♦] | 2♠ |
| 9 | 8♠ | 2♣ | [9♦] | 6♠ |
| 10 | J♠ | 4♣ | [8♦] | 9♠ |
| 11 | K♠ | 8♣ | [7♦] | 10♣ |
| 12 | [A♥] | J♣ | 7♥ | 10♥ |
| 13 | 3♥ | A♠ | 7♠ | [9♥] |
+-------+-------+-------+-------+-------+
The dealer loses four odd tricks.
ILLUSTRATIVE HAND NO. 30
TRICK 1.--B’s play of the queen denies the jack, which A marks with the dealer.
TRICK 2.--The dealer can lead his high spades, but this lead might establish a trick in the suit for his adversaries. His best play is to conceal the strength in this suit, and to establish the club suit.
TRICK 3.--A is placed in a difficult position; if he continues with his diamonds the jack will make. He must place the lead with B so that the dealer’s hand may be led through. The heart suit is better than the spade suit, as dummy holds an honour to lead through.
TRICK 4.--B must wait until his partner can again lead through the king of hearts, and so returns A’s original lead.
Should A continue with the lead of diamonds at trick two the dealer would win four odd tricks instead of losing that number.
INFERENCE
It is the rubber game, score sixteen to nothing against the dealer. Z, the dealer, makes it “no-trump.”
♠ 9 8 7 5
♣ 8 6 5 4 No. 30
♦ 8 3
♥ K 8 7
+-------------+
♠ 4 3 2 | Y | ♠ J 10 6
♣ A 3 | | ♣ 10 2
♦ K 10 9 7 2 | A B | ♦ Q 6 5
♥ 6 5 2 | | ♥ A Q J 9 4
| Z |
+-------------+
♠ A K Q
♣ K Q J 9 7
♦ A J 4
♥ 10 3
+-------+-------+-------+-------+-------+
| TRICK | A | Y | B | Z |
+-------+-------+-------+-------+-------+
| 1 | 7♦ | 3♦ | Q♦ | [A♦] |
| 2 | [A♣] | 4♣ | 2♣ | K♣ |
| 3 | 6♥ | 7♥ | [J♥] | 3♥ |
| 4 | [9♦] | 8♦ | 6♦ | 4♦ |
| 5 | [K♦] | 5♣ | 5♦ | J♦ |
| 6 | [10♦] | 6♣ | 10♣ | 10♥ |
| 7 | [2♦] | 8♣ | 6♠ | 7♣ |
| 8 | 5♥ | 8♥ | [Q♥] | 9♣ |
| 9 | 2♥ | K♥ | [A♥] | J♣ |
| 10 | 3♣ | 5♠ | [9♥] | Q♠ |
| 11 | 2♠ | 7♠ | [4♥] | K♠ |
| 12 | 3♠ | 8♠ | 10♠ | [A♠] |
| 13 | 4♠ | 9♠ | J♠ | [Q♣] |
+-------+-------+-------+-------+-------+
The dealer loses four odd tricks.
ILLUSTRATIVE HAND NO. 31
TRICK 2.--B’s return of the three of hearts shows the situation to A. It is the rule at “no-trump” to return partner’s suit with your highest card. A can mark Z with two cards in the suit higher than the three.
TRICK 3.--It would be bad play for A to lead his king of hearts, as this would establish the queen for Z. A opens the low diamond, hoping that B can obtain the lead.
LEADING THROUGH
It is the rubber game, score love all. Z, the dealer, makes it “no-trump.”
♠ K Q J 4 3
♣ K Q J 7 No. 31
♦ J 5 2
♥ 10
x-------------x
♠ 6 5 | Y | ♠ 8 7 2
♣ 9 3 | | ♣ 10 6 5 4
♦ Q 10 6 4 | A B | ♦ A 7 3
♥ K J 8 7 6 | | ♥ A 3 2
| Z |
+-------------+
♠ A 10 9
♣ A 8 2
♦ K 9 8
♥ Q 9 5 4
+-------+-------+-------+-------+-------+
| TRICK | A | Y | B | Z |
+-------+-------+-------+-------+-------+
| 1 | 7♥ | 10♥ | [A♥] | 4♥ |
| 2 | [J♥] | 2♦ | 3♥ | 9♥ |
| 3 | 4♦ | 5♦ | [A♦] | 8♦ |
| 4 | [6♥] | J♦ | 2♥ | 5♥ |
| 5 | [K♥] | 7♣ | 3♦ | Q♥ |
| 6 | [8♥] | 3♠ | 7♦ | 9♦ |
| 7 | Q♦ | 4♠ | 2♠ | [K♦] |
| 8 | 5♠ | J♠ | 7♠ | [A♠] |
| 9 | 6♠ | [Q♠] | 8♠ | 10♠ |
| 10 | 3♣ | [K♠] | 4♣ | 9♠ |
| 11 | 9♣ | [K♣] | 5♣ | 2♣ |
| 12 | 6♦ | [Q♣] | 6♣ | 8♣ |
| 13 | 10♦ | [J♣] | 10♣ | A♣ |
+-------+-------+-------+-------+-------+
The dealer wins the odd trick.
ILLUSTRATIVE HAND NO. 32
TRICK 1.--B’s play of the jack denies the ace, which must be with the dealer.
TRICK 2.--Should A allow the queen of hearts to win this trick, his re-entry card would be taken out before his suit is cleared. He must overtake his partner’s card in order to establish the suit.
TRICK 4.--The dealer hopes that the ace of clubs is with B, as this would shut out A’s heart suit.
OVERTAKING BY THE ADVERSARY
It is the second game, score twenty-four to nothing against the dealer. Z, the dealer, makes it “no-trump.”
♠ Q 4 2
♣ 10 9 6 No. 32
♦ A J 10 5 4
♥ 5 3
x-------------x
♠ 9 8 3 | Y | ♠ J 10 6 5
♣ A 7 | | ♣ 5 4 3
♦ 8 3 | A B | ♦ Q 9 7 2
♥ K 10 9 8 6 4 | | ♥ Q J
| Z |
+-------------+
♠ A K 7
♣ K Q J 8 2
♦ K 6
♥ A 7 2
+-------+-------+-------+-------+-------+
| TRICK | A | Y | B | Z |
+-------+-------+-------+-------+-------+
| 1 | 8♥ | 3♥ | [J♥] | 2♥ |
| 2 | [K♥] | 5♥ | Q♥ | 7♥ |
| 3 | 4♥ | 2♠ | 4♣ | [A♥] |
| 4 | [A♣] | 6♣ | 3♣ | K♣ |
| 5 | [10♥] | 4♦ | 5♣ | 7♠ |
| 6 | [9♥] | 5♦ | 2♦ | 2♣ |
| 7 | [6♥] | 10♦ | 5♠ | 8♣ |
| 8 | 8♦ | J♦ | Q♦ | [K♦] |
| 9 | 7♣ | 9♣ | 6♠ | [Q♣] |
| 10 | 3♦ | 10♣ | 10♠ | [J♣] |
| 11 | 3♠ | 4♠ | J♠ | [A♠] |
| 12 | 8♠ | Q♠ | 7♦ | [K♠] |
| 13 | 9♠ | [A♦] | 9♦ | 6♦ |
+-------+-------+-------+-------+-------+
The dealer wins the odd trick.
ILLUSTRATIVE HAND NO. 33
TRICK 2.--As A holds no card of re-entry except the ace of diamonds, he cannot afford to win this trick. He must trust B for a card of re-entry and a diamond to lead. The play can only lose one trick, and it may save the game.
TRICK 3.--Z must establish the spade suit.
REFUSING TO PLAY THE HIGH CARD OF A LONG SUIT
It is the rubber game, score love all. Z, the dealer, makes it “no-trumps.”
♠ 9 8 7
♣ J 10 7 5 No. 33
♦ K 4 2
♥ K Q 5
x-------------x
♠ 6 2 | Y | ♠ A 5 3
♣ 9 6 2 | | ♣ K 8 3
♦ A 10 7 6 5 | A B | ♦ Q 9 3
♥ 6 4 3 | | ♥ 10 9 8 7
| Z |
+-------------+
♠ K Q J 10 4
♣ A Q 4
♦ J 8
♥ A J 2
+-------+-------+-------+-------+-------+
| TRICK | A | Y | B | Z |
+-------+-------+-------+-------+-------+
| 1 | 6♦ | 2♦ | [Q♦] | 8♦ |
| 2 | 5♦ | 4♦ | 9♦ | [J♦] |
| 3 | 2♠ | 7♠ | [A♠] | 4♠ |
| 4 | [A♦] | K♦ | 3♦ | 4♣ |
| 5 | [10♦] | 8♠ | 3♠ | Q♣ |
| 6 | [7♦] | 9♠ | 5♠ | 2♥ |
| 7 | 9♣ | 5♣ | 3♣ | [A♣] |
| 8 | 6♠ | 7♣ | 8♣ | [K♠] |
| 9 | 2♣ | 10♣ | 7♥ | [Q♠] |
| 10 | 6♣ | J♣ | 8♥ | [J♠] |
| 11 | 3♥ | 5♥ | 9♥ | [10♠] |
| 12 | 4♥ | Q♥ | 10♥ | [A♥] |
| 13 | 6♥ | [K♥] | K♣ | J♥ |
+-------+-------+-------+-------+-------+
The dealer wins two by cards.
ILLUSTRATIVE HAND NO. 34
TRICK 1.--B wins the first trick with his lower honour in sequence.
TRICK 2.--The usual rule at “no-trump” is to return partner’s lead with your highest card. This is done to prevent blocking and in order not to mislead. To arrange the lead, B returns the low spade, knowing that he can neither deceive nor block his partner’s suit. He arranges the lead so that hearts may be led through the dealer’s hand.
ARRANGING THE LEAD
It is the first game, score love all. Z, the dealer, makes it “no-trump.”
♠ 2
♣ J 6 4 3 No. 34
♦ 9 8 7 6 2
♥ 5 3 2
x-------------x
♠ A J 9 7 6 | Y | ♠ K Q 5 4 3
♣ 8 7 2 | | ♣ 10 9
♦ 5 4 | A B | ♦ J 10
♥ A 8 4 | | ♥ Q J 10 7
| Z |
+-------------+
♠ 10 8
♣ A K Q 5
♦ A K Q 3
♥ K 9 6
+-------+-------+-------+-------+-------+
| TRICK | A | Y | B | Z |
+-------+-------+-------+-------+-------+
| 1 | 7♠ | 2♠ | [Q♠] | 8♠ |
| 2 | [J♠] | 2♥ | 3♠ | 10♠ |
| 3 | [A♠] | 3♥ | 4♠ | 3♦ |
| 4 | [9♠] | 5♥ | 5♠ | Q♣ |
| 5 | 6♠ | 3♣ | [K♠] | K♣ |
| 6 | 4♥ | 4♣ | [Q♥] | 6♥ |
| 7 | 8♥ | 2♦ | [J♥] | 9♥ |
| 8 | [A♥] | 6♦ | 7♥ | K♥ |
| 9 | 8♣ | 6♣ | 9♣ | [A♣] |
| 10 | 4♦ | 7♦ | 10♦ | [A♦] |
| 11 | 5♦ | 8♦ | J♦ | [K♦] |
| 12 | 2♣ | 9♦ | 10♥ | [Q♦] |
| 13 | 7♣ | [J♣] | 10♣ | 5♣ |
+-------+-------+-------+-------+-------+
The dealer loses two odd tricks.
ILLUSTRATIVE HAND NO. 35
TRICK 1.--With the ace and a small card, to your partner’s high card lead at “no-trumps,” the ace should usually be played, but B cannot afford to overtake his partner’s king, as it would eventually establish the ten of spades for Y.
TRICK 3.--Unless A holds the king of hearts, the game is lost, no matter what B may lead. To make a possible re-entry for A, B sacrifices his queen of hearts. Z hopes that B has but two hearts and so refuses to win this trick.
It makes but little difference what Y now leads. A’s spades must make.
NOT UNBLOCKING. DESCHAPELLES COUP
It is the rubber game, score eighteen to twenty-four against the dealer. Z, the dealer, passes the make. Y declares “no-trump.”
♠ 10 9 8 4
♣ A K J No. 35
♦ A Q J 9
♥ A J
x-------------x
♠ K Q J 6 5 3 | Y | ♠ A 7
♣ 8 3 | | ♣ Q 5 4 2
♦ 6 5 | A B | ♦ K 4 3 2
♥ K 8 6 | | ♥ Q 5 4
| Z |
+-------------+
♠ 2
♣ 10 9 7 6
♦ 10 8 7
♥ 10 9 7 3 2
+-------+-------+-------+-------+-------+
| TRICK | A | Y | B | Z |
+-------+-------+-------+-------+-------+
| 1 | [K♠] | 4♠ | 7♠ | 2♠ |
| 2 | 3♠ | 8♠ | [A♠] | 2♥ |
| 3 | 6♥ | J♥ | [Q♥] | 3♥ |
| 4 | 8♥ | [A♥] | 5♥ | 7♥ |
| 5 | 5♦ | [A♦] | 2♦ | 7♦ |
| 6 | 6♦ | Q♦ | [K♦] | 8♦ |
| 7 | [K♥] | J♣ | 4♥ | 9♥ |
| 8 | [Q♠] | 9♠ | 3♦ | 6♣ |
| 9 | [J♠] | 10♠ | 4♦ | 7♣ |
| 10 | [6♠] | 9♦ | 2♣ | 9♣ |
| 11 | [5♠] | K♣ | 4♣ | 10♣ |
| 12 | 8♣ | [A♣] | 5♣ | 10♥ |
| 13 | 3♣ | [J♦] | Q♣ | 10♦ |
+-------+-------+-------+-------+-------+
ILLUSTRATIVE HAND NO. 36
TRICK 2.--The dealer’s best play is undoubtedly to establish the club suit. A has little reason to pass this trick; taking the king with the ace may establish the jack in B’s hand.
TRICK 3.--Players will so often play for their own suit, with little or no regard for their partner’s hand. If the high cards in your suit are against you, and your card of entry has been taken out, abandon the suit and endeavour to help your partner. A infers that his partner’s suit is diamonds and leads the supporting jack through the king.
ABANDONING A SUIT
It is the rubber game, score eighteen to nothing against the dealer. Z, the dealer, declares “no-trump.”
♠ J 9 8 7 5
♣ 5 4 No. 36
♦ K 3 2
♥ K 8 7
x-------------x
♠ 6 4 2 | Y | ♠ K 10
♣ A 9 2 | | ♣ 10 7 3
♦ J 4 | A B | ♦ A Q 10 9 7 5
♥ J 6 4 3 2 | | ♥ 9 5
| Z |
+-------------+
♠ A Q 3
♣ K Q J 8 6
♦ 8 6
♥ A Q 10
+-------+-------+-------+-------+-------+
| TRICK | A | Y | B | Z |
+-------+-------+-------+-------+-------+
| 1 | 3♥ | 7♥ | 9♥ | [10♥] |
| 2 | [A♣] | 4♣ | 3♣ | K♣ |
| 3 | [J♦] | 2♦ | 5♦ | 6♦ |
| 4 | 4♦ | 3♦ | [9♦] | 8♦ |
| 5 | 2♠ | K♦ | [A♦] | 3♠ |
| 6 | 4♠ | 5♠ | [Q♦] | Q♠ |
| 7 | 2♥ | 7♠ | [10♦] | 6♣ |
| 8 | 2♣ | 8♠ | [7♦] | 8♣ |
| 9 | J♥ | [K♥] | 5♥ | Q♥ |
| 10 | 9♣ | 5♣ | 7♣ | [Q♣] |
| 11 | 6♠ | 9♠ | 10♣ | [J♣] |
| 12 | 4♥ | J♠ | 10♠ | [A♠] |
| 13 | 6♥ | 8♥ | K♠ | [A♥] |
+-------+-------+-------+-------+-------+
The dealer loses the odd trick.
ILLUSTRATIVE HAND NO. 37
TRICK 1.--The dealer’s first object should be to win the game. By playing the ace of spades, Z is assured of ten tricks--four in clubs, four in diamonds, one in spades, and one in hearts--whereas the play of a low spade or the queen might enable B to win the trick and establish the heart suit against the dealer; in this case, should A hold the king of clubs the game could not be won.
TRICK 2.--In order to unblock the diamond suit the ace and king in Y’s hand must be led.
TRICK 3.--Whether or not B covers is of minor importance, for the play of a low card does not alter the result of the hand.
TRICK 5.--Z finds that his club suit is blocked by the two commanding cards in the dummy. The only possible way to make the balance of this suit is to discard the jack and ten of clubs on the two winning diamonds.
TRICK 11.--Z takes out A’s king of spades, retaining the ace of hearts for re-entry.
“DISCARDING COMMANDING CARDS”
It is the first game, score love all. Z deals and passes the make. Y declares “no-trump.”
♠ A Q 5 3 2
♣ Q J 10 No. 37
♦ A K
♥ A 3 2
+-------------+
♠ K J 9 7 | Y | ♠ 10 8
♣ 4 3 2 | | ♣ K 5
♦ 5 4 2 | A B | ♦ 10 9 8 6
♥ K 8 4 | | ♥ Q J 10 9 6
| Z |
+-------------+
♠ 6 4
♣ A 9 8 7 6
♦ Q J 7 3
♥ 7 5
+-------+-------+-------+-------+-------+
| TRICK | A | Y | B | Z |
+-------+-------+-------+-------+-------+
| 1 | 7♠ | [A♠] | 8♠ | 4♠ |
| 2 | 2♦ | [A♦] | 6♦ | 3♦ |
| 3 | 4♦ | [K♦] | 8♦ | 7♦ |
| 4 | 2♣ | Q♣ | K♣ | [A♣] |
| 5 | 5♦ | 10♣ | 9♦ | [Q♦] |
| 6 | 3♣ | J♣ | 10♦ | [J♦] |
| 7 | 4♣ | 2♥ | 5♣ | [9♣] |
| 8 | 4♥ | 2♠ | 6♥ | [8♣] |
| 9 | 9♠ | 3♠ | 9♥ | [7♣] |
| 10 | J♠ | 3♥ | 10♠ | [6♣] |
| 11 | [K♠] | 5♠ | 10♥ | 6♠ |
| 12 | 8♥ | [A♥] | J♥ | 5♥ |
| 13 | K♥ | [Q♠] | Q♥ | 7♥ |
+-------+-------+-------+-------+-------+
The dealer makes a small slam.
ILLUSTRATIVE HAND NO. 38
TRICK 1.--The jack of clubs must be played to the first trick, for otherwise the club suit would be blocked, and it is useless to lead through A’s hand. B’s best discard is a spade. As A’s lead indicates a four-card suit, B can count Z with six clubs.
TRICK 2.--A cannot afford to win this trick, for if Z has an entry card the clubs will be made. B should not shorten his diamonds or hearts as Y has four cards of each. He cannot lose by discarding an honour in spades. The queen gives A information, and if necessary enables B to unblock.
TRICK 4.--A’s lead may be from four spades; B must keep the low spade.
TRICK 6.--B can now count all the cards in both A’s and Z’s hands. A has shown four spades, four clubs, and is marked with the queen of diamonds alone; he must, therefore, have three hearts. Z has three remaining clubs, two diamonds, one spade, and two hearts. B unblocks the spade suit.
TRICK 8.--A can now count both B’s and Z’s hands; B must have four hearts and the ace of diamonds alone; Z has the remaining clubs, a diamond and two hearts.
TRICK 9.--It is immaterial what Z now discards; if he discards a diamond, A leads the heart; if he discards a heart, A leads the ace of clubs, and forces Z to lead a diamond to B.
“COUNTING”
It is the rubber game, score eight to nothing against the dealer. Z passes the make. Y declares “no-trump.”
♠ A K
♣ K J 5 No. 38
♦ K 7 5 3
♥ K 7 5 2
x------------x
♠ 7 5 3 2 | Y | ♠ Q J 10 6 4
♣ A Q 3 2 | | ♣ ----
♦ Q J | A B | ♦ A 10 9 8
♥ J 6 4 | | ♥ Q 10 9 8
| Z |
+------------+
♠ 9 8
♣ 10 9 8 7 6 4
♦ 6 4 2
♥ A 3
+-------+-------+-------+-------+-------+
| TRICK | A | Y | B | Z |
+-------+-------+-------+-------+-------+
| 1 | 2♣ | [J♣] | 4♠ | 4♣ |
| 2 | 3♣ | [K♣] | Q♠ | 6♣ |
| 3 | [Q♣] | 5♣ | 8♦ | 7♣ |
| 4 | 2♠ | [K♠] | 10♠ | 8♠ |
| 5 | [J♦] | 3♦ | 9♦ | 2♦ |
| 6 | 3♠ | [A♠] | J♠ | 9♠ |
| 7 | [Q♦] | 5♦ | 10♦ | 4♦ |
| 8 | [7♠] | 2♥ | 6♠ | 8♣ |
| 9 | [5♠] | 5♥ | 8♥ | 6♦ |
| 10 | 4♥ | 7♥ | Q♥ | [A♥] |
| 11 | 6♥ | [K♥] | 9♥ | 3♥ |
| 12 | A♣ | 7♦ | [A♦] | 9♣ |
| 13 | [J♥] | K♦ | 10♥ | 10♣ |
+-------+-------+-------+-------+-------+
The dealer loses the odd trick.
ILLUSTRATIVE HAND NO. 39
TRICK 2.--A should not continue the lead of diamonds; the weak hand would “ruff.”
TRICK 3.--Z can exhaust the trumps and make the club suit, but will then be left with two losing diamonds. Before attempting to get the trumps out, he must allow Y to trump these losing cards.
TRICK 5.--Hasty play by the dealer at this point would incur a loss of four or five tricks. If Y trumps with the eight of hearts, the trump suit is blocked and Z has no way of obtaining the lead. Ruffing with the ace enables the dealer to unblock the trump suit and make the clubs.
ALLOWING THE WEAKER HAND TO “RUFF”
It is the first game, score sixteen to nothing against the dealer. Z deals and makes it hearts.
♠ 10 7 6 4
♣ K Q J 8 3 No. 39
♦ 6
♥ A 8 6
x-------------x
♠ Q J 9 8 5 | Y | ♠ K
♣ 9 | | ♣ 10 7 6 2
♦ A K Q 10 8 | A B | ♦ J 9 4 2
♥ 3 2 | | ♥ 9 7 5 4
| Z |
+-------------+
♠ A 3 2
♣ A 5 4
♦ 7 5 3
♥ K Q J 10
+-------+-------+-------+-------+-------+
| TRICK | A | Y | B | Z |
+-------+-------+-------+-------+-------+
| 1 | [K♦] | 6♦ | 2♦ | 3♦ |
| 2 | 9♣ | 3♣ | 2♣ | [A♣] |
| 3 | 8♦ | [6♥] | 4♦ | 5♦ |
| 4 | 5♠ | 4♠ | K♠ | [A♠] |
| 5 | 10♦ | [A♥] | 9♦ | 7♦ |
| 6 | 2♥ | 8♥ | 4♥ | [K♥] |
| 7 | 3♥ | 6♠ | 5♥ | [Q♥] |
| 8 | 8♠ | 7♠ | 7♥ | [J♥] |
| 9 | 9♠ | 10♠ | 9♥ | [10♥] |
| 10 | Q♦ | [K♣] | 6♣ | 5♣ |
| 11 | J♠ | [Q♣] | 7♣ | 4♣ |
| 12 | A♦ | [J♣] | 10♣ | 2♠ |
| 13 | Q♠ | [8♣] | J♦ | 3♠ |
+-------+-------+-------+-------+-------+
The dealer makes a small slam.
ILLUSTRATIVE HAND NO. 40
TRICK 1.--It would be bad play to hold up the ace of hearts.
The adversary can only make the queen and jack, the nine being three times guarded in Z’s hand. The spade suit must be established at once.
TRICK 5.--As A holds a possible card of re-entry in diamonds, he continues his own suit.
TRICKS 7 AND 8.--Clever play to unblock the club suit and to obtain the lead with the eight of spades. Z discards his losing diamonds.
NOT HOLDING UP AN ACE
It is the rubber game, score love all. Z, the dealer, makes it “no-trump.”
♠ 8 6 5
♣ K Q 4 No. 40
♦ 7 6 5 4 2
♥ A 10
x-------------x
♠ A 10 | Y | ♠ 4 3 2
♣ 8 3 2 | | ♣ J 10 9 7 6 5
♦ K 8 | A B | ♦ J 10 9
♥ K Q J 5 3 2 | | ♥ 7
| Z |
+-------------+
♠ K Q J 9 7
♣ A
♦ A Q 3
♥ 9 8 6 4
+-------+-------+-------+-------+-------+
| TRICK | A | Y | B | Z |
+-------+-------+-------+-------+-------+
| 1 | K♥ | [A♥] | 7♥ | 4♥ |
| 2 | [A♠] | 5♠ | 2♠ | K♠ |
| 3 | [Q♥] | 10♥ | 5♣ | 6♥ |
| 4 | [J♥] | 2♦ | 3♠ | 8♥ |
| 5 | 2♥ | 4♦ | 4♠ | [9♥] |
| 6 | 10♠ | 6♠ | 6♣ | [Q♠] |
| 7 | 2♣ | 4♣ | 7♣ | [A♣] |
| 8 | 3♣ | [8♠] | 9♣ | 7♠ |
| 9 | 8♣ | [K♣] | 10♣ | 3♦ |
| 10 | 3♥ | [Q♣] | J♣ | Q♦ |
| 11 | 8♦ | 5♦ | 9♦ | [A♦] |
| 12 | 5♥ | 6♦ | 10♦ | [J♠] |
| 13 | K♦ | 7♦ | J♦ | [9♠] |
+-------+-------+-------+-------+-------+
The dealer wins four odd tricks.
END PLAY
End play must be premised by correct inferences drawn throughout the previous play of the hand. The last three or four tricks often present opportunities for brilliant play; opportunities which must be lost without a clear understanding of the position of the cards.
It is in the end play that the novice is most deficient. He plays the last few cards carelessly, without the least thought of the possibilities they offer.
In striving to gain by clever end play, do not lose sight of the fact that the game should be made before you incur unnecessary risks. With the game once won, you are justified in resorting to any strategy that may gain extra tricks.
The best play of the last cards of a hand is most often obtained by throwing the lead. The following are examples of this, as well as other methods of gaining tricks.
REFUSING TO DRAW THE LOSING TRUMP
No. 1
8♣ 7♣ 5♣ 4♣
6♦
x-------------x
| Y |
9♣ 2♣ | | A♣ 6♣ 3♣
K♦ 7♦ 3♦ | A B | 8♦ 5♥
| |
| Z |
x-------------x
K♣ Q♣ J♣
K♥ 10♣
Hearts are trumps. Z should lead ♣ king.
LEADING THE LOSING TRUMP
No. 2
K♣ 9♣ 4♣
4♦ 2♦
x-------------x
| Y |
7♣ 3♣ | | K♦ Q♦ J♦
10♦ 9♦ 7♦ | A B | K♥ 3♦
| |
| Z |
x-------------x
6♣ 5♥
A♦ 6♦ 5♦
Hearts are trumps. Z should lead ♥ 5.
THROWING THE LEAD
No. 3
6♣ 5♣
J♦
x-------------x
| Y |
♣xx | |
Q♥ | A B |
| |
| Z |
x-------------x
A♣ Q♣
7♥
Hearts are trumps. Clubs have not been led. Spades have all been played. Y has the best diamond. Z leads ♥ 7.
LEADING A SINGLETON
No. 4
4♦ 7♣
K♣ J♣
x-------------x
| Y |
| |
| A B |
| |
| Z |
x-------------x
10♦ 8♦
5♥ 3♣
Hearts are trumps. Z holds the two commanding diamonds and the thirteenth trump. Clubs have not been led. Z leads ♣ 3 in the hope that A may hold the ace and not play it.
SAVING A LOW TRUMP TO LEAD
No. 5
Q♠ 6♥
5♣ 7♦
x-------------x
| Y |
K♦ 10♦ | | 9♦ 5♦
7♠ 3♠ | A B | 10♠ 7♣
| |
| Z |
x-------------x
Q♥ J♥ 3♥
4♣
Hearts are trumps. A leads ♦ king. Z trumps with ♥ jack and leads ♥ 3.
REFUSING TO OVERTRUMP
No. 6
5♣
K♦ 7♦
x-------------x
| Y |
J♣ | | A♣
J♦ 4♦ | A B | K♥ 10♥
| |
| Z |
x-------------x
4♣
A♥ 9♥
Hearts are trumps. Y leads king ♦. B ruffs with ♥ 10. Z should discard.
THE EXTRA TRUMP
No. 7
7♠ 5♠
K♣ 7♣
x-------------x
| Y |
A♥ 10♠ | | A♠ 4♣
10♥ 9♥ | A B | J♣ 6♣
| |
| Z |
x-------------x
6♠ 8♦
Q♥ 8♥
Hearts are trumps. Z should lead ♠6, not ♦8.
UNBLOCKING
No. 8
Q♥ 4♠ 3♠
x-------------x
| Y |
| |
K♣ Q♣ J♣ | A B | J♠ 10♠ 7♣
| |
| Z |
x-------------x
A♣ 8♥ 6♥
“No-trumps.” A leads ♣ king. Y should discard ♥ queen.
MAKING A TENACE
No. 9
Q♦ 8♦ 5♣
x-------------x
| Y |
| |
K♥ 8♥ 4♥ | A B | K♦ 10♦ 4♣
| |
| Z |
x-------------x
A♥ J♥ 5♥
Hearts are trumps. The remaining trumps are all with A and Z. Z should lead ♥ five.
GLOSSARY
=Book.=--The first six tricks won by the same partners.
=Bring-in.=--To make the cards of a suit.
=By Cards.=--The number of tricks won, more than six, or over the “Book,” is the number by cards. For instance, eight tricks are equal to two by cards.
=Cards of Re-entry.=--A winning card which will bring into play another suit. Sometimes the re-entry is in the suit itself, but when a suit with a re-entry is spoken of, it means that the re-entry is in another suit.
=Chicane.=--A hand dealt without a trump.
=Command.=--The best card or cards of a suit. The ability to stop the suit at any time.
=Coup.=--A brilliant play resulting in gain.
=Covering.=--Putting a higher card on the trick when not the last player.
=Cross-ruff.=--When two suits are being trumped by opposite hands.
=Des Chapelles Coup.=--Sacrificing a high card, by leading it to make an entry card for your partner’s hand.
=Discarding.=--When unable to follow suit, throwing away a card of a suit which is not trumps.
=Doubling.=--Increasing the value of the trick points.
=Doubtful Cards=.--Cards which may or may not win tricks.
=Ducking.=--Refusing to play the master card of a suit, with the object of making the smaller cards in the suit.
=Dummy.=--The player whose cards are exposed on the table.
=Duplicate.=--A modification in which each hand is played more than once.
=Echo.=--Playing a higher card before a lower, to your partner’s high card lead.
=Eldest Hand.=--The player on the dealer’s left.
=Entry Card.=--A card, with which you can obtain the lead.
=Established Suit.=--A suit in which the partners can win every trick.
=Exposed Card.=--Any card which is shown, but is not played to the trick, such as one or two cards inadvertently played at once.
=Fall.=--The cards as they are played.
=False Cards.=--Playing the ace, holding the king, or any similar attempt to conceal the cards held.
=Finesse.=--Any attempt to win a trick with a card which is not the best in the hand, nor in sequence with it.
=Follow.=--The cards played of the suit led.
=Forcing.=--Making a player trump to win the trick.
=Fourchette.=--The card next higher and next lower than the one led. Holding jack, nine, ten led--you hold a fourchette.
=Fourth Best.=--Counting from the highest card in the suit.
=Going Over.=--Doubling the value of the trick points.
=Guarded Suits.=--A high card so protected by smaller cards that it cannot be caught by the adversaries’ lead of higher cards.
=Holding Up.=--Refusing to play the best, and sometimes the second best card, of a suit.
=Honours.=--In trumps the A K Q J 10 of the suit. At “no-trumps,” the four aces.
=Leader.=--The first player to any trick.
=Leading Through.=--Leading suit with a view to what the second hand holds in it.
=Leading Up To.=--Playing a suit with a view to what the fourth hand holds in it.
=Little Slam.=--Twelve tricks won out of thirteen.
=Long Suit.=--A suit of more than three cards.
=Long Trump.=--The last trump in play.
=Losing Cards.=--Cards which cannot possibly take tricks.
=Love-all.=--The state of the score before either side has made a point.
=Master Cards.=--Any card of a suit the best in play.
=Odd Trick.=--The first trick over the book of six.
=Opening.=--You “open” a suit when you are the first to lead a card from the suit. The original leader is said to make the opening lead.
=Original Lead.=--The opening of the hand.
=Pass.=--When no effort is made to take a trick.
=Revoke.=--Renouncing while still holding cards of the suit led.
=Round.=--The cards that compose the trick.
=Rubber.=--Two out of three games.
=Ruffing.=--Trumping a trick.
=Sequence.=--Two or more cards of equal value.
=Short Suit.=--Any suit of less than four cards.
=Singleton.=--A suit of which you hold originally but one card.
=Slam.=--Winning all thirteen tricks.
=Tenace.=--The best and third best of a suit. Ace and queen are tenace over the king, jack.
=Third Hand.=--The leader’s partner.
=Throwing the Lead.=--Purposely playing a losing card that you may not retain the lead.
=Unblocking.=--Getting rid of a card that may stop the run of a long suit.
=Underplay.=--Playing a low card with a higher card in hand.
=Weak Suits.=--Those in which tricks are impossible, or very improbable.
=Weakness.=--Inability to stop a suit.
=Younger Hand.=--The partner of the original leader.
INDEX.
Ace, king, jack combination, 127 Ace, queen, jack combination, 125 Ace, jack, ten combination, 129 Ace and king, lead from, 60 Ace, lead of, 64 Ace denies king, 64 Accepting force, 143 Advantages of discarding strength, 120 Arranging the lead, 131 Avoid leading trumps, 141 Avoid weak red makes, 33 Avoid opening trumps, 70 Avoid leading from short trumps, 72 Avoid leading from suit with one honour, 72 Abandoning spade hands, 49
Bridge for three players, 24 Bridge, laws of, 1 Bystanders, 20
Cards exposed before play, 13 Cards exposed during play, 14 Cards played in error, 16 Changing suits, 74 Choice of suits to lead through, 79 Choice of suits to play for, 151 Chicane, 4 Clubs, 46 Convention, heart, 57 Convention, weak suit, 57 Covering honour with honour, 93 Combining hands of dealer and dummy, 125 Combinations to be avoided, 131 Cutting, 3 Cutting out, 4
Dealer’s play of “no-trump” declaration, 151 Dealer’s play, 124 Defensive play against red makes, 59 Dealing out of turn, 13 Declaration, the, 31 Declaring to the score, 27 Declaring trumps, 8 Deal, a new, 7 Deal, the, 6 Defence against overtaking and ducking, 172 Desire to ruff, 75 Diagrams of good combinations to lead from, 62 Diagrams of bad combinations to lead from, 61 Diamonds, 43 Diamonds, original, 43 Diamond make for safety, 45 Diamond make, rule for, 45 Discard, the, 116 Discarding strength, advantages of, 117 Discard against declared trump, 117 Discard from weakness, 119 Discard from strength, 118 Discard at “no trump,” 118 Discarding, hints on, 121 Discarding partner’s suit, 121 Discarding by the dealer, 122 Discontinuing lead of trumps, 144 Discards, forcing, 148 Doubling, 51 Doubling gives information to partner, 53 Doubling to the score, 53 Doubling on the rubber game, 52 Doubling spades, 52 Doubling no-trump, 53 Doubling, redoubling, etc., 9 Doubling to prevent loss, 53 Ducking, 166 Dummy, 11
Echo, the, 88 Eleven, rule of, 67 Estimating the value of a hand, 54 Establishing adversaries’ suit, 81 Establishing small cards, 151 Etiquette, 21 Examples of fourth-best leads, 62 Examples of bad openings against declared trump, 61 Examples of hands that should not be passed, 42 Examples of opening leads, 63 Examples of inference from opening leads, 68 Examples of leading trumps to the maker, 71 Examples of leading trumps through dummy, 71 Examples of no-trump makes, 38 Examples of short suit openings, 77 Examples of second hand plays, 137 Examples of unblocking, 109 Examples of original leads at no trump, 106 Exhausting trumps, 144 Exposed card before play, 13 Exposed card during play, 13
False-carding, 122 Finesse obligatory, 134 Finessing, 132 Finessing by dealer, 132 Finesses, locating, 135 Finessing against partner, 81 Five hearts including three honours, 40 Five hearts including two honours, 41 Five hearts with one honour, 41 Forming tables, 3 Forcing discards, 148 Forcing strong hands, 89 Forcing, 89 Fourchette, 94 Four hearts with three honours, 41 Fourth best leads, examples of, 62 Fourth best lead, 96
General inferences, 99 General rules, 19 Giving correct information to partner, 60 Giving partner ruff, 75
Holding up by non-dealers, 111 Holding up, examples of, 112 Hearts, 38 Hearts in preference to “no trump,” 42 Heart combination, 39 Heart convention, the, 57 Hearts, not “no-trumps,” 43 Hesitating in play, 93 Hints on discarding, 121 Holding the lead, 63 Honours, value of, 4 How to draw inferences, 97 How to play to partner’s trump opening, 73
Illustrations of inferences from third hand plays, 82 Information, give to partner, 61 Inferences from opening leads, examples of, 68 Inferences from third hand play, 82 Information, value of, 96 Information, giving partner, 96 Inferences, how to draw, 97 Inferences, general, 99 Inferences, 95 Inferences regarding the make, 98 Information given by doubling, 52 Inferences from low card leads, 67 Inferences from high card leads, 64
Keeping command of adversary’s suit, 153 Keeping the lead, 151 King, jack, ten combination, 129
Laws of Bridge, 1 Locating trumps, 104 Locating finesses, 135 Long suits, leading from, 60 Long suit, value of, 42 Low card leads, inferences from, 68 Leading trumps, examples of, 71 Leading up to dummy, 87 Leading to force, 89 Letting partner ruff, 90 Leading fourth best, 96 Leading red suit to dealer, 105 Leading weak suit at no-trump, 105 Leading from weak hand, 130 Leading trumps to prevent a ruff, 74 Leads out of turn, 15 Leading through strength, 77 Leading through king in dummy, 79 Leading long with four trumps, 76 Leading short with six trumps, 76 Leading red suit on passed make, 75 Leading highest of short suit, 76 Lead when spades are trumps, 72 Leading trumps to throw the lead, 71 Leading trumps from sequence, 70 Leading trumps to prevent a ruff, 143 Leading up to strength, 70 Leading from long suit, 62 Lead of the ace, 64 Lead of ace and king, 65 Lead of the king, 65 Lead of the queen, 65 Lead of the jack, 66 Leading jack from king, jack, ten, 66 Lead of the ten, 66 Lead of the nine, 67 Leading to save slam, 60 Leading from sequence, 61 Leading from ace and king, 65 Leading trumps in doubled spades, 56 Leading from weak trumps, 74 Leading through weakness, 78 Lead when partner has doubled, 55 Leading short suits, 68
Making high cards, 60 Making to score, 31 Management of trumps by dealer, 139 Miscellaneous combinations, 130 Misdeal, 10
New deal, 7 New cards, 20 Non-dealer’s play against a “no-trump” hand, 102 Non-dealer’s play to the score, 29 Non-dealer’s play against a declared trump, 59 “No-trump” declaration by the dealer, 32 “No-trump” with three aces, 35 “No-trump” with two aces and one other guarded suit, 35 “No-trump” with two aces, 36 “No-trump” with one ace, 37 “No-trump” without an ace, 37 Not returning lead of trumps, 73 Not leading from single honour suits, 72 Not leading from tenace suits, 72 Not forcing strong trump hand, 142
Obtaining a ruff, 141 Opening leads, examples, 63 Opening a short suit against a “no-trump” declaration, 107 Original lead at “no-trump,” examples of, 106 Original lead at “no-trump,” 103 Opening short with strong hand, 74 Opening lead, the, 60 Opening lead against trump declaration, 60 Original lead, the, 103 Original lead at “no-trump,” 106 Original trump openings, 70 Original trump openings from strength, 72 Overtaking and ducking, 171 Overtaking and unblocking, 170 Overtaking, 163 Overtrumping, 147
Passed makes, 47 Passed red makes, 49 Passed black makes, 48 Placing high cards, 81 Placing partner in lead, 75 Playing before dummy, 92 Playing ace second in hand, 94 Playing through strength, 77 Playing to the score, 28 Playing before dealer, 94 Preventing ruff, 74 Preventing ruff, leading trumps to, 143
Redoubling, 10, 54 Returning partner’s lead, 91, 109 Re-entries, saving, 157 Red makes defensive, 39 Re-entry cards, 148 Reverse discard, 122 Revoke, the, 17 Rights of entry, 5 Rubber, the, 1 Ruff, obtaining a, 140 Ruff, preventing a, 74 Ruff, desire to, 75, 88 Ruff, giving partner, 78 Ruff, letting partner, 88 Rule of eleven, 67 Rules for “no-trump” declaration by the dealer, 34 Rules for the heart make, 40
Saving game, 151 Saving re-entries, 157 Score, the, 27 Scoring, 1 Seeing dummy hand, 59 Second hand plays, 136 Second hand plays, examples of, 137 Short suit openings, examples of, 77 Short suit openings, 74 Second hand play, 91 Shuffling, 6 Slam, 4 Short suit, leading from, 74 Spades, 47 Spades, original, 47 Strength indicated by trump opening, 70 Strength indicated by doubling, 51 Suggestions for third hand play, 80
Taking out re-entry cards, 115 Trumps, leading in doubled spades, 73 Trumps, avoid leading, 72 Trump, original openings, 70 Trumps, leading up to strength, 70 Trump, opening from strength, 72 Trump lead, not returning, 73 Trusting partner, 99 Trumping losing cards, 141 Trump opening indicates strength, 72 Trump lead when weak hand can ruff, 74 Trump lead against a spade make, 72 Trump opening from strength, 72 Tenace, not leading from, 62 Third hand play, 80 Throwing the lead, 150
Unblocking, 161, 170 Unblocking trump suit, 142 Unblocking, 108 Unblocking, examples of, 109
Value of long suit, 42 Value of tricks, 4 Value of information, 96
Watching dealer’s discards, 135 Watching fall of cards, 98 Watching partner’s play, 98 Watching adversaries’ play, 98 Weakness, leading through, 71 Weak trumps, leading from, 71 Weak suit convention, the, 57 When to lead through strength, 78 When to lead trumps, 139 When not to lead trumps, 141 When to draw the remaining trumps, 144 When to trump, 146 When you play before the dummy, 92 When you play before the dealer, 94 Win the first trick, 59
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Advanced Bridge; The Higher Principles of the Game Analysed and ExplainedChapter VII: Part 7
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