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Chapter II: Part 2

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If forced to protect honours in other suits, don't be afraid to unguard honours in the suit in which partner is strong.

NON-DEALER'S PLAY

SECOND HAND

In determining the card to play second in hand, you will find it a great assistance to ask yourself why the dealer is leading that suit. You can usually infer from the dummy's cards and your own hand what the dealer must hold to have led the suit.

Cover an honour with an honour. This should always be done holding a perfect or an imperfect fourchette (a card higher and a card lower than the one led). An honour should be covered when by so doing you hope to make a card good in your partner's hand. Don't cover holding a K, Q, or J three times guarded, unless your next best card is a nine or better.

Don't hesitate. By hesitation a player often shows the dealer how to play his cards. Play quickly, and if there is any doubt as to your play, play the lowest card you hold.

If the dummy has a tenace over your cards or can take any card you hold, play low; let the dealer do the guessing.

Holding any two or more honours in sequence, play the lowest honour of the sequence.

A K K Q
Q J J 10

Beat the dummy. When the dealer leads, it is usually advisable to play a card higher than the best in the dummy.

If you hold ace and others of the suit which the dummy leads, and the trumps are all against you, play your ace second in hand. If you wait, your ace may be trumped.

THIRD HAND

In this position your play should be guided by a knowledge of the leads, an application of the "Rule of Eleven," and a close observance of the dummy hand.

Unless you hold two or more honours in sequence, play your highest card. The object of doing this is either to win the trick, or, by forcing a still higher card from your adversary, to make a card good in your partner's hand.

Do not deceive your partner by playing an unnecessarily high card. Holding any two honours in sequence, play the lower.

FINESSING ON PARTNER'S LEAD

When the dummy holds no honour, it is not good play to "finesse against your partner." If you hold K J or A Q, by playing any card but the best you not only give the dealer an opportunity to make a trick, but you run the risk of losing your own high cards in that suit. If, however, the dummy holds an honour, K or Q, and you hold A and J of the suit, you are justified in finessing the J, hoping your partner holds the missing honour. At "no-trump"--when the dummy holds an honour--it is customary to finesse much deeper, hoping to catch the honour exposed on the table and so establish partner's suit.

THE ECHO

Some players use the echo only when they can trump the third round of a suit.

The echo is a signal used by Bridge players to show ability to win the third round of the suit either with a trump or a high card.

If your partner leads the K and then the A when you hold only two cards of that suit, show you can trump the third round by playing first the higher and then the lower.

If you hold the Q and your partner leads the K and A, show in the same manner that you can win the third round of the suit.

Don't echo with an honour; it may deceive your partner.

At "no-trump" the echo is used to encourage partner to continue that suit.

On a doubled spade, if your partner leads a high trump, echo with three by playing the intermediate trump to the first round.

THE DEALER'S PLAY WITH A DECLARED TRUMP

In playing the two hands, the dealer must take advantage of any information he can gain from the leads and plays of the adversaries; and, in return, try to convey a false impression of his own hand. Above all, the dealer should know the score and estimate the number of tricks he must take to win the game; always bearing in mind that if he cannot win the game, he should try to prevent the adversaries from so doing.

LEADING TRUMPS

One of the worst faults of the beginner is refusing to lead trumps. When you hold seven or more trumps in the two hands, usually lead them. If you hold commanding suit cards, the trump lead will prevent their being ruffed. When you have no suit to make the lead will establish your trump suit. If you hold high cards that should be led up to, lead trumps to throw the lead and to compel the adversaries to lead to you.

Arrange to lead your trumps advantageously--from the weak hand to the strong.

After trumps are exhausted, try to clearer establish the longest suit in the two hands.

It is usually good play to draw two trumps for one; but when the best trump is against you, do not waste two of yours to get it out.

Lead the losing trump only when you have an established suit and a sure re-entry.

When you hold one or more trumps and a losing card, always lead the trumps. This will force the adversaries to discard and they may not save the right suit.

Aim to discard your losing cards from the one hand, on the commanding cards in the other.

With a weak hand you are more likely to make your high cards if you put your adversaries in the lead.

NOT LEADING TRUMPS

The exception to the trump lead is when the weaker of the two trump hands contains a short suit and can ruff; then, before leading trumps, allow the weak hand to trump your losing cards.

Unless a cross ruff can be established, it is usually bad play to weaken your strong trump hand by forcing it to ruff. If you do this, you will find it difficult to exhaust trumps from the adversaries' hands and to make any commanding suit cards you may hold.

If your adversary has doubled, be cautious about leading trumps. It is good play to lead through the doubling hand; but bad play to lead up to it.

THE NON-DEALER'S PLAY OF A "NO-TRUMP" HAND

With a declared trump you aim to make your high cards; but at no-trump the high cards take care of themselves and you must try to establish your small cards.

If you are the leader at "no-trump," open your longest suit. Save the high cards of your other suits for re-entry and try to establish the small cards of your long suit.

Don't lead your aces and kings to take a look at dummy; later in the hand you will need them to get the lead and bring in your established suit.

The majority of "no-trump" makes are strong in three suits. Your long suits may be the weak spot in the dealer's hand.

Try to infer, from the dummy hand and your own, the high cards the dealer must hold to have declared "no-trump." You will be surprised to find how many times an inference thus drawn will enable you to play your hand to advantage.

Having started your long suit, usually the best play is to continue that suit until it becomes established, especially if you hold one or two re-entry cards.

Don't change suits unless your suit is hopelessly against you. When it requires two leads to clear your suit, and you hold no cards of re-entry, abandon it and play for your partner's suit--the suit that he has shown by his discard, or the suit which must be his, judging from your own and the dummy hand.

In leading to your partner's declared suit, always lead your highest card; this will enable him to tell what high cards are held against his suit and it will prevent your blocking his hand.

RETURN YOUR PARTNER'S LEAD

If your partner has had the original lead, RETURN HIS SUIT. There are very few "no-trump" hands where it is possible to bring in more than one suit, and if, instead of returning your partner's suit, you lead your own, you are playing for one suit and your partner for another, and as a result you will probably establish neither.

When it is evident that your suit is stronger than your partner's--i.e., if you have re-entry cards and can establish the suit in one lead--then, by all means, play for your own suit; but don't be deterred from returning your partner's lead simply because you see that the best card of his suit is against him. That card will have to make anyway, and by forcing it out of dummy at once you may enable partner to make the rest of his suit.

In returning your partner's lead, return your highest card. The importance of this is apparent: your partner can see the cards in his own and in the dummy hand, and if you return your best card he also knows what the dealer holds in that suit. It may prevent his leading up to the dealer's tenace; it may show him that the suit should be abandoned or that it should be again led from your hand. Returning the highest card minimises the risk of blocking the suit. Very often, by not getting rid of a 7, 8, 9, or 10 early in the hand, you make it impossible for your partner to make his small cards.

Don't be deceived by the dealer's play. His object is to fool you; and if he holds cards of equal value, he will probably take the trick with the highest.

Notice carefully your partner's first discard. It shows you the suit to lead and may also affect your own discard.

Don't, because the dealer leads the suit, refuse to take tricks with your aces and kings. By taking the trick, you may make a card good in your partner's hand. It is only the dealer who is in a position to know when to refuse tricks; he sees the two hands.

When there is no chance that your partner can take a trick in the suit led, it is sometimes wise to keep the commanding card until one hand cannot put the other in the lead, especially when there is no re-entry card in the hand with the long suit.

OPENING LEAD AT "NO-TRUMP"

Unless your partner has doubled (see Heart and Weak Suit Conventions) lead from your longest suit. It is not advisable, especially when you hold no cards of re-entry, to lead aces and kings, except when you hope to catch all of the smaller cards. Two rounds may exhaust the suit in your partner's hand; and if you have no re-entry card and he has none of your suit to lead you, your long suit, even though established, is absolutely worthless.

The lead of an ace, king, or queen indicates great strength, either seven cards or three honours.

Holding two suits of equal length and strength, lead a red suit in preference to a black, especially if the make has been passed,

Holding two suits of equal length, keep for re-entry the suit with the higher cards, as,

{ A 8 6 3 2
holding { and if you open the Q suit
{ Q 9 8 6 3

and establish it, the ace is a sure re-entry card; if you open the ace suit the queen is a very doubtful card of re-entry.

With a weak long suit and no re-entry card, many good bridge players open the highest card of a short suit, preferably hearts or diamonds. The theory is that, had the dealer been strong in the red suits, he would have declared a red trump; and with a worthless hand, this short suit lead may assist partner. While there is much to be said in favour of this play, I would suggest that, unless your partner thoroughly understands the game and your play, it is safer to open your long suit.

When you are opening a long, weak suit from a hand without re-entry cards it is advisable that you convey this information to your partner. This you can do by leading the top or an intermediate card of your long suit; your partner, by applying the "Rule of Eleven," can see that you are not leading the fourth best card, and unless it is for the best interest of the two hands will not return the suit. For example:

From 10 8 7 6 3, lead the 8
From 9 8 5 3 2, lead the 9
From 8 7 5 3, lead the 8

THE ORIGINAL LEAD IN NO-TRUMPS

+----------+----------------------------------------------------+
| LEAD | HOLDING |
+----------+----------------------------------------------------+
| | Ace, Queen, Jack, and others with a Re-entry card. |
| ACE | Ace, with 7 or more others. |
| | Ace, Queen, with 5 others. |
| | Ace, Jack, with 5 others. |
+----------+----------------------------------------------------+
| | Ace, King, Queen, and others. |
| | Ace, King, Jack, and others. |
| | Ace, King, ten, and 3 others, with a Re-entry card.|
| KING | Ace, King, and 5 or more others. |
| | King, Queen, Jack, and others. |
| | King, Queen, ten, and others. |
| | King, Queen, and 5 others. |
+----------+----------------------------------------------------+
| | Queen, Jack, ten, and others. |
| QUEEN | Queen, Jack, nine, and others. |
| | Ace, Queen, Jack, and others. No card of Re-entry. |
+----------+----------------------------------------------------+
| JACK | Jack, ten, nine, and others. |
+----------+----------------------------------------------------+
| TEN | King, Jack, ten, and others. |
+----------+----------------------------------------------------+
| 4TH BEST | From other combinations. |
+----------+----------------------------------------------------+

UNBLOCKING

Unblocking is getting rid of high cards so that your partner can make smaller ones.

You seldom unblock except at "no-trump."

Study the "no-trump" leads, and on the lead of any high card prepare to get out of your partner's way. It is rarely that you can lose more than one trick by unblocking, and a failure to take advantage of the position when it presents itself may result in the loss of three to six tricks.

With four cards of the suit of which your partner leads the A, K, or Q, keep the lowest card until the final round.

+---------+----------------------+--------+
| HOLDING | ON PARTNER'S LEAD OF | PLAY |
+---------+----------------------+--------+
| K x | A | K |
| A x | K | A |
| K x | Q | K |
| Q x x | K and A | Q on A |
| K Q x | A | Q |
| Q J x | A | J |
| Q J x | K | J |
| K Q x | J | Q |
+---------+----------------------+--------+

THE DEALER'S PLAY OF A NO-TRUMP HAND

The dealer's play of a "no-trump" hand is both the most interesting and the most intricate part of Bridge. Very often a single error will result in the loss of three or more tricks; so that it behooves the dealer--as he has no assistance from his partner--to make himself thoroughly conversant with the strategy of the game.

The following rules cover all the important points in the dealer's play.

Keep the commanding card of your adversary's suit.

This the beginner invariably refuses to do; he is too anxious to take a trick and does not realise that he will often gain several by passing.

Before playing the commanding card of your adversaries' suit, wait--if you can--until the leader's partner has played his last card of that suit; he is then unable to return the lead, and there may be no card of re-entry in his partner's hand.

Rarely refuse to take tricks with your Kings and Queens.

When an entire suit is against you, it pays to take the lead; the adversaries may change the suit.

When you see in your hands enough tricks to win the game, always take the lead.

Always take the lead when doing so makes a card good in either of your hands.

Play for the longest suit in the two hands.

After taking the lead, count the cards of each suit in the combined hands and make it your object to play for the longest. It may sometimes be necessary, in order to lead the suit to the best advantage, to wait until it can be led from the other hand.

With two suits of equal length, play for the one in the hand that has cards of re-entry.

With two suits of equal length, play for the one that is shown on the table. Don't give your opponents unnecessary information of your strength.

With two suits of equal length, play for the one which, when established, will give you the greater number of tricks, as

7 cards in one hand and 1 in the other.
6 cards in one hand and 2 in the other.
5 cards in one hand and 3 in the other.
4 cards in one hand and 4 in the other.

Holding only seven cards of a suit, you will often find an adversary with four cards of that suit.

Holding only six cards of a suit, remember that your adversaries have seven and that leading the suit will establish it against you.

When the best card of your suit is against you, lead to get it out of your way. It pays to establish one suit.

The beginner will usually play his high cards, and, after establishing one or two tricks in that suit for his adversaries, proceed to do the same with another suit and end by abusing his partner for making it "no-trump" with so weak a hand.

Lead from the weak hand to the strong.

This is the secret of playing the two hands well. Play for the longest suit in the two hands; but arrange the lead so that it comes from the hand that has no high cards.

Lead from to
x x x K x x x
x x x A Q x x
x x x K Q x x
10 x x K J x 4

Holding a combination of Ace, Queen, Jack in the two hands, try to catch the King by leading the highest card from the one hand up to the Ace in the other.

This is really a continuation of the last rule, but its importance demands a separate heading. The correct play of this combination will win more tricks than any one other play in Bridge.

If the King is guarded, and you lead the Ace or from the Ace, the King _must_ win; but if you lead from the other hand, there is an even chance that you will find the King on the side you wish. If it is in the other hand, it would probably make anyhow.

Avoid blocking your suit, by leading or playing the high cards from the shorter of the two hands.

As with A K x in one hand and Q x x x x x in the other, play A K x.

As with A Q x in one hand and K x x x x x in the other, play A Q x.

Keep a re-entry card in the hand that has the long suit.

If you are able to take the trick in either hand, do not take it with the hand that has the long suit, unless that suit is established. If you cannot place the lead in the hand with the long suit, it is useless to establish that suit. It is often advisable to refuse to part with the highest card of a long suit, if that card is the only re-entry for the suit.

FINESSING

At "no-trump" the dealer has many opportunities to win tricks with cards that are not the best. In attempting this he should be guided by the following principles.

It is better to finesse on the second round of the suit than on the first.

By forcing discards, you can often tell which adversary is holding and protecting an honour in the suit in question, and on which side the finesse should be taken.

When there is a question on which side to take the finesse, be careful to shut out the hand with the established suit.

Do not finesse with nine cards of a suit in the two hands, including both the Ace and King. As there are but four more cards of the suit, the Queen will probably fall on one of the two leads.

Holding ten cards of one suit, including the Ace, Queen, Jack combination, lead the Queen toward the Ace; but if the Queen is not covered by the King, play the Ace on it.

"BRIDGE DON'TS"

Don't form the habit of playing slowly.

Don't expect your partner to play well when you criticise him. A little encouragement will win you rubbers and will add to your popularity.

Don't forget that it requires more skill to play a poor hand than it does to play a good one.

Don't miss an opportunity to win the game or to save it.

Don't complain if you hold poor cards and don't exult over good ones.

Don't criticise at all; but, if you must, wait until the hand is finished.

Don't hurry when exacting a penalty.

Don't think entirely of your own hand.

Don't take advantage of your partner's breach of etiquette.

Don't think that bad play won't sometimes win tricks.

Don't forget the score for an instant.

Don't ignore the value of small cards.

Don't fail to see your partner's first discard.

Don't be deceived by the dealer's play.

RULES

It is impossible to suggest rules that will cover the play of every hand. Rules are formulated after the analysis of a great many hands, and are therefore made to meet the _usual_ distribution of the cards. When the fall of the cards reveals an unusual situation, unusual means must be adopted to meet it; and here your reason and common sense must come to your aid.

The best Bridge players have the greatest regard for the rules; but the strong player recognises a situation for which a rule is not provided, and he allows his reason to dictate to him the times to follow and the times to violate them.

MANNERISMS

There is nobody who cares to be told that he plays cards unfairly; but, if you permit your manner to give your partner or the opponents the slightest intimation of the cards you hold, you lay yourself open to such criticism. Cards do not carry with them a license to be unfair or rude, yet, at the Bridge table, many socially correct people are both.

Try always to pause the same length of time before making the trump or passing. Do not allow your manner to express approval or disapproval of your partner's make or of the cards he plays, and select each of your own cards with equal deliberation. When you hold good cards be content to win tricks with them, without manifesting glee at your adversaries' defeat. When your cards are poor, do not complain of them; you imply that the opponents profit by your weak hands and not by their own skill, and, as a rule, the more you rail at your luck the worse it becomes. Be generous with your praise of a well-played hand, and be sure your partner will play a better game if he does not fear your adverse criticism. Do not permit yourself to take advantage of, or be deceived by, any mannerisms of your partner or of the opponents, and let your own manner be uniformly such that nobody can tell from it whether you are winning or losing.

MEMORY

It is not necessary to have a fine memory in order to play Bridge well; but it _does_ require the ability to count thirteen. If you know _how many_ cards of a suit have been played, you soon will be able to tell _what_ cards have been played.

Begin with one suit, preferably your own, and count each card of that suit as it is played; you will be surprised to find that you will soon notice not only where the cards of that suit are, but just what cards have been played. A little practice will enable you to do the same with all of the suits.

No matter what may be your position at the table, you may cultivate your memory by observing carefully the cards laid down by the dummy. The number of cards remaining in a suit at any stage of the play will assist you in recalling how many rounds of that suit have been played, and this will help you in recollecting what high cards were played in those rounds.

When you are dummy, and have nothing to do with the play, occupy your time and attention with a determined effort to remember each card played by your partner, the dealer. At the end of the hand see if you can recall how many of each suit he held. With a little practice you will be able to recall what his high cards were as well as the number in each suit. Memory is simply a matter of observation and practice.

INFERENCES

The play of each card conveys some information; and the secret of playing Bridge well lies in being able to draw inferences rapidly and correctly and in utilising the knowledge thus gained. If you simply look, in a mechanical way, at the cards as they fall without inferring what was meant by the play, you are apt to find yourself in the lead and at a complete loss as to what to do next.

THE FOLLOWING ARE SUGGESTIONS FOR INFERENCES TO BE DRAWN BY THE DEALER.

What will the make probably be if you pass? Your partner is apt to make it the suit in which you are weakest.

Does the opening lead show a long or a short suit? If short, be on the alert to get the lead and exhaust trumps. If long, how many cards does the leader hold, and what high cards does his lead show?

Ask yourself why does the adversary discard one suit and save another? This will aid in locating honours and in making successful finesses.

If the left-hand adversary leads through the Ace Queen suit in dummy, he probably does not hold the King and is tempting you to finesse. If he refuses to lead through the Ace Queen suit he is very likely waiting for you to up to his King.

If the make has been doubled try to infer what trump honours are in the doubling hand; this will enable you to judge as to the advisability of the trump lead.

SUGGESTIONS FOR THE NON-DEALER

From what combination of cards is your partner leading? Remember the high cards that he holds.

The lead of a King, for instance, shows you that partner has the Ace, the Queen, or both.

The lead of a Jack indicates the top of a suit.

The lead of a seven, eight, or nine probably means the highest card of a short suit.

Don't draw rigid inferences from the dealer's play; he will endeavour to deceive you by playing false cards.

If it is an original make, your own and the dummy hand will help you to infer what trumps or high cards the dealer holds.

If the dealer seems backward in leading trump he is probably aiming to ruff with the weak hand and a trump lead from you may prevent this.

Endeavour to understand your partner's discards. You can then protect the suit in which he is weak, and, if necessary, unguard honours in the suit in which he has shown strength.

When partner returns your lead in No-trump, notice carefully the card that he plays. It will help you to place the suit and prevent your leading to a possible tenace in the dealer's hand.

COMBINING THE HANDS OF DEALER AND DUMMY

The following table gives the different combinations of cards and shows how they should be played to get the best results when the dealer holds one combination and the dummy holds the other. An "x" means one or more small cards.

The following combinations may be led from either hand:

+----------------+-----------------+
| _In One Hand._ | _In the Other._ |
+----------------+-----------------+
| A K x | Q x x |
| A Q x | K x x |
| K Q x | J x x |
| K J x | Q x x |
| K x x | Q J x |
| Q J x | 10 x x |
| Q 10 x | J x x |
| Q x x | J 10 x |
+----------------+-----------------+

If forced to lead from any of the following combinations, lead from the weaker of the two hands. In these, lead the highest card of the three in the weak hand:

+---------+---------+
| _In One | _In the |
| Hand._ | Other._ |
+---------+---------+
| x x x | K Q x | First trick, play queen.
| x x x | K J x | First trick, play jack.
| x x x | K x x | First trick, play king.
| J x x | K x x | First trick, play low.
+---------+---------+

In the following, lead from the weaker hand, but begin by playing the lowest card:

+---------+---------+
| _In One | _In the |
| Hand._ | Other._ |
+---------+---------+
| Q x x | A x x | First trick, play ace.
| J x x | A x x | First trick, play ace.
| Q x x | K x x | First trick, play king.
| J x x | Q x x | First trick, play queen.
+---------+---------+

These rules are based on the supposition that the second hand has not played a higher card than any in the hand to which you lead.

There is a difference of one or two tricks in all these combinations, depending on whether you or your adversaries open the suit. Try to get the adversaries to open such suits for you, as you do so yourself to a disadvantage. Throw the lead into their hands and make them lead to you.

FINESSING

COMBINING THE HANDS OF DEALER AND DUMMY.

With any of the following combinations divided between the two hands, the lead should always be from the weaker hand, in the left-hand column, and the _highest_ card should be led, always playing the _smallest_ card from the stronger combination. For instance, in the first one given, you should lead the jack from J 10 x and play the small card from A K x. An "x" means any small card, or more than one small.

+----------------+-----------------+
| _In One Hand._ | _In the Other._ |
+----------------+-----------------+
| J 10 x | A K x |
| x x x | A K J |
| x x x | A Q J |
| J x x | A Q x |
| Q x x | A J x |
| Q J x | A x x |
| x x x | K J 10 |
| 10 x x | K J x |
| J x x | K 10 x |
| J x x | K x x |
| x x x | Q 10 x |
| 10 x x | Q x x |
+----------------+-----------------+

In the following combinations, the lead should be the best card in the weaker hand, and the smallest card in the stronger hand should be played to the first round, allowing the adversary to win the first trick. The weak hand must then get into the lead again, so as to take the second finesse, hoping both honours are not on the wrong side:

+----------------+-----------------+
| _In One Hand._ | _In the Other._ |
+----------------+-----------------+
| x x x | A J 10 |
| 10 x x | A J x |
| x x x | A J x |
| J x x | A 10 x |
| J 10 x | A x x |
| x x x | A J 9 |
+----------------+-----------------+

SECOND-HAND PLAYS

Showing all of the different combinations between dealer and dummy and their play. The second hand is the hand that is led through, it being supposed that a small card is led.

+------------+-------------+--------------------+
| _2d Hand._ | _4th Hand._ | _Play._ |
+------------+-------------+--------------------+
| A K x | J x x | K, _or_ Low |
| A K x | 10 x x | King (T) Low (N T) |
| A Q x | J x x | Low |
| A Q x | 10 x x | Low |
| A Q x | x x x | Queen |
| A J x | Q x x | Low |
| A 10 x | J x x | Low |
| A x x | Q x x | Low |
| K Q x | x x x | Queen |
| K J x | x x x | Low |
| K J | x x x | Jack (T) K (N T) |
| K J | A x x | Jack |
| K J x | 10 x x | Low |
| K 10 x | J x x | Low |
| K x x | Q x | Low |
| K x | x x | Low (T) K (N T) |
| K x | J x x | Low |
| K x | Q x x | Low (T) K (N T) |
| K x | Q 10 x | Low |
| K x | A 10 x | Low |
| K x | A J x | Low |
| Q J x | x x x | Jack |
| Q J x | A x x | Jack |
| Q 10 x | A x x | Low |
| Q x x | K x x | Low |
| Q x x | x x x | Low |
| Q x | A x x | Queen |
| Q x | A 10 x | Low |
| Q x | A J x | Low |
| Q x | K x x | Low (T) Q (N T) |
| Q x | J x x | Low |
| Q x | x x x | Queen |
| J 10 x | A K x | Ten |
| J 10 x | A x x | Ten |
| J 10 x | K x x | Ten |
| J x | K 10 x | Low |
| J x | K x x | Jack |
| J x | Q x x | Low |
| J x | A K x | Jack |
| J x | A Q x | Low |
| 10 x | A K x | Ten |
| 10 x | A Q x | Ten |
| 10 x | A J x | Low |
+------------+-------------+--------------------+

(T) means with a declared trump.

(N T) means with no trumps.

NOTES ON ILLUSTRATIVE HAND NO. 1

TRICK 1.--The dealer refuses to give up the A of spades, as he wishes to exhaust the spades in one hand before he attempts to clear his club suit.

TRICK 4.--B, hoping to take the last club from the dealer's hand, refuses to part with the A of clubs.

TRICK 6.--B tries to put his partner in the lead so that he may make the spades.

ILLUSTRATIVE HAND NO. 1

_Keeping the Command of the Adversaries' Suit._

The score is love-all, rubber game. The dealer, Z, makes it no-trump. A leads for the first trick. The underlined card wins the trick and the card under it is the one led for the next trick.

[S] 9
[C] K Q J 5 4 2
[D] Q 6 5
[H] 7 6 3
+---------+
[S] K Q J 8 6 2 | Y | [S] 10 7 5
[C] 9 8 | | [C] A 7
[D] 9 4 |A B| [D] J 10 8 7
[H] 10 8 2 | | [H] A J 9 5
| Z |
+---------+
[S] A 4 3
[C] 10 6 3
[D] A K 3 2
[H] K Q 4

+-------+---------------+---------------+---------------+---------------+
| TRICK | A | Y | B | Z |
+-------+---------------+---------------+---------------+---------------+
| 1 | <f>K[S]</f>| 9[S] | 5[S] | 3[S] |
| 2 | <f>Q[S]</f>| [H]3 | 7[S] | 4[S] |
| 3 | 2[S] | [H]6 | 10[S] | <f>A[S]</f>|
| 4 | [C]8 | [C]2 | [C]7 | <f>[C]10</f> |
| 5 | [C]9 | [C]J | <f>[C]A</f> | [C]6 |
| 6 | [H]2 | [H]7 | [H]5 | <f>[H]K</f> |
| 7 | 6[S] | <f>[C]4</f> | [H]9 | [C]3 |
| 8 | 8[S] | <f>[C]5</f> | [H]J | [H]4 |
| 9 | J[S] | <f>[C]Q</f> | 7[D] | [H]Q |
| 10 | 4[D] | <f>[C]K</f> | 8[D] | 2[D] |
| 11 | 9[D] | <f>Q[D]</f>| 10[D] | 3[D] |
| 12 | [H]8 | 6[D] | J[D] | <f>K[D]</f>|
| 13 | [H]10 | 5[D] | [H]A | <f>A[D]</f>|
+-------+---------------+---------------+---------------+---------------+

The dealer wins ten tricks.

NOTES ON ILLUSTRATIVE HAND NO. 2

TRICK 1.--A leads from his longest suit.

TRICK 2.--B returns his partner's lead with his highest card, which the dealer refuses to take, as he wishes to wait until B has no more of the suit.

TRICK 3.--A again leads a diamond, as he has the K of spades for re-entry and wishes to establish the diamond suit.

TRICK 4.--The dealer plays for the clubs, his longest suit, and takes the first trick, as he holds J and 10 and can clear the suit in one more lead.

TRICK 6.--B, having no diamonds, opens his heart suit, hoping to put his partner in the lead. The dealer applying the "Rule of Eleven," and finding that he holds the four cards above the seven, passes so as to take the lead in the dummy hand.

TRICK 7.--Leading through.

TRICKS 8 AND 9.--Making the clubs and putting the dummy hand in the lead so as to come through the K and J of hearts.

ILLUSTRATIVE HAND NO. 2

_Playing for the Longest Suit in the Two Hands._

The score is love-all, rubber game. The dealer, Z, makes it no-trump and A leads for the first trick.

[S] 8 6 4
[C] 7 6 5 2
[D] A 6 3
[H] 9 5 4
+---------+
[S] K J 10 2 | Y | [S] Q 7 5
[C] 9 8 | | [C] K Q 3
[D] Q J 7 5 4 |A B| [D] K 8 2
[H] 6 3 | | [H] K J 8 7
| Z |
+---------+
[S] A 9 3
[C] A J 10 4
[D] 10 9
[H] A Q 10 2

+-------+---------------+---------------+---------------+---------------+
| TRICK | A | Y | B | Z |
+-------+---------------+---------------+---------------+---------------+
| 1 | 5[D] | 3[D] | <f>K[D]</f>| 9[D] |
| 2 | <f>J[D]</f>| 6[D] | 8[D] | 10[D] |
| 3 | 4[D] | <f>A[D]</f>| 2[D] | 3[S] |
| 4 | [C]8 | [C]2 | [C]Q | <f>[C]A</f> |
| 5 | [C]9 | [C]5 | <f>[C]K</f> | [C]J |
| 6 | [H]3 | <f>[H]9</f> | [H]7 | [H]2 |
| 7 | [H]6 | [H]4 | [H]8 | <f>[H]10</f> |
| 8 | 2[S] | [C]6 | [C]3 | <f>[C]10</f> |
| 9 | 10[S] | <f>[C]7</f> | 5[S] | [C]4 |
| 10 | 7[D] | [H]5 | [H]J | <f>[H]Q</f> |
| 11 | Q[D] | 4[C] | [H]K | <f>[H]A</f> |
| 12 | J[S] | 6[S] | 7[S] | <f>A[S]</f>|
| 13 | <f>K[S]</f>| 8[S] | Q[S] | 9[S] |
+-------+---------------+---------------+---------------+---------------+

The dealer wins nine tricks.

NOTES ON ILLUSTRATIVE HAND NO. 3

TRICK 1.--A opens his fourth best heart, as his hand is strong, and he wishes his partner to return that suit.

THE DEALER.--As the longest suit in the two hands is diamonds, the dealer takes the first trick with the A of hearts, so that he may be able, if necessary, to put the dummy hand in the lead; also so that the adversaries may not know the cards he holds in the heart suit.

TRICK 2.--A refuses to part with the commanding card of the diamond suit.

TRICK 3.--The dealer takes the lead in the dummy hand in order to establish his diamond suit.

TRICK 4.--As the dealer has now no diamonds, it is useless to hold up any longer.

TRICK 6.--If A leads either clubs or spades he must lose a trick; his best play is to continue with the heart suit.

ILLUSTRATIVE HAND NO. 3

_Making a Re-entry Card for Dummy's Long Suit._

The score is 24 to 0 against the dealer on the rubber game. The dealer, Z, makes it no-trump and A leads for the first trick.

[S] A 2
[C] J 10
[D] Q J 9 5 4 3 2
[H] Q 7
+---------+
[S] K J 4 | Y | [S] 10 9 7 5
[C] A 4 | | [C] Q 9 6 3
[D] A 8 6 |A B| [D] 10 7
[H] 10 8 6 5 4 | | [H] 9 3 2
| Z |
+---------+
[S] Q 8 6 3
[C] K 8 7 5 2
[D] K
[H] A K J

+-------+---------------+---------------+---------------+---------------+
| TRICK | A | Y | B | Z |
+-------+---------------+---------------+---------------+---------------+
| 1 | [H]5 | [H]7 | [H]9 | <f>[H]A</f> |
| 2 | 6[D] | 2[D] | 7[D] | <f>K[D]</f>|
| 3 | [H]4 | <f>[H]Q</f> | [H]2 | [H]J |
| 4 | <f>A[D]</f>| Q[D] | 10[D] | [C]2 |
| 5 | [H]6 | [C]10 | [H]3 | <f>[H]K</f> |
| 6 | 4[S] | <f>A[S]</f>| 5[S] | 3[S] |
| 7 | 8[D] | <f>J[D]</f>| [C]3 | [C]5 |
| 8 | [C]4 | <f>9[D]</f>| 7[S] | [C]7 |
| 9 | J[S] | <f>5[D]</f>| 9[S] | 6[S] |
| 10 | [H]8 | <f>4[D]</f>| 10[S] | 8[S] |
| 11 | [H]10 | <f>3[D]</f>| [C]6 | Q[S] |
| 12 | <f>[C]A</f> | [C]J | [C]Q | [C]K |
| 13 | <f>K[S]</f>| 2[S] | [C]9 | [C]8 |
+-------+---------------+---------------+---------------+---------------+

The dealer wins ten tricks.

NOTES ON ILLUSTRATIVE HAND NO. 4

TRICK 2.--As the adversaries must take one trick in the spade suit, the dealer allows them to win the first trick, in order to take the third round with the A, the A being the only re-entry card in the dummy.

TRICK 3.--A continues with his long suit. The dealer, hoping that the A of diamonds is in B's hand, refuses to give up the commanding card.

TRICK 5.--The dealer, so that the suit will not be blocked, leads the K of spades.

TRICK 6.--The diamond discard loses a trick.

TRICK 9.--The dealer, holding the A of clubs for re-entry, now clears the diamond suit.

ILLUSTRATIVE HAND NO. 4

_Saving a Re-entry Card for the Dummy's Long Suit._

The score is love-all, rubber game. The dealer, Z, makes it no-trump, and A leads for the first trick.

[S] A 9 6 5 2
[C] 9 8 7
[D] 6 5 4
[H] 6 5
+---------+
[S] J 10 | Y | [S] Q 7 4
[C] K 10 | | [C] Q J 5 4 3
[D] J 9 7 2 |A B| [D] A 3
[H] K J 8 4 2 | | [H] 10 9 7
| Z |
+---------+
[S] K 8 3
[C] A 6 2
[D] K Q 10 8
[H] A Q 3

+-------+---------------+---------------+---------------+---------------+
| TRICK | A | Y | B | Z |
+-------+---------------+---------------+---------------+---------------+
| 1 | [H]4 | [H]5 | [H]9 | <f>[H]Q</f> |
| 2 | <f>10[S]</f>| 2[S] | 4[S] | 3[S] |
| 3 | <f>[H]J</f> | [H]6 | [H]7 | [H]3 |
| 4 | [H]2 | [C]7 | [H]10 | <f>[H]A</f> |
| 5 | J[S] | 5[S] | 7[S] | <f>K[S]</f>|
| 6 | 2[D] | <f>A[S]</f>| Q[S] | 8[S] |
| 7 | 7[D] | <f>9[S]</f>| [C]3 | [C]2 |
| 8 | 9[D] | <f>6[S]</f>| 3[D] | [C]6 |
| 9 | J[D] | 4[D] | <f>A[D]</f>| 8[D] |
| 10 | [C]10 | [C]8 | [C]4 | <f>[C]A</f> |
| 11 | [H]8 | 5[D] | [C]5 | <f>K[D]</f>|
| 12 | [H]K | 6[D] | [C]J | <f>Q[D]</f>|
| 13 | [C]K | [C]9 | [C]Q | <f>10[D]</f>|
+-------+---------------+---------------+---------------+---------------+

The dealer wins ten tricks.

NOTES ON ILLUSTRATIVE HAND NO. 5

TRICK 1.--A opens his longest suit with the fourth best card.

TRICK 2.--B returns his partner's lead.

TRICK 3.--A continues with his suit in order to establish it, as he holds the K of diamonds and the Q of clubs for re-entry.

TRICK 4.--The dealer has the choice of three suits, the spades, clubs, and diamonds being of equal length. If he leads a spade he takes away the re-entry card for the dummy's club suit. If he takes the lead in the dummy and attempts to catch the K of diamonds by leading the Q up to the A, he gives A an opportunity of making his two hearts and of saving the game. In order to win three by-cards and the game, he must prevent A from getting the lead; he therefore leads the club and allows B to win the trick.

TRICK 5.--The dealer must play the A of diamonds; for if the clubs fall evenly the rest of the tricks are his.

ILLUSTRATIVE HAND NO. 5

_Keeping the Hand Holding an Established Suit from Getting into the Lead._

The score is 24 to 0 against the dealer, Z, who makes it no-trump. A leads for the first trick.

[S] Q 10 8
[C] A K 9 8 7 2
[D] Q 9
[H] J 2
+---------+
[S] 5 4 2 | Y | [S] 9 7 6
[C] Q 4 3 | | [C] J 10 6
[D] K 8 |A B| [D] 5 4 3 2
[H] K 10 5 4 3 | | [H] A 9 6
| Z |
+---------+
[S] A K J 3
[C] 5
[D] A J 10 7 6
[H] Q 8 7

+-------+---------------+---------------+---------------+---------------+
| TRICK | A | Y | B | Z |
|-------+---------------+---------------+---------------+---------------|
| 1 | [H]4 | [H]2 | <f>[H]A</f | [H]7 |
| 2 | <f>[H]K</f> | [H]J | [H]9 | [H]8 |
| 3 | [H]3 | 8[S] | [H]6 | <f>[H]Q</f> |
| 4 | [C]3 | [C]7 | <f>[C]10</f> | [C]5 |
| 5 | 8[D] | 9[D] | 2[D] | <f>A[D]</f> |
| 6 | 2[S] | <f>Q[S]</f> | 6[S] | 3[S] |
| 7 | [C]4 | <f>[C]A</f> | [C]6 | 6[D] |
| 8 | [C]Q | <f>[C]K</f> | [C]J | 7[D] |
| 9 | 4[S] | <f>[C]9</f> | 7[S] | 10[D] |
| 10 | 5[S] | <f>[C]8</f> | 9[S] | J[D] |
| 11 | [H]5 | <f>[C]2</f> | 3[D] | J[S] |
| 12 | [H]10 | 10[S] | 4[D] | <f>K[S]</f> |
| 13 | K[D] | Q[D] | 5[D] | <f>A[S]</f> |
+-------+---------------+---------------+---------------+---------------+

The dealer wins ten tricks.

NOTES ON ILLUSTRATIVE HAND NO. 6

TRICK 1.--A leads from his only four-card suit. The dealer plays the ace second in hand in order to trump his losing diamond.

TRICK 2.--The dealer false-cards so that the adversaries will not know that he holds the queen.

TRICK 3.--As A led the deuce of diamonds, showing but four cards in the suit, the dealer knows that B has one more diamond. He therefore, before leading trumps, allows dummy to trump a losing card.

TRICKS 4, 5, AND 6.--The dealer now proceeds to lead trumps, and, as he has no strength in clubs in his own hand, he throws away clubs from the dummy hand.

TRICK 7.--Holding but six spades in the two hands, the dealer tries to force discards of spades.

TRICK 8.--Forcing another discard with the best diamond.

TRICKS 9, 10, AND 11.--The spades fall, leaving dummy with the best spade and the ace of clubs as re-entry.

ILLUSTRATIVE HAND NO. 6

_Allowing the Weaker of the Two Hands to "Ruff" before Leading Trumps._

The score is love-all. The dealer, Z, makes it hearts, having four honours in one hand. A leads to the first trick.

[S] A 6 4 3
[C] A J 9 4 3
[D] A 4
[H] 9 5
+---------+
[S] Q 10 5 | Y | [S] 9 8 7 2
[C] 8 7 6 | | [C] K Q 10
[D] J 9 7 2 |A B| [D] 10 8 6
[H] 7 6 4 | | [H] 10 3 2
| Z |
+---------+
[S] K J
[C] 5 2
[D] K Q 5 3
[H] A K Q J 8

+-------+---------------+---------------+---------------+---------------+
| TRICK | A | Y | B | Z |
|-------+---------------+---------------+---------------+---------------|
| 1 | 2[D] | <f>A[D]</f> | 6[D] | 3[D] |
| 2 | 7[D] | 4[D] | 8[D] | <f>K[D]</f> |
| 3 | 9[D] | <f>[H]5</f> | 10[D] | 5[D] |
| 4 | [H]4 | [H]9 | [H]2 |<f>[H]A</f> |
| 5 | [H]6 | [C]3 | [H]3 |<f>[H]K</f> |
| 6 | [H]7 | [C]4 | [H]10 |<f>[H]Q</f> |
| 7 | [C]6 | [C]9 | [C]10 |<f>[H]J</f> |
| 8 | J[D] | [C]J | 2[S] | <f>Q[D]</f> |
| 9 | 5[S] | 3[S] | 7[S] | <f>K[S]</f> |
| 10 | Q[S] | <f>A[S]</f> | 8[S] | J[S] |
| 11 | 10[S] | 4[S] | 9[S] |<f>[H]8</f> |
| 12 | [C]7 | <f>[C]A</f> | [C]Q | [C]2 |
| 13 | [C]8 | <f>6[S]</f> | [C]K | [C]5 |
+-------+---------------+---------------+---------------+---------------+

The dealer makes a grand slam.

NOTES ON ILLUSTRATIVE HAND NO. 7

TRICK 1.--The scheme which the dealer must adopt for the play of the two hands is to exhaust trumps and to establish the club suit. Holding the A, Q, and J of diamonds, in order to catch the K, the lead must come from the dummy; and so that he may lead up to his tenace in trumps, the dealer trumps the Q of hearts.

TRICK 2.--As the finesse succeeds the dealer must place the lead in dummy so that he may again lead through the K of diamonds.

TRICK 3.--The dealer holds too many clubs, so must use the A of spades to get the lead in dummy, even though it clears the spade suit for the adversaries.

TRICKS 4 AND 5.--The trumps fall evenly, leaving the dealer with the last trump.

TRICK 6.--The K of clubs, being guarded, must make.

ILLUSTRATIVE HAND NO. 7

_Trumping Your Own Trick to get the Lead into the Right Hand._

The score is 18 to 0 in favour of the dealer, Z, who has a game in and makes it diamonds, having four honours.

[S] A 8 7 6 5
[C] A Q 10 5 4
[D] 8 7 6
[H] None
+---------+
[S] K J 9 3 | Y | [S] Q 10 4
[C] None | | [C] K 7
[D] 5 4 3 |A B| [D] K 9 2
[H] K J 10 8 4 2 | | [H] 9 7 6 5 3
| Z |
+---------+
[S] 2
[C] J 9 8 6 3 2
[D] A Q J 10
[H] A Q

+-------+---------------+---------------+---------------+---------------+
| TRICK | A | Y | B | Z |
|-------+---------------+---------------+---------------+---------------|
| 1 | [H]10 | <f>6[D]</f> | [H]3 | [H]Q |
| 2 | 3[D] | 7[D] | 2[D] | <f>Q[D]</f> |
| 3 | 3[S] | <f>A[S]</f> | 4[S] | 2[S] |
| 4 | 4[D] | 8[D] | 9[D] | <f>J[D]</f> |
| 5 | 5[D] | 5[S] | K[D] | <f>A[D]</f> |
| 6 | [H]2 | [C]10 |<f>[C]K</f> | [C]2 |
| 7 | [H]4 | 6[S] | [H]5 |<f>[H]A</f> |
| 8 | [H]8 |<f>[C]Q</f> | [C]7 | [C]3 |
| 9 | [H]J |<f>[C]A</f> | [H]6 | [C]6 |
| 10 | [H]K | [C]5 | [H]7 |<f>[C]8</f> |
| 11 | 9[S] | [C]4 | [H]9 |<f>[C]9</f> |
| 12 | J[S] | 7[S] | 10[S] |<f>[C]J</f> |
| 13 | K[S] | 8[S] | Q[S] |<f>10[D]</f> |
+-------+---------------+---------------+---------------+---------------+

The dealer makes a little slam.

NOTES ON ILLUSTRATIVE HAND NO. 8

TRICK 1.--By playing the king of spades second in hand, the dealer hopes to win two tricks in that suit.

TRICK 2.--As the adversaries must make one trick in the club suit, Z tries to place the lead in A's hand so that the queen of spades may be led up to.

The eight of clubs is a clever play. If the king were led, A would know positively that Z held the ace.

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Bridge; its Principles and Rules of PlayChapter II: Part 2

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