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-Project Gutenberg's Advanced Bridge, by J.B. Elwell
-
-This eBook is for the use of anyone anywhere at no cost and with
-almost no restrictions whatsoever. You may copy it, give it away or
-re-use it under the terms of the Project Gutenberg License included
-with this eBook or online at www.gutenberg.org/license
-
-
-Title: Advanced Bridge
-
-Author: J.B. Elwell
-
-Release Date: February 14, 2016 [EBook #51216]
-
-Language: English
-
-Character set encoding: UTF-8
-
-*** START OF THIS PROJECT GUTENBERG EBOOK ADVANCED BRIDGE ***
-
-
-
-
-Produced by Chuck Greif, Paul Marshall and the Online
-Distributed Proofreading Team at http://www.pgdp.net (This
-book was produced from scanned images of public domain
-material from the Google Books project.)
-
-
-
-
-
-Transcriber's Notes:
- Underscores “_” before and after a word or phrase indicate _italics_
- in the original text.
- Equal signs “=” before and after a word or phrase indicate =bold=
- in the original text.
- Small capitals have been converted to SOLID capitals.
- Old or antiquated spellings have been preserved.
- The original text used both “redouble” and “re-double”
- interchangeably. In this edition only the modern spelling of
- “redouble” is used.
--------------------------------------------------------------------
-
- ADVANCED BRIDGE
-
-
- MR. ELWELL’S BOOKS
-
- ADVANCED BRIDGE: The Higher
- Principles of the Game
- Analysed and Explained,
- and their Application
- Illustrated, by Hands taken
- from Actual Play. $1.50,
- net. Postage, 8 cents.
-
- BRIDGE: Its Principles and
- Rules of Play. $1.25, net.
-
- THE ANALYSIS AND COMPLETE PLAY
- OF THE BRIDGE TOURNAMENT
- HANDS. 60 cents, net.
- Postage, 5 cents.
-
-
-
-
- ADVANCED BRIDGE
-
-
- THE HIGHER PRINCIPLES OF THE GAME
- ANALYSED AND EXPLAINED, AND
- THEIR APPLICATION ILLUSTRATED,
- BY HANDS TAKEN FROM
- ACTUAL PLAY
-
-
- BY
-
- J. B. ELWELL
-
- AUTHOR OF “ELWELL ON BRIDGE”
- “BRIDGE TOURNAMENT HANDS”
-
-
- SIXTH EDITION
-
- NEW YORK
- CHARLES SCRIBNER’S SONS
- 1907
-
-
- COPYRIGHT, 1904, 1905, BY
- J. B. ELWELL
-
-
- [Illustration]
-
- TO
- MR. HENRY I. BARBEY
-
- WHO FIRST INTRODUCED BRIDGE IN AMERICA
- THE AUTHOR CORDIALLY DEDICATES
- THIS BOOK
-
-
-
-
-PREFACE
-
-
-In the study of any game, the foundation of success must be a thorough
-acquaintance with the principles of play. This once attained, future
-progress becomes easy and rapid.
-
-Many writers on Bridge have left much of the play to the individual
-judgment and knowledge of the player, and in most works on this
-subject, illustrations of the fundamental principles are largely
-wanting.
-
-The present work is an attempt to supply these deficiencies; this
-volume is intended to aid the Bridge student in acquiring a practical
-acquaintance with the various forms of attack and defence as outlined
-by the best players. Particular attention is given to the dealer’s play
-of the dummy hand, the management of trumps is outlined in detail, and
-the underlying principles are fully illustrated by the complete play of
-selected hands.
-
-The writer has endeavoured to make this work simple in its arrangement
-and style so as to be adapted to the capacity of all lovers of Bridge,
-comprehensive and complete so as to be a sufficient and certain guide
-in the most difficult as well as in the easy situations.
-
-The laws of Bridge published in this edition have been prepared by
-the author, who has used as a foundation the codes accepted by the
-principal clubs of the world. The author does not favour the exaction
-of a penalty for the dealer’s lead out of turn. The American opinion on
-this point is divided, but the English practice is to exact no penalty.
-Otherwise the various club codes show but minor differences.
-
-
-
-
- CONTENTS
-
- PAGE
-
-PREFACE vii
-
-THE LAWS OF BRIDGE 1
-
-ETIQUETTE 22
-
-BRIDGE FOR THREE PLAYERS 25
-
-THE SCORE 27
- Declaring to the score 27
- Playing to the score 28
- The non-dealer’s play to the score 29
-
-THE DECLARATION 31
- “No-Trump” declaration by the dealer 32
- Rules for “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
- Examples of “No-Trump” makes 38
- Hearts 38
- Rules for the heart make 40
- Five hearts including three honours 40
- Five hearts including two honours 41
- Five hearts with one honour 41
- Four hearts with three honours 41
- Examples of hands that should not be passed 42
- Hearts in preference to “No-Trump” 42
- Hearts, not “No-Trump” 43
- Diamonds 43
- Clubs 46
- Spades 47
- Passed makes 47
- Abandoning spade hands 49
-
-DOUBLING 51
- Redoubling 54
- Estimating the value of a hand 54
- The lead when partner has doubled 55
- The heart convention 57
- The weak suit convention 57
-
-THE NON-DEALER’S PLAY AGAINST A DECLARED TRUMP 59
- The opening lead 60
- Examples of opening leads 63
- Inferences from high card leads 64
- Inferences from low card leads 67
- Examples of inference from opening leads 68
- Original trump openings 70
- Original trump openings from strength 72
- The trump lead against a spade make 72
- How to play to partner’s trump opening 73
- Leading trumps to prevent a ruff in the weak trump hand 74
- Short suit openings 74
- Leading through strength 77
- When to lead through strength 78
- Choice of suits to lead through 79
- Suggestions for third hand play 80
- Inferences from third hand play 82
- Leading up to dummy 87
- The Echo 88
- Forcing 89
- Returning partner’s lead 91
- Second hand play 91
- When you play before the dummy 92
- When you play before the dealer 94
-
-INFERENCES 95
- The value of information 96
- How to draw inferences 97
- Inferences regarding the make 98
- General inferences 99
-
-THE NON-DEALER’S PLAY OF A “NO-TRUMP” HAND 102
- The original lead 103
- The original lead at “No-Trump” 106
- Opening a short suit against a “No-Trump” declaration 107
- Unblocking 108
- Returning partner’s lead 109
- Holding up by the non-dealers 111
- Examples of holding up 112
- Taking out re-entry cards 115
-
-THE DISCARD 116
- The discard against a declared trump 117
- The discard at “No-Trump” 118
- Hints on discarding 121
- The reverse discard 122
- Discarding by the dealer 122
-
-THE DEALER’S PLAY 124
- Combining the hands of dealer and dummy 125
- Ace, Queen, Jack Combination 125
- Ace, king, jack combination 127
- Ace, jack, ten combination 129
- King, jack, ten combination 129
- Miscellaneous combinations 130
- Arranging the lead 131
- Finessing 132
- The finesse obligatory 134
- Watching the discards in order to locate finesses 135
- Second hand plays 136
-
-MANAGEMENT OF TRUMPS BY THE DEALER 139
- When to lead trumps 139
- When not to lead trumps 141
- Unblocking the trump suit 142
- Not forcing your strong trump hand 142
- Leading trumps to prevent a ruff 143
- When to draw the remaining trumps 144
- Discontinuing the lead of trumps 144
- When to trump 146
- Overtrumping 147
- Re-entry cards 148
- Forcing discards 148
- Throwing the lead 150
-
-THE DEALER’S PLAY OF A “NO-TRUMP” DECLARATION 151
- Choice of suits 152
- Keeping the commanding card of the adversaries’ suit 154
- Re-entry cards 158
- Unblocking 162
- Overtaking 164
- “Ducking” 167
- “Overtaking and unblocking” 171
- “Overtaking and ducking” 172
- The defence against overtaking and “ducking” 173
-
-CARD STRATEGY 175
-
-LOST TRICKS 183
-
-“YOUR PARTNER.” HIS IDIOSYNCRASIES, AND SOME OF YOURS 190
-
-ILLUSTRATIVE HANDS 195
-
-END PLAYS 277
- Refusing to draw the losing trump 279
- Leading the losing trump 280
- Throwing the lead 281
- Leading a singleton 282
- Saving a low trump to lead 283
- Refusing to over trump 284
- The extra trump 285
- Unblocking 286
- Making a tenace 287
-
- GLOSSARY 289
-
- INDEX 293
-
-
-
-
- INDEX TO ILLUSTRATIVE HANDS
-
-NO. PAGE
-1. Saving an entry card. Leading the losing trump 197
-2. Not showing adversaries that the weak hand can “ruff” 199
-3. Leading the losing trump 201
-4. Arranging the lead 203
-5. Not leading trumps until losing cards have been discarded 205
-6. Leading through 207
-7. Refusing to accept a force 209
-8. Not taking a finesse which, if unsuccessful, would
- block the trump suit 211
-9. Saving an entry card. Overtaking 213
-10. Double entry 215
-11. Making an entry card 217
-12. A card of re-entry 219
-13. Double entry 221
-14. Overtaking to make an entry card 223
-15. Not holding up an ace. Unblocking 225
-16. Holding up a king 227
-17. Overtaking, losing a trick, in order to make a suit 229
-18. Not taking a finesse 231
-19. Forcing discards to locate a finesse 233
-20. Deschapelles coup. Finesse obligatory 235
-21. Not allowing adversary to lead through a once guarded king 237
-22. Not allowing an established suit to make 239
-23. “Ducking” 241
-24. Leading through dummy’s strength 243
-25. Preventing a ruff by the weak trump hand 245
-26. Preventing a ruff by the weak trump hand 247
-27. Not forcing 249
-28. Inference 251
-29. Inference 253
-30. Inference 255
-31. Leading through 257
-32. Overtaking by the adversary 259
-33. Refusing to play the high card of a long suit 261
-34. Arranging the lead 263
-35. Not unblocking. Deschapelles coup 265
-36. Abandoning a suit 267
-37. Discarding commanding cards 269
-38. Counting 271
-39. Allowing the weaker hand to “ruff” 273
-40. Not holding up an ace 275
-
-
-
-
- ADVANCED BRIDGE
-
- THE LAWS OF BRIDGE
- REVISED 1905
-
-
-THE RUBBER
-
-1. The partners first winning two games win the rubber. If the first
-two games be won by the same partners, the third game is not played.
-
-
-SCORING
-
-2. A game consists of thirty points obtained by tricks alone,
-exclusive of any points counted for honours, chicane or slam.
-
-3. Every hand is played out, and any points in excess of thirty
-points necessary for the game are counted.
-
-4. Each trick above six counts two points when spades are trumps,
-four points when clubs are trumps, six points when diamonds are
-trumps, eight points when hearts are trumps, and twelve points when
-there are no trumps.
-
-5. Honours are ace, king, queen, knave and ten
-of the trump suit; or the aces when no trump is
-declared.
-
-6. Honours are credited to the original holders and are valued as
-follows:
-
- +---------------------------------+-----+-----+-----+-----+------+
- | | | | | | NO |
- | DECLARATION. | ♠ | ♣ | ♦ | ♥ |TRUMPS|
- +---------------------------------+-----+-----+-----+-----+------+
- | Each Trick above Six | 2 | 4 | 6 | 8 | 12 |
- | { 3 Honours | 4 | 8 | 12 | 16 | 30 |
- | { 4 " | 8 | 16 | 24 | 32 | 40 |
- | { 4 " (All in one hand) | 16 | 32 | 48 | 64 | 100 |
- |HONOURS{ 5 " | 10 | 20 | 30 | 40 | -- |
- | { 5 " (4 in one hand) | 18 | 36 | 54 | 72 | -- |
- | { 5 " (All in one hand) | 20 | 40 | 60 | 80 | -- |
- | { Chicane | 4 | 8 | 12 | 16 | -- |
- +---------------------------------+-----+-----+-----+-----+------+
- | Rubber 100, Grand Slam 40, Little Slam 20. |
- +----------------------------------------------------------------+
-
-7. If a player and his partner make thirteen tricks, independently of
-any tricks gained by the revoke penalty, they score Grand Slam and
-add forty points to their honour count.
-
-8. Little slam is twelve tricks similarly scored, and adds twenty
-points to the honour count.
-
-9. Chicane (one hand void of trumps) is equal in value to three
-honours, _i.e._ if partner of player having chicane scores honours
-he adds the value of three honours to his honour score, while, if
-the adversaries score honours, it deducts an equal value from their
-honour score. Double Chicane (a player and his partner both void of
-trumps) is equal in value to four honours, and the value thereof may
-be deducted from the total honour score of the adversaries.
-
-10. The value of honours, slam, little slam, or chicane, is in nowise
-affected by doubling or redoubling.
-
-11. At the conclusion of a rubber the scores for tricks, honours,
-Chicane, and Slam, obtained by each side are added, and one hundred
-points are added to the score of the winners of the rubber. The
-difference between the completed scores is the number of points won
-or lost by the winners of the rubber.
-
-12. If an erroneous score affecting tricks be proven, such mistake
-must be corrected prior to the conclusion of the game in which it has
-occurred, and such game shall not be considered as concluded until
-the following deal has been completed and the trump declared, unless
-it be that the game is the last one of the rubber,--then the score is
-subject to inquiry until an agreement between the sides (as to the
-value of the rubber) shall have been reached.
-
-13. If an erroneous score affecting honours, chicane or slam be
-proven, such mistake may be corrected at any time before the score of
-the rubber has been made up and agreed upon.
-
-
-CUTTING
-
-14. The ace is the lowest card.
-
-15. In all cases every player must cut from the same pack.
-
-16. Should a player expose more than one card, he must cut again.
-
-
-FORMING TABLES
-
-17. The prior right of playing is with those first in the room.
-If there are more than four candidates for seats at a table, the
-privilege of playing is decided by cutting. The four who cut the
-lowest cards play first.
-
-18. After the table is formed, the players cut to decide on partners;
-the two lowest play against the two highest. The lowest is the
-dealer, who has choice of cards and seats, and who, having once made
-his selection, must abide by it.
-
-19. Should the two players who cut lowest, secure cards of equal
-value, they shall re-cut to determine which of the two shall deal,
-and the lower on the re-cut deals.
-
-20. Should three players cut cards of equal value, they cut again;
-if the fourth card be the highest, the two lowest of the new cut are
-partners and the lower of the two the dealer; if, however, the fourth
-card be the lowest, the two highest on the re-cut are partners and
-the original lowest the dealer.
-
-21. Six players constitute a full table, and no player shall have a
-right to cut into a game which is complete.
-
-22. When there are more than six candidates, the
-right to succeed any player who may retire is acquired
-by announcing the desire to do so, and such
-announcement shall constitute a prior right to the
-first vacancy.
-
-
-CUTTING OUT
-
-23. If at the end of a rubber, should admission be claimed by one or
-two candidates, the player or players having played a greater number
-of consecutive rubbers shall withdraw; but when all have played the
-same number, they must cut to decide upon the outgoers; the highest
-are out.
-
-
-RIGHTS OF ENTRY
-
-24. A candidate desiring to enter a table must declare such wish
-before any player at the table cuts a card, either for the purpose of
-beginning a new rubber or of cutting out.
-
-25. In the formation of new tables, those candidates who have neither
-belonged to nor played at any other table have the prior right of
-entry. Those who have already played decide their right of admission
-by cutting.
-
-26. A player who cuts into one table while belonging to another,
-shall forfeit his prior right of re-entry into the latter, unless
-by doing so he enables three candidates to form a fresh table. In
-this event he may signify his intention of returning to his original
-table, and his place at the new one can be filled.
-
-27. Should any player quit the table during the progress of a rubber,
-he may, with the consent of the other three players, appoint a
-substitute during his absence; but such appointment shall become void
-with the conclusion of the rubber, and shall not in any way affect
-the substitute’s rights.
-
-28. If anyone break up a table, the remaining players have a prior
-right to play at other tables.
-
-
-SHUFFLING
-
-29. The pack must neither be shuffled below the table nor so the face
-of any card be seen.
-
-30. The dealer’s partner must collect the cards for the ensuing deal
-and he has the first right to shuffle the cards. Each player has the
-right to shuffle subsequently. The dealer has the right to shuffle
-last, but should a card or cards be seen during his shuffling, or
-whilst giving the pack to be cut, he must re-shuffle.
-
-31. Each player, after shuffling, must place the cards properly
-collected and face downward to the left of the player next to deal.
-
-
-THE DEAL
-
-32. Each player deals in his turn; the order of dealing goes to the
-left.
-
-33. The player on the dealer’s right cuts the pack, and in dividing
-it he must not leave fewer than four cards in either packet; if in
-cutting or in replacing one of the two packets a card be exposed, or
-if there be any confusion of the cards or a doubt as to the exact
-place in which the pack was divided, there must be a fresh cut.
-
-34. When the player whose duty it is to cut has once separated the
-pack he can neither re-shuffle nor re-cut the cards.
-
-35. Should the dealer shuffle the cards, after the pack is cut, the
-pack must be cut again.
-
-36. The fifty-two cards shall be dealt face downward.
-The deal is not completed until the last card
-has been dealt face downward.
-
-37. THERE IS NO MISDEAL.
-
-
-A NEW DEAL
-
-38. There must be a new deal--
-
- _a_ If the cards be not dealt into four packets, one at
- a time, and in regular rotation, beginning at the
- dealer’s left.
-
- _b_ If, during a deal, or during the play of a hand,
- the pack be proven incorrect or imperfect.
-
- _c_ If any card be faced in the pack.
-
- _d_ If any player have dealt to him a greater number of
- cards than thirteen.
-
- _e_ If the dealer deal two cards at once and then deal
- a third before correcting the error.
-
- _f_ If the dealer omit to have the pack cut and the
- adversaries call attention to the fact prior to the
- conclusion of the deal and before looking at their
- cards.
-
- _g_ If the last card do not come in its regular order
- to the dealer.
-
-39. There may be a new deal--
-
- _a_ If the dealer or his partner expose a card. The
- eldest hand may claim a new deal.
-
- _b_ If either adversary expose a card. The dealer
- or his partner may claim a new deal.
-
- _c_ If, before fifty-one cards are dealt, the
- dealer should look at any card. His adversaries have the
- right to see it, and the eldest hand may exact a new
- deal.
-
- _d_ If, in dealing, one of the last cards be
- exposed by the dealer or his partner, and the deal is
- completed before there is reasonable time for the eldest
- hand to decide as to a new deal. But in all other cases
- such penalties must be claimed prior to the completion
- of the deal.
-
-40. The claim for a new deal by reason of a card exposed during the
-deal may not be made by a player who has looked at any of his cards.
-If a new deal does not take place, the card exposed during the deal
-cannot be called.
-
-41. Should three players have their right number of cards, and should
-the fourth, not being dummy, have less than thirteen and not discover
-such deficiency until he has played any of his cards, the deal stands
-good; should he have played, he is answerable for any revoke he may
-have made as if the missing card or cards had been in his hand. The
-other pack may be searched for the missing card or cards.
-
-42. If during the play of a deal a pack be proven incorrect or
-imperfect, such proof renders only the current deal void, and does
-not affect any prior score. The dealer must deal again (Law 38 _b_).
-
-43. Any one dealing with the adversaries’ cards must be corrected
-before the play of the first card, otherwise the deal stands good. If
-any one deals when it is the turn of an adversary, such error must be
-corrected before the cards are dealt for the following deal.
-
-44. A player can neither shuffle, cut nor deal for his partner
-without the permission of his adversaries.
-
-
-DECLARING TRUMPS
-
-45. The trump is declared. No card is turned.
-
- _a_ The dealer may either make the trump or pass the
- declaration to his partner.
-
- _b_ If the declaration be passed to partner, he must
- make the trump.
-
-46. Should the dealer’s partner make the trump without receiving
-permission from the dealer, the eldest hand may demand,
-
- 1st. That the trump shall stand, or
- 2d. That there shall be a new deal.
-
-But if any declaration as to doubling, or not doubling, shall have
-been made, or if a new deal be not claimed, the declaration wrongly
-made shall stand. The eldest hand is the player on the left of the
-dealer.
-
-47. Should the dealer’s partner pass the declaration to the dealer
-it shall be the right of the eldest hand to claim a new deal or to
-compel the offending player to declare the trump; provided, that no
-declaration as to doubling has been made.
-
-48. If either of the dealer’s adversaries make or pass the
-declaration, the dealer may, after looking at his hand, either claim
-a new deal or proceed as if no declaration had been made.
-
-49. A declaration once made cannot be altered.
-
-
-DOUBLING, REDOUBLING, ETC.
-
-50. The effect of doubling, re-doubling, and so on, is that the value
-of each trick above six is doubled, quadrupled, and so on.
-
-51. After the trump declaration has been made by the dealer or his
-partner, their adversaries have the right to double. The eldest hand
-has the first right. If he does not wish to double, he may ask his
-partner, “May I lead?” His partner shall answer, “Yes” or “I double.”
-
-52. If either of their adversaries elect to double, the dealer and
-his partner have the right to redouble. The player who has declared
-the trump shall have the first right. He may say, “I redouble” or
-“Satisfied.” Should he say the latter, his partner may redouble.
-
-53. If the dealer or his partner elect to redouble, their
-adversaries shall have the right to again double. The original
-doubler has the first right.
-
-54. If the right-hand adversary of the dealer double before his
-partner has asked “May I lead?” the declarer of the trump shall have
-the right to say whether or not the double shall stand. If he decide
-that the double shall stand, the process of re-doubling may continue
-as described in paragraphs 52, 53, 55.
-
-55. The process of re-doubling may be continued indefinitely.[1] The
-first right to continue the re-doubling on behalf of a partnership
-belongs to that player who has last redoubled. Should he, however,
-express himself satisfied, the right to continue the re-doubling
-passes to his partner. Should any player redouble out of turn,
-the adversary who last doubled shall decide whether or not such
-double shall stand. If it is decided that the redouble shall stand,
-the process of re-doubling may continue as described in this and
-foregoing laws (52 and 53). If any double or redouble out of turn
-be not accepted there shall be no further doubling in that hand.
-Any consultation between partners as to doubling or re-doubling
-will entitle the maker of the trump or the eldest hand, without
-consultation, to a new deal.
-
-[1] In some clubs, doubling ceases whenever the value of the odd
-trick exceeds one hundred points; in other clubs the limit is placed
-at two hundred points.
-
-56. If the eldest hand lead before the doubling be completed, his
-partner may redouble only with the consent of the adversary who last
-doubled; but such lead shall not affect the right of either adversary
-to double.
-
-57. When the question, “May I lead?” has been answered in the
-affirmative or when the player who has the last right to continue the
-doubling, expresses himself satisfied, the play shall begin.
-
-58. Should the eldest hand lead without asking permission, his
-partner may double, but only if the maker of the trump consent.
-
-59. Should the right-hand adversary of the dealer ask permission to
-lead, the eldest hand does not thereby lose his right to double.
-Should the right-hand adversary of the dealer double before his
-partner has asked “May I lead?” the maker of the trump shall have the
-right to say whether or not the double shall stand. If he decide that
-the double shall stand, the process of re-doubling may continue as
-described in Laws 52, 53, 55.
-
-60. If the right-hand adversary of the dealer lead out of turn, the
-maker of the trump may call a suit from the eldest hand, who may only
-double if the maker of the trump consent.
-
-A declaration as to doubling or re-doubling once made cannot
-be altered.
-
-
-DUMMY
-
-61. As soon as the eldest hand has led, the dealer’s partner shall
-place his cards face upward on the table, and the duty of playing the
-cards from that hand shall devolve upon the dealer, unassisted by his
-partner.
-
-62. Before exposing his cards, the dealer’s partner has all the
-rights of a player, but after his cards have been shown the dealer’s
-partner takes no part whatever in the play, except that he has the
-right--
-
- _a_ To ask the dealer whether he has none of the suit
- in which he may have renounced.
-
- _b_ To ask the dealer when called upon to play his
- highest or lowest card whether he has conformed to
- the penalty.
-
- _c_ To call the dealer’s attention to the fact that a
- trick has not been completed.
-
- _d_ To correct the claim of either adversary to a
- penalty to which the latter is not entitled.
-
- _e_ To call attention to the fact that a trick has been
- erroneously taken by either side.
-
- _f_ To participate in the discussion of any disputed
- question of fact which may arise between the dealer
- and either adversary.
-
- _g_ To correct an erroneous score.
-
-63. Should the dealer’s partner call attention to any other incident
-of the play, in consequence of which any penalty might be exacted,
-the fact of his so doing precludes the dealer exacting such penalty.
-
-64. If the dealer’s partner, by touching a card or otherwise, suggest
-the play of a card from dummy, either of the adversaries may, but
-without consultation, call upon the dealer to play or not to play the
-card suggested.
-
-65. Dummy is not liable to the penalty for a revoke; and if he should
-revoke and the error be not discovered until the trick is turned and
-quitted, the trick stands good.
-
-66. A card from the dealer’s hand is not played until actually
-quitted; but should the dealer name or touch a card from the dummy
-hand, such card is considered as played, unless the dealer in
-touching the card or cards says, “I arrange,” or words to that effect.
-
-
-CARDS EXPOSED BEFORE PLAY
-
-67. If, after the deal has been completed and before the trump
-declaration has been made, either the dealer or his partner expose a
-card from his hand, the eldest hand may, without consulting with his
-partner, claim a new deal.
-
-68. If, after the deal has been completed and before a card is led,
-any player shall expose a card, his partner shall forfeit any right
-to double or redouble which he otherwise would have been entitled
-to exercise; and in case of a card being so exposed by the leader’s
-partner, the dealer may either call the card or require the leader
-not to lead the suit of the exposed card.
-
-
-CARDS EXPOSED DURING PLAY
-
-69. All cards exposed by the dealer’s adversaries are liable to be
-called, and such cards must be left face upward on the table.
-
-70. The following are exposed cards:
-
- 1st. Two or more cards played at once.
-
- 2d. Any card dropped with its face upward, or in any
- way exposed on or above the table, even though
- snatched up so quickly that no one can name it.
-
- 3d. Every card so held by a player that his partner can
- see any portion of its face.
-
-71. A card dropped on the floor or elsewhere below the table is not
-an exposed card.
-
-72. If two or more cards be played at once, by either of the dealer’s
-adversaries, the dealer shall have the right to call which one he
-pleases to the current trick, and the other card or cards shall
-remain face upward on the table and may be called at any time.
-
-73. If, without waiting for his partner to play, either of the
-dealer’s adversaries should play on the table the best card or lead
-one which is a winning card, as against the dealer and dummy, or
-should continue (without waiting for his partner to play) to lead
-several such cards, the dealer may demand that the partner of the
-player in fault, win, if he can, the first, or any other of these
-tricks, and the other cards thus improperly played are exposed cards.
-
-74. If either or both of the dealer’s adversaries throw his or their
-cards on the table face upward, such cards are exposed and are liable
-to be called; but if either adversary retain his hand he cannot be
-forced to abandon it. If, however, the dealer should say, “I have
-the rest,” or any other words indicating that the remaining tricks
-are his, the adversaries of the dealer are not liable to have any of
-their cards called should they expose them, believing the dealer’s
-claim to be true, should it subsequently prove false.
-
-75. If a player who has rendered himself liable to have the highest
-or lowest of a suit called (Laws 82, 91, 92 and 100), fail to play
-as directed, or if, when called on to lead one suit, lead another,
-having in his hand one or more cards of the suit demanded (Law 76),
-or if called upon to win or lose a trick, fail to do so when he can
-(Laws 73, 82 and 100), he is liable to the penalty for revoke, unless
-such play be corrected before the trick is turned and quitted.
-
-
-LEADS OUT OF TURN
-
-76. If either of the dealer’s adversaries lead out of turn, the
-dealer may call the card erroneously led, or may call a suit when it
-is the turn of either adversary to lead.
-
-77. If the dealer lead out of turn, either from his own hand or
-dummy, he incurs no penalty; but he may not rectify the error after
-the second hand has played.
-
-78. If any player lead out of turn and the other three follow him,
-the trick is complete and the error cannot be rectified; but if only
-the second, or second and third play to the false lead, their cards
-may be taken back; there is no penalty against anyone except the
-original offender, who, if he be one of the dealer’s adversaries, may
-be penalised as provided in Laws 60 and 76.
-
-79. In no case can a player be compelled to play a card which would
-oblige him to revoke.
-
-80. The call of an exposed card may be repeated at every trick until
-such card has been played.
-
-81. If a player called on to lead a suit have none of it, the penalty
-is paid.
-
-
-CARDS PLAYED IN ERROR
-
-82. Should the third hand not have played and the fourth play before
-his partner, the latter (not being dummy or dealer) may be called
-upon to play his highest or lowest card of the suit played, or to win
-or lose the trick.
-
-83. If anyone, not being dummy, omit playing to a former trick and
-such error be not corrected until he has played to the next, the
-adversaries may claim a new deal; should they decide that the deal
-stands good, the surplus card at the end of the hand is considered to
-have been played to the imperfect trick, but does not constitute a
-revoke therein.
-
-84. If anyone (except dummy) play two cards to the same trick, or
-mix a card with a trick to which it does not belong, and the mistake
-be not discovered until the hand is played out, he is answerable for
-any consequent revokes he may have made. If during the play of the
-hand the error be detected, the tricks may be counted face downward,
-in order to ascertain whether there be among them a card too many;
-should this be the case, the trick which contains a surplus card may
-be examined and the card restored to its original holder, who (not
-being dummy) shall be liable for any revoke he may meanwhile have
-made.
-
-
-THE REVOKE
-
-85. A revoke occurs when a player (other than dummy), holding one or
-more cards of the suit led, plays a card of a different suit. The
-penalty for a revoke takes precedence of all other counts.
-
-86. A revoke is established if the trick in which it occurs be turned
-and quitted, _i.e._ the hand removed from the trick after it has
-been gathered and placed face downward on the table; or if either
-the revoking player or his partner, whether in his right turn or
-otherwise, have led or played to the following trick.
-
-87. The penalty for a revoke is three tricks taken from the revoking
-player and added to those of the adversaries.
-
-88. The penalty is applicable only to the score of the game in which
-it occurs.
-
-89. Under no circumstances can the revoking side score game, in that
-hand. Whatever their previous score may have been, the side revoking
-cannot attain a higher score toward game than twenty-eight.
-
-90. A player may ask his partner, whether he has not a card of the
-suit which he has renounced; should the question be asked before the
-trick is turned and quitted, subsequent turning and quitting does
-not establish a revoke, and the error may be corrected unless the
-question be answered in the negative or unless the revoking player or
-his partner has led or played to the following trick.
-
-91. If a player correct his mistake in time to save a revoke, any
-player or players who have followed him may withdraw their cards
-and substitute others, and the cards so withdrawn are not exposed
-cards. If the player in fault be one of the dealer’s adversaries,
-the card played in error is an exposed card, and the dealer can
-call it whenever he pleases; or he may require the offender to play
-his highest or lowest card of the suit to the trick in which he has
-renounced.
-
-92. If the player in fault be the dealer, the eldest hand may require
-him to play the highest or lowest card of the suit in which he has
-renounced, provided both adversaries of the dealer have played to the
-current trick; but this penalty cannot be exacted against the dealer
-when he is fourth in hand, nor can it be enforced at all from dummy.
-
-93. At the end of a hand the claimants of a revoke may search all
-the tricks. If the cards have been mixed the claim may be urged and
-proved if possible; but no proof is necessary, and the revoke is
-established if, after it has been claimed, the accused player or his
-partner mix the cards before they have been sufficiently examined by
-the adversaries.
-
-94. A revoke must be claimed before the cards have been cut for the
-following deal.
-
-95. Should the players on both sides subject themselves to the revoke
-penalty neither can win the game by that hand.
-
-96. The revoke penalty may be claimed for as many revokes as occur
-during a hand; but the accumulated penalty shall in no event exceed
-thirteen tricks. (See Law 7.)
-
-
-GENERAL RULES
-
-97. There should not be any consultation between partners as to the
-enforcement of penalties. If they do so consult, the penalty is paid.
-
-98. Once a trick is complete, turned and quitted it must not be
-looked at (except under Law 84), until the end of the hand.
-
-99. Any player during the play of a trick or after the four cards are
-played and before they are touched for the purpose of gathering them
-together, may demand that the cards be placed before their respective
-players.
-
-100. If either of the dealer’s adversaries, prior to his partner’s
-playing, should call attention to the trick, either by saying it is
-his, or, without being requested so to do, by naming his card or
-drawing it toward him, the dealer may require that opponent’s partner
-to play his highest or lowest card of the suit led, or to win or lose
-the trick.
-
-101. Either of the dealer’s adversaries may call his partner’s
-attention to the fact that he is about to lead out of turn, but if
-he make any unauthorised reference to any incident of the play the
-dealer may call a suit from the adversary whose turn it is next to
-lead.
-
-102. In all cases where a penalty has been incurred, the offender is
-bound to give reasonable time for the decision of his adversaries;
-but if a wrong penalty be demanded none can be enforced.
-
-103. The partner of the eldest hand may inform him that their
-adversaries have incurred a penalty, but may not give any further
-information. Should he suggest the penalty, or demand the enforcement
-of it, such action shall be deemed a consultation, and no penalty can
-be enforced.
-
-
-NEW CARDS
-
-104. Unless a pack be imperfect, no player shall have the right to
-call for one new pack. If fresh cards are demanded, two packs must
-be furnished and paid for by the player who has demanded them. If
-they are furnished during a rubber, the adversaries shall have their
-choice of new cards. If it is the beginning of a new rubber, the
-dealer, whether he or one of his adversaries be the party calling for
-the new cards, shall have the choice. New cards must be called for
-before the pack is cut for a new deal.
-
-105. A card or cards torn or marked must be replaced by agreement or
-new cards furnished.
-
-
-BYSTANDERS
-
-106. While a bystander, by agreement among the players, may decide
-any question, yet he must on no account say anything unless appealed
-to; and if he make any remark which calls attention to an oversight
-affecting the score, or to the exaction of a penalty, he is liable to
-be called on by the players to pay the stakes on that rubber.
-
-
-SPADE CONVENTION
-
- I.--Where players agree “not to play spades” the rule
- is, that if the spade make is not doubled, the hand
- shall be played where either side is 20 or over.
-
- II.--If the third hand player ask, “Shall I play?” or
- should he lead out of turn, or should the eldest
- hand lead without asking permission to play, the
- spade maker may take two on the score or may call
- a lead and require the hand to be played out.
-
- III.--Should the third hand player double before his
- partner asks permission to play, the spade maker
- may decide whether the double shall stand or not;
- but the hand must be played out.
-
-
-
-
-ETIQUETTE
-
-
-It has been truthfully said that there is no game in which slight
-intimations can convey so much information as that of Bridge. In
-justice to those who, by their manner, give information, it may be
-stated that most of the apparent unfairness at the Bridge table is
-unintentional. Hesitation and mannerisms, however, cannot be too
-carefully avoided; such a breach of etiquette is an offence for which
-the adversaries have no redress except perhaps a refusal to continue
-the play.
-
-It is obviously a greater fault to take advantage of information
-thus given. A play in your judgment may be perfectly sound, but you
-leave yourself open to criticism if it is in any way contingent on
-information obtained from your partner’s manner.
-
-Cultivate uniformity in your style of play; let there be no
-remarkable haste or hesitation in making or passing; try always to
-use the same formula of words, and do not call attention to the score
-after the cards have been dealt.
-
-Remember that any undue hesitancy in regard to doubling will deprive
-a fair-minded partner of the privilege of so doing. Such delays are
-too frequent at spade declarations.
-
-Emphasise no play of your own and show no pleasure or displeasure at
-any other play.
-
-Do not ask to have the cards placed unless it is solely for your own
-information.
-
-It is an offence either to revoke purposely or to make a second
-revoke in order to conceal the first.
-
-The dealer’s partner should not call attention to the score nor to
-any card or cards that he or the other players hold, and neither
-should he leave his seat for the purpose of watching his partner’s
-play.
-
-When there is an unusual distribution of the cards, no remarks of any
-kind should be allowed.
-
-After a hand has been played, it may be discussed to the common
-benefit; but the bore who is continually blowing up his partner to
-show his superior knowledge, together with the player who interrupts
-the game to discuss the play, should be ostracised from the
-card-room. Superiority of skill is shown by the play of the cards,
-not by mannerisms.
-
-It is often difficult to refrain from showing pleasure at the
-accomplishment of a desired purpose, but undue elation is most
-aggravating to the adversaries.
-
-Do not make a dig at the adversaries by confiding to your partner
-that your success was due to an ill-judged play of the opponent.
-
-It is not good form to complain of poor cards, as you imply that the
-adversaries profit by your weak hands and not by their skill.
-
-The better players rarely criticise unless asked to do so; it is
-usually the inexperienced player who offers an astonishing amount of
-gratuitous and unsought-for advice.
-
-Do not tell your partner, after seeing all the cards, what he should
-have done, but think what you would have done in your partner’s
-place. Do not criticise at all, but if you must, criticise fairly.
-
-
-
-
-BRIDGE FOR THREE PLAYERS
-
-
-When the game is played by three persons, the cards are cut to decide
-which shall have the dummy; the one cutting the lowest card has the
-deal and a permanent dummy during the game or the rubber, as the case
-may be. It is then customary for each player to have dummy in turn,
-during one game or rubber.
-
-In playing rubbers, 100 points are added to the score of the winning
-side.
-
-In playing games, 50 points are added to the score of the winning
-side.
-
-If the make is passed to dummy, four aces or three aces constitute a
-compulsory “no-trump” declaration; otherwise, dummy must declare the
-longest suit.
-
-When there are two suits of equal length, dummy must select the suit,
-which counts most by spots, the ace counting eleven and the other
-honours ten each. If the suits are still equal, dummy declares the
-one having the higher trick valuation.
-
-Only one adversary, the leader, can double.
-
-If the dealer has seen the two hands, he is not allowed to redouble.
-
-The dummy hand is not exposed until the doubling has been settled and
-a card led.
-
-When the dummy is the leader, his partner must look at the dummy hand
-and lead from it before seeing his own cards; and dummy alone has the
-right to double.
-
-There are various methods of playing Dummy Bridge. An approved
-feature is to allow either adversary to double the dealer’s make and
-to eliminate doubling on a forced make.
-
-
-
-
-THE SCORE
-
-
-Practise soon shows a player the relative importance of playing for
-the greatest possible number of points and tricks, and of playing
-to win or to save the game. No matter how cleverly the cards are
-managed, the player who underestimates the attention the state of the
-score demands, will unnecessarily lose many a rubber. The declaration
-largely depends upon the score, and much of the play is influenced by
-the number of tricks required to win or to save the game.
-
-Most Bridge players take means to ascertain the score before
-announcing a declaration; it is only an occasional game that is lost
-by a hasty declaration regardless of the state of the score; but in
-the play of the hand, the score is frequently entirely overlooked.
-Interested in his scheme of play, the dealer will try for too much or
-too little, and quite lose sight of what should be his first goal--to
-win or to save the game.
-
-
-DECLARING TO THE SCORE
-
-With a game to the good, the advantage conferred by the position is
-too great to risk by a rash make. When you are a game ahead, make
-none but a conservative and sound declaration. When you are a game
-behind, the score justifies a bold make.
-
-On the rubber game, particularly if the adversaries are over twenty,
-the dealer may attempt a forward declaration, but his partner should
-not be too reckless, realising that the dealer knew the situation and
-did not consider his hand worth a venture.
-
-At twenty-four or more on the score, with a strong black suit the
-make should not be passed; average assistance in your partner’s hand
-will probably enable you to win the game; and with weak red suits,
-a passed red declaration may be doubled and the game won by the
-adversaries.
-
-When the score is twenty-four to nothing against you either on the
-first game or when you are a game to the good, avoid a doubtful
-declaration which may enable the adversaries to win the game on your
-deal. There is a vast difference whether the adversaries start their
-deal wanting a few points or whether they have the first deal on a
-new game.
-
-When the score is twenty-four all on the rubber game, the dealer
-may pass a fairly strong hand trusting he can win the game with any
-declaration; and at this score dummy should not hesitate to declare
-his best suit. It is highly probable that the adversaries would win
-out on the next deal.
-
-
-PLAYING TO THE SCORE
-
-Correct dealer’s play is closely influenced by the state of the
-score. The game is an important goal which should never be hazarded
-for the sake of an extra trick; but, if this goal is not assured,
-the loss of a few extra points in an effort to reach it, demands but
-small consideration.
-
-When there is the slightest chance that the adversaries may win the
-game on your deal, hasten to secure the tricks needful to insure its
-safety. Many times the game can only be won or saved in case the
-cards lie in a certain position, and the dealer must assume that the
-cards are favourably placed and play the hand accordingly.
-
-When the game is saved, but with no possibility of winning it, the
-seventh trick should be the objective point in the dealer’s play.
-When you cannot reach game, never hazard the odd trick in an attempt
-to win two tricks. In a no-trump declaration, the risk would be
-twenty-four points for a possible gain of twelve points; and if you
-lose the odd trick, it may enable the adversaries to win the game on
-their deal.
-
-
-THE NON-DEALER’S PLAY TO THE SCORE
-
-The probabilities are not in favour of winning against declared
-strength. The score will indicate the number of tricks needful to
-save the game, and the adversaries should take no chances until this
-important object is attained. Until the game is saved, make no effort
-to gain extra tricks. Many a rubber which the prompt lead of a high
-card might have saved is lost by trying for too much.
-
-If you find that the continuation of a certain line of play will lose
-the rubber, abandon your scheme and take the one chance of finding in
-your partner’s hand the cards that will save the game. The loss of
-an extra trick is of slight importance compared with the loss of the
-game.
-
-
-
-
-THE DECLARATION
-
-
-The advantage of the deal is enormous, and it is important to
-utilise it properly to make the largest possible score with the
-least possible risk. The make shows the great increase in percentage
-of the good player over the poor one. More rubbers are lost by bad
-makes than by bad play. The cautious man who passes “no-trumpers”
-will lose many games by his extreme carefulness. The reckless man
-loses even more by declaring “no-trump” when his partner must have
-a “no-trumper” to pull him through. As the element of luck has a
-potent influence on the result of a make, a sound declaration based
-on the merits of the hand may be unsuccessful. No one can select
-the winning trump every time, and an occasional loss must be borne
-with equanimity for the sake of the many successes; the make that
-will win with average strength in the dummy hand will pay in the
-long run. Do not hope for too much, or expect too little assistance
-from your partner; give him credit for no more and no less than the
-average hand. If you question yourself--what will my partner probably
-make it if I pass?--you will find it a great help in determining the
-declaration. He will usually make it your weak suit, and it follows
-that you may depend on him for protection in that suit.
-
-A sound make may necessitate the sacrifice of the possibility of a
-large score for the sake of positively winning the game. The chance
-for the game takes precedence of all other considerations.
-
-As Bridge is played for points, a fair amount of regard is also due
-the honour score. A declaration that is apt to give honours to the
-adversaries is a costly method of winning the game.
-
-It is difficult for the beginner to understand the reason for certain
-formulated rules for the makes, but it will pay the average novice
-to accept the judgment of those who have learned by, often bitter,
-experience. Sound makes will win in the long run, and the rules
-should not be scorned merely because in a few hands the cards were
-badly placed.
-
-
-“NO-TRUMP” DECLARATION BY THE DEALER
-
-While a good red declaration is always preferable to a doubtful
-“no-trumper,” yet when a bold dash for the game must be made, a
-forward “no-trump” declaration is the safest risk; and experience
-certainly shows that what is called a doubtful “no-trumper” will
-succeed more often than it fails. Such a declaration has a great
-advantage over a light red make. There is a wider range for
-assistance in the dummy hand. The make does not disclose the dealer’s
-principal strength. It offers the adversaries a larger scope for
-errors, and an error is more costly in a “no-trump” hand. The
-opponents have no means of knowing their combined strength, and for
-this reason their best suit may never be made; while the dealer
-knows the suit to establish and can arrange the lead to bring it in.
-In short, the dealer can utilise his strength and the adversaries’
-drawbacks to the best advantage in a “no-trump” hand. As a logical
-consequence, a strong player may take more chances in the make.
-
-Your goal is the game, and at a love score, this can be reached with
-fewest tricks at a “no-trump” declaration. Therefore, lacking a good
-red hand, a “no-trump” declaration that with average strength in your
-partner’s hand will secure the odd trick, will more often win than
-lose.
-
-What constitutes an average hand, and how much help should you expect
-from your partner, are frequent inquiries. As the trick-taking value
-of a hand may depend entirely on the distribution of the remaining
-cards, these questions are difficult to answer. An average hand,
-however, contains the equivalent of one ace, one king, one queen, etc.
-
-An established suit that can be made before the adversaries obtain
-the lead the second time is always a great advantage.
-
-A “no-trump” make that is not protected in three suits is dangerous,
-but, even if you are entirely void of a suit with real strength in
-the other three, you can reasonably expect your partner to supply
-protection in the missing suit. Aces are an important help in
-establishing your suits, and are much greater strength than kings
-or queens, which may be led through and captured. A no-trump make
-without an ace is liable to score honours for the adversaries--in
-rare cases 100 points--and is almost never sound.
-
-
-RULES FOR “NO-TRUMP” DECLARATION BY THE DEALER
-
-There should be a certain set standard for a “no-trump” make, but at
-times it is difficult to draw the line that divides the hands that
-should be passed from those that warrant a “no-trump” declaration.
-It is obvious that a good player will make more with a hand than a
-poor one; consequently a greater risk may be taken by players who
-thoroughly understand the finesse and strategy of the game. The make
-which would prove successful if played correctly, if badly played
-might be disastrous. Then again your adversaries must be regarded; if
-pitted against weak players, you are more apt to pull a “no-trumper”
-through than when matched against opponents who will take advantage
-of any failing in your hand or play.
-
- { 4 Aces.
- Declare { 3 Aces.
- “No-trumps” { 2 Aces and one other guarded suit.
- holding { 1 Ace and three other guarded suits.
- { 1 long established black suit (A K Q x x x)
- and one other Ace.
-
-
-“NO-TRUMP” WITH THREE ACES
-
-Unless you hold a strong heart hand, or, unless the game can be won
-with a trump declaration, three aces should usually be considered
-an obligatory “no-trumper.” No doubt a three-ace hand containing
-no other honour, is a weak one with which to make the strongest
-declaration; but experience demonstrates that if your partner
-holds an average hand or any one long suit, loss seldom occurs.
-When the make does lose, the points secured above the line usually
-compensate for the loss sustained in trick points, and if the rule is
-consistently followed, the total gain will be many times greater than
-the aggregate loss.
-
-
-“NO-TRUMP” WITH TWO ACES AND ONE OTHER GUARDED SUIT
-
-At a love score, if the ace suits contain additional
-honours, “no-trumps” should always be declared
-with two aces and a guarded honour in another suit.
-This is particularly true if the aces are red; if you
-hold the two red aces, it is doubtful if your partner
-could declare any other than a black make. A long
-suit, particularly one that can be easily established,
-is additional strength; and jacks, tens and nines are
-an important assistance to a two-ace “no-trump”
-declaration.
-
-If all the remaining cards in the ace suits are small, and if the
-protection in the third suit is doubtful, “no-trumps” can scarcely be
-considered a safe declaration. A guarded honour or a protected suit
-is supposed to imply a certain trick; but a king once guarded or a
-queen twice guarded may be led through and captured.
-
-Guarded suits are:
-
- K Q J K 10 x Q J 10 Q x x
- K Q x K x x Q J x J 10 x x
- K J x K x Q 10 x J x x x
-
-The value of these suits is greater or less according to the size of
-the top honour, the number of cards in sequence, and the length of
-the suit.
-
-An ace suit may contain:
-
- A K x A Q x A J x A 10 x A x x A
-
-But the value of the ace suit diminishes according to the decreased
-value of the next card. A single ace is of little use in blocking the
-adversaries’ suit, and it may often block the long suit in dummy.
-
-
-“NO-TRUMP” WITH TWO ACES
-
-A “no-trump” declaration that is unguarded in two suits, is always
-dangerous; while you can rely on your partner to protect one suit,
-it is a bit sanguine to expect him to hold guards in two. However, a
-hand containing a long established suit, headed by ace, king, queen,
-and another ace, wins at “no-trump” many more times than it loses,
-and the make must, therefore, be classed as sound. If you hold two
-suits headed by ace king, and particularly if these suits are red,
-a “no-trump” declaration is preferable to passing; but with less
-strength, the make should not be attempted except at an adverse score.
-
-
-“NO-TRUMP” WITH ONE ACE
-
-With one ace and general protection in all the suits, “no-trump”
-should be declared. Of course, the adversaries may secure the honour
-score, and it is probable that such a hand will contain no long suit;
-but any good suit in your partner’s hand will ensure the safety of
-the make.
-
-With one ace and but two other protected suits, “no-trumps” should
-not be declared unless the guarded suits include at least two
-honours. “No-trump” declarations with one ace and a single honour in
-each of two other suits are often made to the score, but a venture of
-this kind is dangerous and is more apt to lose than to win.
-
-A six or seven card suit headed by ace, king, and queen, with a
-guarded king in another suit, will usually succeed as a “no-trumper.”
-
-
-“NO-TRUMP” WITHOUT AN ACE
-
-A “no-trump” make without an ace is almost never sound. There are,
-no doubt, extreme cases where, with a king and queen in each suit,
-this make may be justifiable; but the honour score obtained by the
-adversaries will usually far exceed the trick points secured by the
-dealer.
-
-
-EXAMPLES OF NO-TRUMP MAKES
-
- +-------------+-------------+-------------+-------------+
- | ♥ | ♦ | ♣ | ♠ |
- +-------------+-------------+-------------+-------------+
- |A 8 5 3 |A 10 6 4 |7 2 |A 8 3 |
- |A Q 6 |7 3 |A J 10 8 4 |A 6 2 |
- |A 5 |A Q 10 8 |A J 10 6 |10 7 4 |
- |8 3 |A Q 7 5 |A J 10 7 |K J 5 |
- |K J 4 |8 6 |A J 7 4 |A 10 6 5 |
- |8 6 |A Q 10 7 |A K 7 5 |Q 8 4 |
- |A 10 8 6 |Q J 10 |A J 9 4 |7 3 |
- |A 7 5 |K Q 8 |Q J 10 6 |K 8 6 |
- |J 10 7 4 |A K Q |Q 8 5 |K Q 6 |
- |A 10 4 |A K 3 |K Q J 9 4 |Q 7 |
- |A |J 5 3 |9 3 2 |A K Q 9 7 5 |
- |K |A J 7 4 |A K Q 8 5 |6 3 2 |
- |K 7 |6 5 |7 2 |A K Q J 7 5 2|
- |K Q 6 |K J 7 |A K 4 2 |6 3 2 |
- |K J 9 7 |A Q 9 8 |K Q 6 4 |10 |
- |K Q 9 8 |K J 3 |A Q 10 4 |10 6 |
- +-------------+-------------+-------------+-------------+
-
-
-HEARTS
-
-The advisability of a heart make is contingent on the length and
-strength of the heart suit, as well as on the probable trick-taking
-value of the hand. However, as the honour score must also be
-regarded, hearts should be declared with four honours irrespective of
-the strength of the other suits; the honour score will usually more
-than compensate for any possible loss in trick points.
-
-Declare hearts with but four cards, including three high honours,
-provided you hold another long suit or two outside tricks; results
-show conclusively that this make is sound.
-
-Hearts should be declared with five hearts, including two honours and
-at least one outside trick. Without this extra trick a five-heart
-declaration with two honours--unless they are ace and king--is unsafe.
-
-Hearts should be declared with six trumps, including one honour;
-but, with fewer than six trumps, a one honour make is doubtful.
-Occasionally it may not be advisable to pass five hearts with one
-honour--holding, say, five hearts and four diamonds; your partner’s
-make would probably be black.
-
-In considering such a declaration, the value of a long side suit that
-either is, or can be easily established, must not be overlooked. The
-strength of a five-card trump hand with a long suit and a re-entry
-card, is apparent to those who have had Whist experience. It requires
-but one trump honour from your partner to make this a winning hand,
-and unless the remaining cards are very unfortunately placed, it is
-difficult to defeat the make.
-
-With a good side suit, do not hesitate to declare hearts with five,
-including an honour. Even a four-card side suit is usually a help. It
-is when the hand is divided 5, 3, 3, 2, that you are apt to lose by
-being forced to follow suit. Therefore a short suit is a help to a
-five-trump hand; to be sure, it may at times enable the adversaries
-to force you, but as you can always prevent the adversaries’ high
-cards in that suit from making, a short suit is a greater benefit
-than detriment.
-
-
-RULES FOR THE HEART MAKE
-
-Generally declare a red make holding six cards with one honour, five
-cards with two honours, or four with three honours. Some makes may
-be attempted with or without outside strength, while others require
-a certain amount of strength in side suits. The value of a long suit
-and the importance of inferring the probable passed make, has been
-mentioned.
-
-Below are given various combinations of honours showing the strength
-required for a red make. Only general rules are cited and the
-particular value of the hand must be left to the individual judgment.
-In these examples, the score has not been considered.
-
-
-FIVE HEARTS INCLUDING THREE HONOURS
-
- A K Q }
- A K J }
- A K 10 }
- A Q J } With or without other tricks.
- K Q J }
- A J 10 }
- K Q 10 }
-
- K J 10 } With one outside trick.
- Q J 10 }
-
-
-FIVE HEARTS INCLUDING TWO HONOURS
-
- A K With or without an outside trick.
-
- A Q }
- K Q }
- A J } With one outside trick.
- K J }
- A 10 }
-
- K 10 }
- Q 10 } With a four or five card plain suit, or two
- J 10 } outside tricks.
-
-
-FIVE HEARTS WITH ONE HONOUR
-
- } With any good four or five card plain suit,
- A } when partner will probably declare black,
- K } or with two or three outside tricks.
- Q }
- J } With an established black suit, especially
- 10 } when void in one suit, or with two or three
- } outside tricks.
-
-
-FOUR HEARTS WITH THREE HONOURS
-
- A K Q }
- A K J } With any good suit, with an outside ace,
- A K 10 } or with two or more outside tricks.
- K Q J }
-
-
-EXAMPLES OF HANDS THAT SHOULD NOT BE PASSED
-
-A number of hands are given below to illustrate
-the value of a long suit. If your partner holds an
-average hand the long suit can usually be made.
-
- +-------------+-------------+-------------+-------------+
- | ♥ | ♦ | ♣ | ♠ |
- +-------------+-------------+-------------+-------------+
- |J 10 8 6 4 |7 5 |A K 5 3 2 |8 |
- |10 9 8 7 5 |None |K Q J 7 6 3 |K 7 |
- |K J 8 6 4 |6 |8 3 |K 10 8 7 4 |
- |A 9 7 6 4 |K 8 6 5 3 |4 2 |6 |
- |J 9 8 7 4 |6 |A |K Q 10 8 7 6 |
- |K 9 8 6 5 |4 |A Q J 6 3 |3 2 |
- |Q 9 7 6 3 |None |K J 10 7 5 |A 10 4 |
- |A 9 8 5 3 |K 7 |6 |K Q J 9 6 |
- |10 9 8 6 5 |None |Q J 9 |A K Q 7 5 |
- +-------------+-------------+-------------+-------------+
-
-
-HEARTS IN PREFERENCE TO “NO-TRUMP”
-
-There are many players who delight in declaring “no-trumps,”
-overlooking the fact that they may hold a suit declaration that would
-be certain to win the game without the risk attending a “no-trump”
-make.
-
-Although one more trick is necessary at hearts, the chances are that
-if the game can be won at “no-trump,” it will be won with equal
-facility at hearts. The adversaries may hold an established suit or
-may establish and make a suit at “no-trump” which it would be
-impossible for them to bring in with a trump declaration. There is
-no rule so universally followed among the better players as that of
-declaring hearts in preference to “no-trump.”
-
-
-HEARTS, NOT “NO-TRUMPS”
-
- +-------------+-------------+-------------+-------------+
- | ♥ | ♦ | ♣ | ♠ |
- +-------------+-------------+-------------+-------------+
- |A Q J 9 5 |A 6 4 |A 7 5 |7 3 |
- |K Q J 9 6 3 |A 7 5 3 |A |8 4 |
- |A K Q 9 8 |A Q 7 |A K Q J |4 |
- |A K Q 9 |A 8 4 |5 |J 10 8 6 3 |
- |A K Q 9 |7 |Q 1O 5 |K J 8 5 3 |
- |K Q J 9 7 |A |A 5 |K J 9 8 7 |
- |A K Q 9 8 |K Q 7 |A Q 5 3 2 |None |
- +-------------+-------------+-------------+-------------+
-
-
-DIAMONDS
-
-As there are two declarations of greater value, it is often advisable
-to pass a fair diamond make to your partner in the hope that he may
-be able to make it a “no-trumps” or hearts. There is no declaration
-more universally disliked than diamonds. It is frequently spoken
-of as the “deadly” or “unlucky” diamond make. Players seem to be
-continually making or not making it at the wrong time. Often an
-original diamond declaration will find your partner with a game
-hand at “no-trumps” or hearts; again, when the make is passed and
-your partner declares spades, you make eternal vows never to pass a
-diamond hand.
-
-The diamond is essentially a score make, and should be attempted at
-a score which admits of a reasonable chance to win the game. With a
-love score it requires a very strong hand to win the game; eleven
-of the thirteen tricks must be won. When the adversaries are 24 to
-your nothing either on the first or on the rubber game, it is most
-important that you win the game before it becomes the turn of the
-adversary to deal. Winning three or four odd tricks will be of little
-use, as in all probability the adversaries will make the number of
-points requisite to go out on their own deal. At this score, it is
-usually better to pass a fair diamond hand in the hope that your
-partner can make a stronger declaration.
-
-If at least 24 points are necessary to win the game and there is a
-question between a diamond and a “no-trump” make, the preference
-should be given to the “no-trump” declaration. Each trick at
-“no-trump” is worth just twice as much as at diamonds, and if it is
-possible to win four or five odd tricks with diamonds, you will have
-no difficulty in making the fewer number required at “no-trump.”
-
-In considering the advisability of a diamond make, infer from your
-hand your partner’s probable declaration. If you hold no ace, there
-is a fair chance that he will declare “no-trump.” If you hold but one
-or two hearts, you are likely to get a heart declaration; an honour
-included in these hearts would support the supposed make. If you hold
-length in the heart suit, say five diamonds and four hearts, there
-is small hope for a red declaration by your partner; at this time,
-and when your hand contains cards that preclude the possibility of a
-“no-trumper,” the make should not be passed.
-
-Occasionally diamonds should be declared as a safety make, with a
-hand that affords little help to a “no-trump” or a heart declaration.
-Take the following hand:
-
- ♦ ♥ ♣ ♠
- J 10 7 5 3 2 8 J 7 5 3 6 4
-
-Should the hand be passed, partner will either declare hearts or
-“no-trump.” Unless he holds great strength or the cards are very
-fortunately placed, you must lose, and not only that, your partner’s
-make is also very apt to be doubled. If your partner holds a strong
-hand the diamond declaration may win the game; at any rate it will
-sufficiently increase your score to facilitate winning on your next
-deal. As a matter of fact, this hand was held and the make was
-passed. The dummy held the following hand:
-
- ♦ ♥ ♣ ♠
- K 6 A K 10 6 2 K 9 Q J 9 5
-
-Hearts were declared, the adversary doubled, and the dealer lost
-three by cards. While in this hand the remaining cards were
-unfortunately placed for the dealer, still it shows that a strong
-make may be defeated when you can lend it no support.
-
-The general rules given for the heart makes may be applied to the
-diamond declaration.
-
-
-CLUBS
-
-An original club should be made only when the score is 18 or more,
-and the hand strong enough, with slight assistance, to win the game.
-As there are three declarations of greater value than either clubs
-or spades, unless there is a reasonable chance to win the game,
-black makes should not be considered. Your partner may be able to
-make a red or a “no-trump” declaration, and, failing these, his
-defensive black declaration may suit your hand. There are unpleasant
-occasions when you hold a strong club hand and your partner declares
-spades. When the make has been doubled and you have little strength
-to support it, you are very apt to regret that you did not make
-an original club. While this may be true of an occasional hand,
-don’t forget the many times your partner can give you a heart or a
-“no-trump” make which will enable you to win the game.
-
-If, however, you hold a black hand when you are a game to the good,
-with 8 points or more on the second game, particularly if the hand
-contains four club honours, it may not be advisable to pass the
-declaration. The honour score together with the probable trick value
-of the hand will win more points than the average hand is worth,
-whereas you could not support your partner’s red declaration.
-
-
-SPADES
-
-Spades should never be declared offensively, unless to win the
-game at a score of 24 or more points. With a very weak hand some
-players advise a defensive spade make with the hope of preventing a
-disastrous passed make. Statistics, no doubt, prove the correctness
-of this theory, still but few of the better players attempt a
-defensive spade declaration unless the score justifies their so
-doing. If you are a game to the good and perhaps well along on the
-second game, with a hand too poor to support an average “no-trump” or
-red make, it might be wise not to risk the advantage already gained.
-Should the adversaries win the game on your deal, it would give them
-the first deal on the rubber game.
-
-At a love score, however, no player should deprive his partner of
-the privilege of declaring the trump to win. Many times a passed
-“no-trump” or red make is strong enough with slight assistance to win
-the game.
-
-
-PASSED MAKES
-
-The success of an original “no-trump” make is often due to the fact
-that the adversaries do not discover the dealer’s weak suit; a passed
-“no-trumper,” however, is exposed, and has the additional
-disadvantage of the dealer’s acknowledged weakness. The dealer
-shows by passing that he has not a strong hand; neither has he
-much strength in the red suits; while this latter inference may be
-doubtful, for the dealer often passes with fair strength in diamonds
-and occasionally in both red suits, still the fact remains that a
-passed “no-trump” make that is weak in the red suits, is extremely
-risky.
-
-It is remarkable how many passed “no-trumpers” go astray, and the
-number proves the necessity for more cautious passed makes. The
-dummy hand, in declaring the trump, should keep in mind the general
-rules suggested for the dealer, and be governed in his choice by the
-state of the score, by the general strength of his hand, and by the
-dealer’s acknowledged weakness.
-
-A speculative spirit is so strong in some players that they find
-it difficult to resist announcing a make which they know to be
-unsound, yet with which they hope, by a fortuitous combination of
-circumstances, to win. Often the result of one hand, which proves
-nothing, will encourage this tendency toward unsound makes.
-
-Be very careful about declaring a red trump with but four cards. The
-beginner’s distaste for spade makes, frequently leads to a light red
-make which is doubled, and the game thrown away. As a general rule,
-it is wrong to attempt a red trump unless the hand is worth at least
-four tricks. With fewer than four tricks, make the declaration that
-will lose the least. The score will often warrant a risky make, but
-consider that your partner knew the score and did not deem his hand
-worth a venture. Do not flatter your partner by a few kind remarks
-and then place a hand on the table that is a disgrace to your
-judgment.
-
-When you are ahead on the game, avoid all weak heart and diamond
-makes. If you must gamble, a “no-trump” make is a safer speculation.
-
-With four or more clubs, including two honours and one or two
-worthless spades, clubs will usually prove the more profitable
-declaration. For defensive purposes a club is useful and is a safer
-defence than an extremely weak spade, which the adversaries will
-probably double.
-
-Do not hesitate to make it spades when your hand is weak; and be
-cautious at all times about making a declaration which will more
-easily win the game for your adversaries than for you.
-
-
-ABANDONING SPADE HANDS
-
-A custom that is rapidly growing in favour is that of not playing an
-undoubled spade make unless the dealer is 20 or more on the game. If
-the hand is not to be played, the dealer scores two points for the
-odd trick and the honours are credited to the side that holds them.
-
-All Bridge players have objected at times to the tediousness of spade
-hands, and this may be the cause of the increasing popularity of this
-innovation in the more prominent clubs. When Bridge is played for a
-stake, the result is reached in a much shorter time by throwing spade
-hands, but there is no reason why other players should not find as
-much interest in a spade hand as in a stronger declaration.
-
-The rule of abandoning spade hands unless the dealer is 20 or more
-is unsound. If this custom is to stand the test of time, it must be
-equitable. It should read: “If either side is 20 or more the hand
-should be played.” It is an obvious injustice to the adversaries not
-to play a spade hand when the dealer is, say, 14 and the adversaries
-28; for, if the opponents do not double, they have no chance to win
-the game on that hand; while if they do double, a redouble might
-follow, which would give the dealer an excellent chance to win the
-game.
-
-
-
-
-DOUBLING
-
-
-With any kind of fair strength the novice at Bridge is invariably
-anxious to double; but a few experiences with an adversary glad to
-embrace the opportunity to redouble, will turn the course of his
-anxiety to a desire to conceal such strength as he may hold.
-
-Ordinarily be satisfied to win at all on the opponent’s make. By
-doubling you not only place the strength and thus enable the dealer
-to finesse successfully, but your double is a warning to the dealer
-to be cautious in leading trumps, and therefore, lessens your chances
-of winning tricks.
-
-To increase safely the value of the tricks it is essential that you
-consider the state of the score, the possibility of a redouble, and
-your position in regard to the maker.
-
-The score is a most important factor, and even, at times, justifies
-a double with only a fair hand. For instance, suppose the odd trick
-wins the game for your adversaries, and does not win it for you; if
-you double and secure the odd trick, the additional count may enable
-you to win the game on that deal or the next.
-
-It is bad play to double when you need only an odd trick to win the
-game. If you double you lessen your chance of winning the trick, and
-by opening the way to a redouble perhaps give the adversaries the
-game.
-
-Doubling on the rubber game is dangerous. The increased value of the
-tricks may enable your adversaries to win the rubber on that hand,
-when, otherwise, you might go out on the next deal.
-
-Your position in regard to the maker claims equal consideration. If
-the trump has been made at your right, you play after the strong
-hand, and are, therefore, in a good position to make your high trump
-cards; but, if you double when this arrangement is reversed, and the
-maker is over you, the dealer has this advantage.
-
-As spades are made for safety, occasions for doubling the spade
-declaration obviously arise more frequently than any other; yet
-players are prone to go to extremes in doubling spade hands, for,
-while it does not require much strength to double a defensive spade
-declaration, there is always a possibility of great trump strength in
-the adversaries’ hands.
-
-Do not double the make of hearts, diamonds, or clubs without some
-strength in the trump suit; as high cards, particularly if the
-suits are long, may be trumped, strength in the side suits alone is
-unreliable. Spades, however, may be doubled with but little strength
-in the trump suit.
-
-Be particularly conservative in doubling a “no-trump” make; for but
-rarely does it pay to double with a hand containing general strength.
-Remember that while you are in the dark as to your partner’s hand,
-the dealer has the enormous advantage of seeing and combining his
-own hand and the dummy; that he knows what suit to avoid, and what
-suit to establish; and that your doubling will place him in a still
-more advantageous position by enabling him to locate honours and make
-successful finesses. Be cautious, also, when you hold fair strength
-in three suits and are weak in the remaining one. The maker is apt to
-hold a very long suit and you will not find it easy to discard, and
-at the same time protect your hand.
-
-Usually it is not safe to double a “no-trump” make unless you hold
-a suit that you are reasonably sure is established. It is a gamble
-to double with a six-card suit headed by ace, king, and queen with
-no other trick in the hand. You depend on your partner to take one
-trick, which he may not be able to do; and, should you find your long
-suit protected in the adversaries’ hands, you run the risk of being
-very badly beaten. If the odd trick wins the game for the adversaries
-and does not win it for you, such a double may be justifiable; still
-you cannot hope to win more than 24 points by doubling, and you risk
-losing three or four odd tricks with a possibility of a redouble.
-While such a double will often succeed it can hardly be classed as
-sound.
-
-As the younger hand, it may be wise to double a “no-trump” make in
-order to prevent great loss or to save the game. In other words, it
-may pay to show your partner by a double that you have strength in
-a particular suit. There are at present two methods used by Bridge
-players to indicate this strength, one known as the Heart Convention
-and the other as the Weak Suit Convention.
-
-
-REDOUBLING
-
-Although the score may sometimes warrant a redouble without
-extraordinary strength, a redouble practically avows the ability
-to take six, and probably, seven tricks. In estimating your hand
-consider the possibility of finding all the remaining trumps in one
-hand, and do not value honours in the side suits too highly, for if
-he holds great trump strength the maker is probably short in the
-other suits. A redouble at “no-trump” indicates protection in every
-suit.
-
-The dealer should often redouble, not so much on the strength of his
-hand, but to the score; knowing that should the adversaries win the
-odd trick the game is lost, and that his redouble will equalise the
-situation and make it possible for the odd trick to win the game for
-either side.
-
-
-ESTIMATING THE VALUE OF A HAND
-
-In considering your probable tricks those in the trump suit are of
-course most certain.
-
-On the right side of the maker three trumps with a single honour,
-ace, king, or queen, may be estimated as being worth but one trick.
-
-Do not count on ruffing with a single trump.
-
-Should you hold three trumps with two honours, headed by the ace
-king, the king queen, or even the king jack, you are reasonably sure
-of two tricks in the trump suit--as can also be said of four trumps
-with two high honours. Indeed in the last combination, with the third
-best card an eight or better, there are probably three trump tricks.
-
-With four trumps including three, or five trumps including two
-honours, provided the suit is headed by the ace or king, you can
-reasonably expect to secure three tricks in the trump suit.
-
-Aces and kings in the side suits are usually good for a trick each;
-but allow for the length of the suit, the shorter it is the less
-probability that your honours will be trumped. It is not safe to
-count on making your queens; they may be classed as doubtful tricks.
-
-Spades may be doubled with four tricks. To double hearts, diamonds,
-or clubs you should be sure of five tricks.
-
-
-THE LEAD WHEN PARTNER HAS DOUBLED
-
-A double by your partner indicates some strength in trumps as well as
-in the side suits. It does not necessarily imply a desire to get the
-trumps out, nor should you invariably lead trumps when your partner
-has doubled; your play must be influenced by the general character of
-your own hand.
-
-If you hold a short suit it is obviously a better lead than trumps.
-You may be able to ruff with your small trumps.
-
-It is also bad play to lead trumps up to the maker. This would place
-your partner’s high cards in a position to be easily captured by the
-dealer.
-
-When dummy is the maker, the trump lead from weakness through the
-strong hand gives your partner the advantage of position; but it is
-safer play to win the first trick, if possible, and decide on your
-subsequent play after seeing the dummy hand.
-
-Avoid leading trumps to your partner if you hold the ace, the king,
-or the queen of trumps guarded; your partner may have doubled on high
-suit cards with but little strength in trumps.
-
-In leading trumps from weakness always lead the highest card, so that
-your partner can discover the distribution of the suit, and place the
-dealer’s trumps.
-
-As a doubled spade make does not of necessity show strength in
-trumps, it is not as a rule the custom of good players to lead
-spades, except from strength, before seeing the dummy hand. If
-you hold trump strength your partner has probably doubled on his
-suit cards, and your trump lead will insure the safety of his high
-cards. Should you hold a strong suit hand, your partner’s double is
-presumably an indication of trump strength, and the trump opening
-would be advisable.
-
-With only fair strength in the side suits and weak trumps, especially
-where you hold a short suit, do not be tempted to lead the trump
-originally. Wait until you learn more of the position of the cards.
-
-
-THE HEART CONVENTION
-
-When you have the first lead and your partner has doubled a
-“no-trump” make, you are expected to lead your highest heart.
-
-Under this system the younger hand does not double “no-trumps” unless
-he is willing that a heart should be led; and although the doubling
-power of the younger hand is reduced, it makes your lead, unless you
-have the misfortune to hold no heart, a practical certainty.
-
-Should you hold an established suit and the ace of hearts you must,
-of course, double to have the heart led. When you hold an established
-suit of hearts, or a long suit of hearts that can be established in
-one lead and a sure card of re-entry, a double may save the game.
-
-
-THE WEAK SUIT CONVENTION
-
-In England and in some parts of this country, if the younger hand
-doubles it is a signal for his partner to lead the highest card of
-his weakest suit; trusting that this weak suit and the doubler’s long
-one will prove identical.
-
-As this convention justifies a double with any established suit, it
-multiplies the opportunities to double; but, on the other hand, since
-the leader may have to choose between two weak suits, there is no
-certainty that he will make the desired lead; he may instead strike
-the dealer’s long suit with a disastrous result.
-
-
-
-
-THE NON-DEALER’S PLAY AGAINST A DECLARED TRUMP
-
-
-Remember that in playing against a trump declaration, unless it be
-spades, you are sure to find trump strength, probably five or more,
-with the maker. If you are weak in the trump suit, and your partner
-does not show strength by doubling, your best defence is an endeavour
-to save the game by making high cards early in the hand.
-
-In playing against a red declaration, be on the defensive from the
-start. The only time that you can afford to be aggressive is when it
-is evident that the dealer is trying to establish a “cross-ruff,” or
-a “ruff” in the weak trump hand.
-
-It is an advantage to win the first trick, as this enables you to
-see the thirteen cards in dummy. The scheme of play of a hand may be
-changed after the dummy is seen; therefore, it is not possible to
-state what should be done after the opening lead; but, as a general
-principle, it is safe either to continue the suit led originally or
-to endeavour to help your partner’s hand by leading through strength.
-You should be careful at all times neither to establish a suit for
-the adversary, nor to give the dealer an opportunity to discard his
-worthless cards.
-
-When there is an established suit against you, unless you can stop
-the dealer’s lead of trumps, make all possible tricks before you give
-up the lead. If the dealer once obtains the lead, he may exhaust the
-trumps, and make the established suit.
-
-As the dealer sees the dummy hand and his own, and therefore knows
-the cards that are against him, give your partner correct information
-regarding the cards you hold. While this may be valuable to the
-dealer in placing the cards, the knowledge will be of greater benefit
-to your partner and yourself.
-
-
-THE OPENING LEAD
-
-When trumps are against you, unless you lead your high cards early in
-the hand you may lose them. The dealer may be able to exhaust trumps,
-and make some one suit on which to discard his losing cards. When
-your hand is strong in each suit, there is not this danger; there can
-be no established suit against you.
-
-No doubt the best opening that can be made against a trump
-declaration is from a combination containing both ace and king. The
-lead of the king from this combination gives you an opportunity to
-see the dummy and does not clear the suit for the adversary. While
-the king lead should usually be followed by the ace, in some cases,
-where it is apparent that the dealer’s weak hand can trump on the
-second round, or that the lead may clear the suit for the dealer or
-dummy, the suit should not be continued. It is rarely wrong to lead
-from a sequence, especially from one of three high cards. If you
-hold no sequence of three, perhaps those containing two honours in
-sequence, such as king queen, queen jack, or even jack ten, may be
-classed as good openings. Often when you hold no high card sequence,
-the lead is a disadvantage; experience shows that you make more
-tricks in a suit if it is led to you; for that reason it is often
-advisable to refrain from opening tenace suits or suits with a single
-honour.
-
-The following are given as examples of combinations from which it is
-not advisable to lead:
-
- A Q x x
- A J x x
- K J x x
- K x x x
-
-In opening a suit headed by the ace, avoid the lead of a low card.
-The dealer may win the first round and find means to discard his
-remaining losing cards in that suit.
-
-No objection can be raised to the lead of an ace with four or more
-other cards in the suit, but with less than five it is better play
-to avoid leading that suit. If the lead comes up to you, the ace may
-kill some high cards in the adversary’s hand and promote the value
-of the cards held by your partner; whereas if you lead the ace
-presumably only small cards will fall, making high ones good for the
-dealer.
-
-If your hand is hopelessly weak in trumps and in side suits, even
-with but three cards in the suit, an ace should be led in order to
-save a grand slam.
-
-If you are forced to open a suit containing a single honour, or a
-suit with two honours not in sequence, not including suits headed by
-the ace, the fourth best card should be led.
-
-The following are given as examples of combinations from which the
-fourth best card should be led:
-
- K J x x
- K 10 x x
- K x x x
- Q x x x
- Q 10 x x
- J x x x
- 10 x x x
-
-With a long weak suit it is better play to lead the fourth best card.
-Any irregular lead may suggest a short suit to your partner, and loss
-may result from his incorrect interpretation of the lead.
-
-
-EXAMPLES OF OPENING LEADS
-
-THE UNDERLINED CARD INDICATES THE LEAD.
-
-(_Hearts_) TRUMP DECLARED BY DEALER.
-
- +---------------------------------------------------------+
- | Transcriber's Note: |
- | The underlines have been replaced with square brackets. |
- | For example [K]. |
- +---------------------------------------------------------+
-
- _Holding the Lead._
- +--------------+----------------+---------------+--------------+
- | ♥ | ♠ | ♦ | ♣ |
- +--------------+----------------+---------------+--------------+
- | J 8 2 | K J 7 6 | A [K] Q 5 3 |7 |
- | 8 |[A] Q 6 5 4 2 | Q 8 4 | 9 8 |
- | J 10 | 10 8 4 | K J 9 |[A] 8 7 4 3 |
- | 6 4 |[A] Q J 10 9 | 7 3 2 | 9 6 4 |
- | 10 4 | A 6 |[A] J 7 5 3 2 | 8 7 5 |
- | 9 7 | A [K] 4 | A 8 6 4 3 | 7 6 3 |
- | 6 5 3 | 8 6 5 2 | K J 5 3 |[A] K |
- | J 6 5 | 9 6 4 2 |[A] 10 | 9 7 4 3 |
- | 9 5 3 |[A] 6 | K 9 5 2 | A Q 5 4 |
- | 8 6 5 | 9 6 3 |[A] J 9 4 | 10 5 3 |
- +--------------+----------------+---------------+--------------+
-
- _Leading from a Sequence._
- +--------------+----------------+---------------+--------------+
- | ♥ | ♠ | ♦ | ♣ |
- +--------------+----------------+---------------+--------------+
- | 8 6 | A 5 | A J 5 |[K] Q J 7 6 4 |
- | 9 8 6 4 | 7 | A 8 5 3 |[K] Q J 10 |
- | K 8 5 | 8 5 4 | 10 6 5 3 |[Q] J 10 |
- | K 10 5 | K 6 3 |[K] Q 8 5 | A 7 3 |
- | A J 6 | K 6 4 | 8 6 4 3 |[K] Q J |
- | Q 7 5 |[Q] J 10 6 | A 8 5 | A Q 7 |
- | J 6 4 | 10 |[K] Q J 9 7 5 | Q 7 3 |
- +--------------+----------------+---------------+--------------+
-
- _Leading from Long Suits._
- +--------------+----------------+---------------+--------------+
- | ♥ | ♠ | ♦ | ♣ |
- +--------------+----------------+---------------+--------------+
- | Q J 7 4 | K 10 8 [4] | A 7 | J 9 5 |
- | K 6 |[Q] J 9 6 4 | 9 8 6 | 6 5 2 |
- | 8 5 | A J 6 | K J [10] 8 5 | K 7 4 |
- | J 10 | Q J 7 [3] | A Q 6 3 | A J 8 |
- | A J 7 5 | 4 3 | 10 8 7 [4] 2 | Q 5 |
- | J 8 5 3 | K 10 7 [5] 3 | A 8 6 | 8 |
- | 8 6 4 | 9 5 2 | 8 6 3 | Q 9 6 [4] |
- | 10 6 | K 10 8 [3] | 10 7 6 2 | A J 5 |
- | K 10 7 | A J 8 | 10 7 5 [4] | Q 9 2 |
- | A J | J 6 4 | Q 10 8 [6] 2 | 8 5 3 |
- +--------------+----------------+-------------+----------------+
-
-
-INFERENCES FROM HIGH CARD LEADS
-
-It is not easy to determine from the lead of a high card how many
-cards are held in the suit. You can only assume the length from the
-number of cards you hold and the number in dummy. The fall of the
-cards may give the information, but you cannot rely altogether on the
-dealer’s play; it is his object to make it difficult for you to place
-the cards.
-
-=The lead of an ace= denies the king. If the king is neither
-in dummy nor in your own hand, it should be placed with the dealer.
-Should your partner, however, lead an ace and follow with the king,
-the lead indicates that he holds no other card of that suit, and
-should enable you to locate the queen.
-
-Among the better players the lead of an ace also denies the queen,
-since if the suit is led up to the ace, queen, tenace, two tricks may
-be made. This inference, however, should not be too rigidly drawn,
-because great length in the suit might justify an opening from an
-ace-queen combination.
-
-The lead of an ace followed by the queen indicates the jack.
-
-The lead of an ace followed by the jack indicates the ten, or no
-other card in the suit.
-
-If it develops that your partner has led the ace from ace and two
-small cards, it indicates either a very weak hand or a tenace in some
-other suit.
-
-=The lead of a king= indicates the ace, the queen, or both.
-Should the king win the first trick, you should infer that your
-partner holds the ace. If the king is taken by the ace, the queen is
-marked in your partner’s hand. If the king is followed by the ace, it
-denies the queen.
-
- { A K Q
- { A K J
- =The king should be led from= { A K x
- { K Q J
- { K Q x
-
-=The lead of a queen= denies the ace and the king, consequently
-the lead places both of these high cards.
-
-If a queen is led by your partner, you should infer that the lead is
-from jack ten; perhaps it would be better to say that the lead shows
-the jack. If you find the jack is either on the table or in your own
-hand, the lead was evidently from a short suit; queen and one or a
-singleton.
-
- {Q J 10
- {Q J 9
- {Q J x
- =The queen should be led from= {Q J
- {Q x
- {Q
-
-=The lead of a jack= denies the ace, the king, and the queen;
-consequently your partner holds no higher card of the suit; against a
-declared trump, it usually indicates a short suit.
-
-There is some difference of opinion among Bridge players as to this
-lead; the jack is sometimes led from king queen jack, from king jack
-ten, and even from ace jack ten. The lead of a jack as the top card
-does away with the confusion that is caused by numerous interior
-leads. It simplifies the lead and facilitates the placing of higher
-cards.
-
- {J 10 9
- {J 10
- =The jack should be led from= {J x
- {J
-
-=The lead of the ten= indicates the king jack and ten and denies
-both ace and queen. If either the king or the jack is in your hand or
-in dummy, the ten lead denies any higher card, and is probably the
-top of a short suit.
-
- { K J 10 x
- { 10 9 x
- =The ten should be led from= { 10 9
- { 10 x
- { 10
-
-=The lead of a nine= denies all higher cards of the suit; it is
-led only as a top card, and usually indicates a short suit.
-
-
- { 9 8 x
- =The nine should be led from= { 9 x
- { 9
-
-
-INFERENCES FROM LOW CARD LEADS
-
-An application of the Rule of Eleven will materially assist you
-to draw correct inferences from the lead of a small card. It will
-indicate whether the lead is from a short or a long suit.
-
-If you see more high cards than the Rule of Eleven would allow, you
-can mark the lead, not as fourth best, but as the top of a short
-suit. If the lead indicates a long suit, you can often determine the
-exact combination of cards from which it has been made.
-
-
-=The Rule of Eleven=
-
- Deduct the size of the card led from eleven,
- and the difference will show how many cards
- higher than the one led are held _outside_ the
- leader’s hand.
-
-The lead of an eight or a seven (except at no-trumps) is more apt to
-be from a short than from a long suit; combinations in which these
-cards would be fourth best are seldom opened by good players.
-
-It will be easier for your partner to read your lead, if with long
-weak suits, headed by jack, ten, or nine, you lead the fourth best
-card. These cards can be led to indicate a short suit.
-
-You can determine the length of your partner’s suit by noticing the
-fall of the low cards.
-
-When it is evident that your partner has led the lowest card of his
-suit, his lead indicates exactly four cards. If your partner is
-leading from a long suit and plays down on the second round, he holds
-more than four cards.
-
-
-EXAMPLES OF INFERENCE FROM OPENING LEADS
-
-A is the leader, Y the dummy, Z the dealer.
-
- 7♠ 3♠
- x-------x
- | Y |
- A♠ | A B | 8♠ 5♠ 4♠
- | Z |
- x-------x
-
-A’s lead of the ace denies the king and probably the queen; both of
-these cards should be placed in the dealer’s hand.
-
- 8♠ 7♠ 4♠
- x-------x
- | Y |
- Q♠ | A B | A♠ 9♠ 3♠
- | Z |
- x-------x
-
-Third hand should play ace on queen; king is in
-the dealer’s hand. A has probably led from queen
-jack ten.
-
- 9♠ 5♠ 4♠
- x-------x
- | Y |
- J♠ | A B | K♠ 6♠ 3♠
- | Z |
- x-------x
-
-B should play the three; his partner’s lead indicates the top card,
-and also shows that both ace and queen are in the dealer’s hand.
-
- J♠ 8♠ 5♠
- x-------x
- | Y |
- 10♠ | A B | A♠ 6♠ 4♠
- | Z |
- x-------x
-
-A’s lead of ten with jack on the table indicates
-the top of a short suit. King and queen should be
-placed in the dealer’s hand.
-
- 8♠ 7♠ 4♠
- x-------x
- | Y |
- 9♠ | A B | A♠ 10♠ 3♠
- | Z |
- x-------x
-
-The lead indicates the top, probably, of a short suit. King, queen,
-and jack are all marked in the dealer’s hand.
-
-
-ORIGINAL TRUMP OPENINGS
-
-If a trump has been declared by the dealer it is not, as a rule,
-good play to lead trumps up to his strong hand; this lead would
-necessarily place any high trump cards that your partner may hold
-in a bad position. If, however, you hold a sequence in trumps and
-strength in the side suits consisting of combinations from which you
-do not wish to lead, a trump lead is admissible.
-
-The following are given as examples of hands from which the trump
-should be led when the dealer is the maker. In these cases hearts are
-trumps.
-
- +-------------+-------------+-------------+-------------+
- | ♥ | ♦ | ♣ | ♠ |
- +-------------+-------------+-------------+-------------+
- | [K] Q J | A Q x x | K x | K J x x |
- | [K] Q | K J x x | A Q x | K x x x |
- | [Q] J 10 | A J x x | A Q x | K x x |
- +-------------+-------------+-------------+-------------+
- The underlined card indicates the lead.
-
- +---------------------------------------------------------+
- | Transcriber's Note: |
- | The underlines have been replaced with square brackets. |
- | For example [K]. |
- +---------------------------------------------------------+
-
-When dummy is the maker of the trump, there are many hands from which
-the trump should be led as an initial opening. If you hold tenace
-suits, or suit containing single honours, and the adversary or your
-partner leads to you, you are in a better position to make your high
-cards, hence a trump opening in order to throw the lead.
-
-If, however, you hold a sequence in any one suit, the trump lead
-is not necessary. Leading from a sequence is always good play, and
-rarely results in loss.
-
-The following hands are given as examples of original trump openings
-when dummy is the maker.
-
- +-------------+-------------+-------------+-------------+
- | ♥ | ♦ | ♣ | ♠ |
- +-------------+-------------+-------------+-------------+
- | [J] 10 | A Q x | K J x x |A Q x x |
- | [9] x | A J x x | A x x x |K x x x |
- | [7] 3 | A Q x | K x x x |K J x x |
- | [8] 5 | A Q x x x | A J x |K Q x |
- +-------------+-------------+-------------+-------------+
- The underlined card indicates the lead.
-
- +---------------------------------------------------------+
- | Transcriber's Note: |
- | The underlines have been replaced with square brackets. |
- | For example [K]. |
- +---------------------------------------------------------+
-
-
-ORIGINAL TRUMP OPENINGS FROM STRENGTH
-
-It is advisable to lead trumps from strength in comparatively few
-hands, for the reason that the lead indicates to the dealer the
-position of the trump strength held against him. If, however, you
-hold four or five trumps without an honour, and combinations in the
-plain suits from which you do not wish to lead, the trump may be led
-through the strong hand. This is especially true of a four-trump
-hand, which contains three cards of each of the other suits.
-
-Avoid opening the trump from strength when you hold a single honour,
-or even two honours. You will gain, by waiting for the lead to come
-to you.
-
-
-THE TRUMP LEAD AGAINST A SPADE MAKE
-
-As a rule, the aggressive spirit that should characterise the
-non-dealer’s play of a spade hand is lacking. While a spade is not
-necessarily made from weakness, the declaration in itself shows
-sufficient weakness in the side suits to embolden the adversaries’
-play. With a hand containing five trumps (spades) the initial opening
-should be the trump. Your partner must hold suit strength which your
-trump lead will protect.
-
-If your five trumps contain a tenace and you can advantageously lead
-from another suit, it may be advisable to wait for your partner to
-lead to your tenace, particularly if by doubling you have indicated
-trump strength.
-
-If you have been redoubled and your hand contains four trumps and
-strength in the side suits, the trump lead requires more careful
-consideration.
-
-Unless your partner has doubled the spade declaration it is
-impossible for you to place the trump strength, and you should be
-cautious about leading originally from a short trump suit.
-
-
-HOW TO PLAY TO PARTNER’S TRUMP OPENING
-
-Any trump opening from your partner is an indication of strength,
-usually of strength in the side suits. It does not necessarily
-follow that your partner wants the trumps out, but _it is_ an
-indication that he is anxious to have his suits led to. If you win
-the first trick in the trump suit, look to see if dummy offers you
-an advantageous lead. If you hold fair strength in the side suits
-with no protected honour in trumps and no short suit, there can be no
-objection to the return of the trump lead; but if you hold a tenace
-over dummy’s strength in trumps, or a high card that is protected,
-it would be a bad play to return the trump lead. Wait until your
-partner or the adversary leads up to you. Do not return the trump
-lead if you hold a short suit. Lead the short suit. You may be given
-an opportunity to make one of your trumps.
-
-
-LEADING TRUMPS TO PREVENT A RUFF IN THE WEAK TRUMP HAND
-
-When the dealer seems backward about leading trumps, the inference is
-that he is trying to establish a ruff in the weak trump hand, and you
-should be on the alert to prevent this by leading trumps (through the
-strength). It may be necessary for you to lead the trump after your
-initial lead. It may be advisable to stop leading a suit, which would
-help to establish a ruff in the weak hand; or it may be essential
-that you try to place your partner in the lead, so that he can lead
-the trumps through the strong hand. If you are weak in dummy’s long
-suit, it is always more or less dangerous to lead trumps. When this
-is the case, your lead might help the dealer to exhaust trumps and
-make this long suit.
-
-
-SHORT SUIT OPENINGS
-
-In Bridge the term short suit implies a singleton or a two-card
-suit, although, strictly speaking, any suit of fewer than four cards
-is short. With a very weak hand (no high cards in any suit) it is
-evident that the only possible way of making tricks is by a short
-lead, which may enable you to ruff the suit on the second or third
-round. With a hand that contains tenace suits or suits with a single
-honour, it is often advisable to lead short; this opening gives you a
-double advantage; you may have an opportunity to ruff, and you throw
-the lead with the purpose of having your honour suits led up to.
-
-With most players the desire to make a small trump is very strong,
-and often leads to thoroughly unsound openings. It is always wrong
-to open a short suit when you hold an ace king suit. Why play in the
-dark, when by leading the king of your ace king suit, you are in a
-position to hold the lead until you have seen dummy and can judge as
-to the advisability of the weak lead? A suit headed by king queen
-is also a safer opening than a short lead, which may establish the
-suit for the dealer; although, if you hold an honour that will stop
-the adversaries’ trump lead, say an ace or a guarded king, you are
-almost certain to be in the lead before the dealer has an opportunity
-to discard worthless cards on his established suit. Any short lead
-may establish a suit for the dealer or dummy; in fact, the chances
-are that it will. If you are weak in trumps and have little or no
-strength in the side suits, you have not much to lose by the short
-lead. The dealer will establish and make his suit with or without
-help. On the other hand, if you are strong in trumps, you may be able
-to make it most difficult for the dealer to exhaust the trumps and
-make a suit unless, by your weak lead, you establish it for him.
-
-With strength in trumps the short opening is unsound, particularly
-with four trumps is it apt to ruin your hand. One force given your
-hand makes it easy for the dealer to exhaust your trumps and to make
-the suit that you, by your short lead, have established.
-
-With four trumps open your long suit. The maker probably holds five
-trumps, and when one force is given to his hand, you have an equal
-number. Even though your trumps are small the dealer must exhaust
-his own to draw them, and a card of re-entry in your hand or that of
-your partner will probably enable you to make your suit. At any rate,
-you have made it difficult for the dealer to establish his suit, or
-retrieve any subsequent error in his play.
-
-With five trumps and any good suit the latter should be opened.
-When the make has been passed, should you hold no long suit, choose
-preferably a short red suit. In other words lead up to the dealer’s
-supposed weakness.
-
-With six trumps little or no objection can be raised to the short
-lead. When the trump situation is known you may be forced to lead
-them to the maker, so that you should early in the hand try to take
-as many trump tricks as possible.
-
-At all times select the highest card of a short suit for the lead.
-This is done to give requisite information to your partner. Unless he
-can see, in his hand or dummy, great strength in the suit, the lead
-of a very low card is most difficult to read as short.
-
-The following are given as examples of hands from which a short suit
-may be led. The trump (hearts) declared by the dealer. The card
-underlined indicates the lead.
-
- +---------------------------------------------------------+
- | Transcriber's Note: |
- | The underlines have been replaced with square brackets. |
- | For example [K]. |
- +---------------------------------------------------------+
-
- +-------------+-------------+-------------+-------------+
- | ♥ | ♣ | ♦ | ♠ |
- +-------------+-------------+-------------+-------------+
- | K 5 2 | A J 6 4 |[10] 9 | A Q 5 3 |
- | A 9 3 |[8] 6 | 9 7 4 2 | Q 8 6 4 |
- | A Q 8 | K J 6 3 |[J] 10 | K 8 4 2 |
- | A 9 3 |[Q] | K 8 6 4 2 | J 8 5 3 |
- | Q 5 2 |[J] 10 4 | K 8 4 | K 5 4 2 |
- | J 7 3 | A Q 9 6 |[K] Q | K J 4 2 |
- | 8 6 2 |[9] | J 8 6 4 2 | 10 8 4 |
- | 7 5 | Q 6 4 3 |[9] 8 | 10 6 5 3 2 |
- +-------------+-------------+-------------+-------------+
-
-
-LEADING THROUGH STRENGTH
-
-The fundamental idea of leading through strength is to help your
-partner to make his high cards by allowing him to play after the
-exposed hand. “Leading through” means to make a person play second
-hand to the trick. You always lead through your left hand adversary.
-
-Should your partner hold K J x with A Q x in dummy, it is obvious
-that if you lead through the suit, your partner may win two tricks,
-whereas if he is forced to lead up to the strength, one trick at
-least would be lost. Players will often say, “How can I know that
-my partner has any high cards in that suit?” Perhaps you cannot be
-certain of the distribution of the high cards; in leading through
-strength you hope that your partner holds the missing honours,
-realising that if all the strength is with the dealer, nothing
-is lost. “Leading through strength” is simply looking ahead and
-foreseeing what may happen. In other words, not placing your partner
-in a position whereby he may be forced to lead up to the strength in
-dummy.
-
-
-WHEN TO LEAD THROUGH STRENGTH
-
-After taking the first trick, study the dummy carefully in order to
-see which suit may be led through advantageously. If there are two
-suits to choose from, select the suit in which you are short, hoping
-it may afford you an opportunity to make a small trump.
-
-The fall of the cards will often indicate that your partner can
-trump the second or third round of the suit you are leading. Before
-giving him the ruff, consider that he will be compelled to lead, and
-if there is no suit in dummy that he can lead to advantageously, it
-is better for you to lead through the strength on the table than to
-force your partner to lead up to the strong hand. Of course, if it
-is necessary to save the game by all means give your partner the
-ruff, but if, on the other hand, you hold the ace or guarded king
-of trumps, _i.e._ a high card that will stop the adversary’s trump
-lead, it is preferable to lead through dummy’s strength. Later you
-can stop the trump lead and give your partner the ruff.
-
-
-CHOICE OF SUITS TO LEAD THROUGH
-
-In leading through strength, certain suits are preferable to others.
-A guarded king in the dummy is an ideal suit to lead through when you
-hold the queen, jack, ten of the same suit. By leading the queen, if
-your partner holds the ace, you can prevent dummy’s king from making.
-
-In leading through strength, avoid a suit in which you yourself hold
-a protected honour. For instance, holding king, jack, small, it would
-be bad play to lead through ace, queen, ten, as this would give the
-dummy an opportunity to make three tricks in the suit.
-
-The following may be classed as good combinations from which to lead
-through strength in dummy:
-
- =Holding= =Lead through=
-
- J 10 9 }
- 10 9 x } A Q x in Dummy
- x x x }
-
- x x x A J x or A x x in Dummy
-
- 10 9 x } K J x in Dummy
- x x x }
-
- Q J 10 }
- Q J x }
- Q x } K x x in Dummy
- J 10 x }
- 10 9 x }
- x x x }
-
- J 10 9 }
- J 10 x } Q x x in Dummy
- x x x }
-
-In leading through any of these combinations, the top card of a
-sequence should be led. In fact, with three cards or fewer in a suit,
-it is almost an invariable rule to lead the highest card.
-
-The following are combinations which should be led through only as a
-last resort:
-
- =Holding= =Avoid leading through=
-
- { A J x
- Q x x { A 10 x in Dummy
- { K J x
- { K 10 x
-
- { A Q x
- { A J x
- K x x { A x x in Dummy
- { Q J x
- { Q x x
- { Q x
-
- J x x x { A 10 x
- { K 10 x in Dummy
-
-
-SUGGESTIONS FOR THIRD HAND PLAY
-
-When you are trying to win the trick, play high third in hand; but
-if your cards, or your cards combined with those in the dummy are in
-sequence, play the lowest card of the sequence.
-
-Do not finesse against your partner; help his hand at the sacrifice
-of your high card. If, however, you hold ace, jack, small,--with
-king or queen in dummy,--the play of the jack is permissible; your
-partner’s lead practically shows one of these honours.
-
-When you hold the ace and your partner leads a jack through a guarded
-king or queen in dummy, it is often good play to pass the first
-trick. By playing the ace you will probably establish two high cards
-for the dealer.
-
-If your partner’s lead clearly indicates a short suit, with the ace
-marked in the dealer’s hand, do not sacrifice a king. Allow the
-dealer to win the trick cheaply, if necessary, but keep your king
-guarded. By playing a low card you may deceive an unwary dealer, and
-at any rate you will put the dealer to some trouble to catch your
-king.
-
-At “no-trump,” provided the dummy holds an honour, you should finesse
-deeply in your partner’s suit. The application of the Eleven Rule
-will materially help you in finessing. When there is a guarded queen
-in the dummy and you hold the king, ten, small, or ace, ten, small,
-to finesse is sound play. If dummy holds a twice guarded king and you
-hold the ace, jack, small, it often pays not to take the finesse, for
-should you abandon the suit to wait until your partner can again lead
-through the king, you may take out the only re-entry card in his hand.
-
-Unless your partner holds two re-entries, you gain nothing by the
-finesse.
-
-
-INFERENCES FROM THIRD-HAND PLAY
-
-It is very important for the leader, especially in a “no-trump” hand,
-to be in a position to determine whether his suit should be continued
-or abandoned. Careful notice of the card your partner plays to the
-first trick will often enable you to place the high cards in that
-suit, and in this way suggest your subsequent play.
-
-The following are given as illustrations of inferences to be drawn by
-the leader from third-hand play:
-
-A and B are partners, and the underlined card in each example
-indicates A’s lead; Y’s cards are exposed.
-
- +---------------------------------------------------------+
- | Transcriber's Note: |
- | The underlines have been replaced with square brackets. |
- | For example [K]. |
- +---------------------------------------------------------+
- 8♠ 7♠
- x-------x
- | Y |
- K♠ 10♠ 6♠ [5♠] | A B | Q♠
- | Z |
- x-------x
- A♠
-
-B’s play of queen denies the jack, which should therefore be marked
-in the dealer’s hand. The small cards cannot be placed.
-
- 6♠ 3♠
- x-------x
- | Y |
- A♠ J♠ 7♠ [5♠] | A B | 9♠
- | Z |
- x-------x
- K♠
-
-B’s play of the nine denies the eight and the queen. Both of these
-cards must be in the dealer’s hand. The ten should be placed with B.
-The leader, in order to catch the dealer’s queen, must await a return
-of the suit.
-
- 7♠ 3♠
- x-------x
- | Y |
- Q♠ 9♠ 6♠ [5♠] | A B | J♠
- | Z |
- x-------x
- A♠
-
-The play of the jack denies the ten and the king; both of these cards
-are marked in the dealer’s hand. Should A continue this suit, it
-would allow the dealer to make tricks with both ten and king. The
-suit must be abandoned until the lead can come from B’s hand.
-
- J♠ 8♠
- x-------x
- | Y |
- K♠ 9♠ 7♠ [6♠] | A B | Q♠
- | Z |
- x-------x
- A♠
-
-B’s play of the queen with the jack exposed on the table denies the
-ten, which must be in the dealer’s hand.
-
- 10♠ 7♠ 5♠
- x-------x
- | Y |
- J♠ 9♠ 8♠ [6♠] | A B | K♠
- | Z |
- x-------x
- A♠
-
-B’s play of the king denies the queen. To continue the suit might
-allow the dealer to make two tricks. A should abandon the suit until
-B can return it through the dealer’s hand.
-
- J♠ 7♠ 2♠
- x-------x
- | Y |
- 10♠ 9♠ 6♠ [4♠] | A B | Q♠
- | Z |
- x-------x
- A♠
-
-It is impossible to tell whether the king is held by the dealer or
-by B. The suit, however, may be continued with the ten. If B holds
-the king this may shut out the jack. If the dealer holds the king
-probably nothing will be lost.
-
- 8♠ 7♠ 5♠
- x-------x
- | Y |
- [Q♠] J♠ 10♠ 9♠ | A B | A♠
- | Z |
- x-------x
-
-B’s play of the ace denies the king, which should be placed with
-the dealer.
-
-
- K♠ 6♠ 5♠
- x-------x
- | Y |
- Q♠ 8♠ 7♠ [2♠] | A B | A♠
- | Z |
- x-------x
-
-It is customary holding the ace and jack with the king or queen in
-dummy to finesse the jack third in hand. B’s play of ace would,
-therefore, deny the jack, which is marked with the dealer. Avoid
-continuing the suit.
-
- K♠ 6♠ 4♠
- x-------x
- | Y |
- Q♠ 7♠ 5♠ [3♠] | A B | 10♠
- | Z |
- x-------x
- 8♠
-
-As the dealer does not take the ten, the ace and jack are presumably
-in B’s hand. B’s play of ten denies the nine, which should be placed
-with the dealer.
-
- 6♠ 4♠ 2♠
- x-------x
- | Y |
- J♠ 8♠ 7♠ [5♠] | A B | A♠ K♠
- | Z |
- x-------x
-
-B plays ace to the first trick, and returns the king; this indicates
-no more cards in the suit, and marks the queen in the dealer’s hand.
-
-
-LEADING UP TO DUMMY
-
-With dummy on your right, you should invariably lead up to the weak
-suit. This is especially important when you hold no high cards in the
-suit, for in this case the strength lies between your partner and the
-dealer. By leading through the dealer’s hand you give your partner
-the advantage of position; otherwise he may be forced to lead up to
-the dealer’s strength.
-
-In leading up to weakness, the general rule of leading the highest
-card of a sequence should be followed. It is often good play, when
-dummy holds no honour in the suit, to lead a card higher than dummy’s
-best. This permits your partner, if the lead is not covered, to pass
-the trick.
-
-If dummy’s weakness is in the trump suit, your best play will often
-be to lead trumps through the dealer’s strong hand, rather than to
-lead up to the high cards in dummy. If you hold a guarded king and
-dummy a guarded queen, do not be tempted to lead up to this honour.
-
-It would be obviously wrong to lead up to a king if you hold the
-ace. You must wait until this suit is led by the adversary or your
-partner. Do not lead up to an ace in dummy if you hold the king. You
-are reasonably sure to make a trick with this card if you wait until
-the suit is led by the dealer or your partner. If you hold a sequence
-headed by the queen or jack, little or no objection can be raised to
-your leading up to an ace or king, and on each occasion the highest
-card of the sequence should be led.
-
-Should you lead a low card up to dummy’s strong suit, your lead would
-indicate a singleton and a desire to “ruff.”
-
-
-THE ECHO
-
-In Whist the play to a lead of a high and then a lower card is a
-signal for a lead of trumps, and is necessarily an indication of
-strength in trumps.
-
-In Bridge this convention is used to show control of the third round
-of the suit led. Some players use this echo or signal to show that
-they can trump the third round of the suit, while with others it
-implies control of the third round either with the high card or by a
-“ruff.”
-
-This signal should not be used except on your partner’s lead of king,
-as otherwise it would give information to the dealer. To use it
-on the adversary’s lead would help the dealer to make successful
-finesses, and to mark the distribution of the suits. Be careful when
-you use this signal not to echo with an honour. If you hold Q x, J
-x, 10 x, do not play the honour to the first trick; not only is your
-partner apt to think you have no more of the suit, but these honours
-are too valuable to throw away.
-
-
-FORCING
-
-To force is to make a player trump. This will, of course, reduce his
-trump strength and weaken his hand. It is as a rule good play to
-force the adversary’s strong trump hand. It will often prevent his
-exhausting the trumps, and hinder his bringing in an established suit.
-
-The beginner hesitates to force the strong trump hand. He feels that
-he is wasting a high card and allowing the adversary to make a small
-trump, not realising that no card of this suit can make, unless the
-trumps are exhausted.
-
-If no force be given to the strong hand, it is, ordinarily, an easy
-matter for the dealer to exhaust trumps and make a suit; unless there
-is unusual length in trumps, judicious forcing will do more than
-anything else to break down a strong trump hand.
-
-Do not lead a suit with the intention of forcing the strong hand
-unless you hold the commanding card or can mark this card with your
-partner; you may give the dealer an opportunity to win the trick and
-to discard a worthless card.
-
-You should hesitate to force when by doing so you establish the
-remaining cards of the suit for your opponent.
-
-You should not attempt to force the strong hand when there is an
-established suit against you, particularly when it can be inferred
-that the dealer has all the high cards in the trump suit. At this
-time, make what you can in the remaining suit before you give up the
-lead.
-
-It is wrong to force the weak hand. You lose one of your high cards,
-and the maker’s trumps are still intact. Do not continue a suit when
-it is shown that the weak hand can “ruff.”
-
-In playing against the make, if you infer that your partner is weak
-in trumps and also short in a side suit, it is usually advisable to
-allow him to make small trumps by forcing him. This should always
-be done when a short suit has been led by your partner. His lead
-practically asks for the “ruff.”
-
-If, however, your partner has doubled, be more careful about forcing
-him. By reducing his trump strength you may severely injure his hand.
-
-It is bad play to lead a suit that both the dealer and the dummy can
-trump. It allows the dealer to trump in one hand and to discard a
-worthless card in the other.
-
-
-RETURNING PARTNER’S LEAD
-
-Ordinarily it is not possible to establish a suit against the
-dealer’s strong trump hand, and this does away with the usual
-argument in favour of returning your partner’s original lead. On the
-contrary, it is probably the last thing that should be done. Your
-play is to make any high cards you may hold, and then to search for
-a weak suit in the dummy hand. If you lead up to this weakness, the
-dealer cannot place the strength in the suit, and your partner is in
-a very good position to win a trick cheaply.
-
-After making your high cards, should there be no weak suit in dummy
-to lead up to, return your partner’s lead.
-
-
-SECOND-HAND PLAY
-
-When opposed to the dealer the question of correct second-hand play
-is relative to your position at the table. That is whether you play
-before the dummy or before the dealer. In other words, whether the
-dummy is at your left or whether the dealer is at your left.
-
-If you will try to infer why the dealer is leading that suit, it
-will assist you to decide on the correct second-hand play. It is, of
-course, reasonable to suppose that he has some strength in the suit.
-What this strength may be you must judge from the cards that you hold
-and those that you see on the table.
-
-
-WHEN YOU PLAY BEFORE THE DUMMY
-
-It is evident that when dummy is weak the second-hand play is greatly
-simplified. You either play higher than dummy’s best, or pass the
-trick to your partner. Should dummy hold strength or a high card in
-the suit, it is usually better to play higher than any card dummy
-holds. For instance, if you hold K x x, with the queen and others on
-the table, your second-hand play would be the king; otherwise the
-queen in dummy may win the trick. In this position, however, there
-are times when a low card should be played. For instance, dummy holds
-K with others, and you hold A J x; the second-hand play is low; for
-should the adversary take the trick with the king and return the
-same suit you win two tricks instead of one. If you hold ace and
-one or two small cards with king and jack in dummy, the second-hand
-play should be a low card. Should the dealer finesse the jack, your
-partner may win the trick.
-
-Should dummy hold over you in a position to overtake any card you
-may play, unless you hold two honours in sequence, always play your
-lowest card. For instance, when you hold K J x, and dummy holds A Q
-x, it is useless to play any card but the lowest. Dummy is sure to
-win two tricks in the suit.
-
-If you hold K Q x with A J x in dummy, your two honours are in
-sequence and the lower honour should be played.
-
-Should you hold A Q x with K J x in dummy, the ace is the best
-second-hand play. If a low card be played, the dealer, by finessing
-the jack, can place the ace and the queen in your hand, and of course
-he will not continue the suit; while if the ace is played, the queen,
-not being so clearly marked, may win the third round.
-
-Usually cover an honour with an honour even though you know that
-your high card will be lost. Do so whenever you hold a fourchette;
-whenever you hold the ten of the same suit, which you may eventually
-make good; or whenever, by covering, you can reasonably hope to make
-a card good in partner’s hand. It is not, however, advisable to cover
-a queen led holding K x x x unless one of the small cards be a nine
-or better; the adversary will find it difficult to catch a king that
-is three times protected. On the other hand, a king that is once or
-even twice guarded can be easily captured, and for that reason, and
-with the object of promoting a card in your partner’s hand, it is
-usually good play to cover the lead of a jack or queen.
-
-Do not give the dealer an indication of the cards that you hold by
-hesitating in your play. Decide on and play a card quickly. If there
-is a doubt as to your play, play your lowest, remembering that the
-dealer must guess the position of missing honours.
-
-
-WHEN YOU PLAY BEFORE THE DEALER
-
-When the dummy is weak and you play before the dealer, it is with
-the assurance that the missing strength in the suit is over you.
-This strength may be held by the dealer or by your partner. As he
-is leading the suit, the chances are that the balance of strength
-is with the dealer; therefore, unless you know that you can win the
-trick, do not play a high card.
-
-With ace and others in a suit, if you do not play the ace second in
-hand, the dealer may win the trick and discard his worthless cards in
-that suit. The second-hand play of an ace is particularly necessary
-later in the hand, and when the trumps are against you.
-
-When you play before the dealer follow the same general rules as to
-covering an honour, and as to playing the lower of two honours in
-sequence. If dummy holds an ace and others of a suit, and you hold
-K J x play the king second hand. With small cards of a suit in dummy
-and ace queen and others in your own hand, the ace should be played
-second in hand.
-
-
-
-
-INFERENCES
-
-
-There is no subject in Whist or Bridge so interesting as that of
-inferences. Each card that is played carries with it some information
-that will often render valuable aid to the play of the hand.
-
-To be able to read the cards correctly, and to draw the proper
-inferences, requires not only experience, but a certain amount
-of inherent card genius. The beginner marvels at the amount of
-information obtained by the expert, wondering how it can possibly
-be secured. To the average person who sits down to watch a game of
-Bridge there is nothing more demoralising than to see how readily the
-good player finds out the location of most of the high cards, and, in
-many cases, even the distribution of the various suits.
-
-Strange as it may seem, writers on Bridge and Whist have, as a
-rule, devoted little space to this almost inexhaustible subject. A
-good-sized book could be written entirely on inferences; and let
-no one be discouraged at his lack of skill in this direction, for,
-even among the good players, errors are very common. The best Bridge
-players, however, are undoubtedly those who can draw inferences
-quickly and correctly.
-
-
-THE VALUE OF INFORMATION
-
-When playing against the dealer, give your partner all possible
-information. Any deception or play of false cards, any irregular lead
-that is not conventional, will often react to the benefit of the
-dealer.
-
-Information may be given by leading correctly, by taking a trick as
-cheaply as possible, by discarding properly, by correct second-hand
-play, and by returning or not returning your partner’s lead.
-
-At times the information that you give your partner may benefit the
-dealer by enabling him to mark the distribution of a suit, but more
-often is it of greater value to your partner. The dealer knows from
-the start the exact cards that are held against him; while your
-partner needs all the information you can give to combine with you in
-defending the dealer’s attack.
-
-There are players who claim that you should not lead the fourth best
-card against a trump declaration, asserting that the information it
-gives may benefit the dealer, and that, should a card lower than the
-one led be played, your partner may think it a short lead. These
-players make the distinction of leading their lowest card against
-a declared trump, and the fourth best only against a “no-trump”
-declaration. This may appeal to those who neither count cards nor
-apply the useful Eleven Rule, but it does not satisfy the clever
-player, who wishes to count his partner’s suit, and to determine the
-exact combination of cards it contains.
-
-If you deprive your partner of the information to which he is
-entitled, you rob Bridge of much of its intellectual pleasure. How
-can he know when the weak hand can “ruff” your suit? How can he tell
-whether a lead will force the strong hand or give it a discard? How
-can he count your hand or the dealer’s? How can he make correct end
-plays without knowing the position of the cards?
-
-Without this help to partnership play you are in no position to
-combat the dealer. It is not difficult to win tricks from adversaries
-who neither give, nor make use of information.
-
-
-HOW TO DRAW INFERENCES
-
-Bridge is in this respect a much easier game than Whist. In Bridge
-the declaration and the exposed dummy hand, both absent in Whist,
-lend enormous assistance in locating the cards.
-
-The beginner invariably becomes interested in his own cards, or those
-of the dummy, and plays without paying any particular attention to
-the card that is led or to the one that wins the first trick; in
-other words he knows nothing about the location of the cards in that
-particular suit, and his disregard of the fall of the cards continues
-throughout the entire hand.
-
-A notice which nothing escapes, the ability to count cards, and
-absolute confidence in your partner’s play, is the _sine qua non_ of
-correct inferences.
-
-Notice particularly the card that your partner leads; if it be a
-high card, understand what it indicates; and, if it be a low card,
-ascertain whether it is led from a long or a short suit.
-
-Watch the cards as they fall, the adversaries’ as well as your
-partner’s, with unceasing attention, and make a mental interpretation
-of each play, with due allowance for the dealer’s false cards.
-
-Don’t jump at a conclusion which masses the remaining cards of
-a suit, but count each suit accurately, with a certainty of the
-particular cards that must be held by the dealer and your partner.
-
-Much of the intellectual enjoyment of Bridge is derived from playing
-your hand in conjunction with your partner’s. Credit your partner
-with playing for the common interest of the hands and place absolute
-confidence in the information he gives you. A trust in your partner’s
-Bridge ability will overcome many an obstacle in the way of drawing
-inferences.
-
-
-INFERENCES REGARDING THE MAKE
-
-In many hands the declaration and the cards in dummy will show you
-the dealer’s probable strength; and will also suggest the number of
-trumps held by your partner.
-
-For instance, should you hold three trumps with three in the dummy,
-you cannot expect your partner to hold more than two trumps, allowing
-for at least five in the dealer’s hand.
-
-Should you hold four trumps, with three on the table, your partner
-cannot have more than one; he may have none.
-
-Although at times you can place high cards in the trump suit, it is
-difficult to locate honours in a “no-trump” hand. However, keeping
-the general rules for the make in view, you can form some idea of the
-adversary’s strength.
-
-When the dealer has passed the make you can often infer from his
-subsequent play the absence of certain cards. For instance, should
-the dealer, having passed the make, play two aces, he probably does
-not hold much strength in the other two suits.
-
-
-GENERAL INFERENCES
-
-When your partner makes what appears to be an unusual play, do not
-condemn it, but ask yourself why the play was made. For instance, Why
-does your partner not lead through the strength in dummy? It may be
-that he has an honour in that suit, and is waiting for the adversary
-to lead.
-
-Why does your partner lead up to dummy’s strong suit, instead of to
-the weak one? He is probably leading a singleton, or he may be very
-long in that suit and hopes that you will trump.
-
-Why does the dealer not lead trumps? He may be trying to establish a
-“ruff” in the weak hand; he may be trying to arrange the lead so that
-his trumps can be led advantageously from the weak hand; or it may be
-because the balance of trump strength is against him.
-
-Why does your partner abandon his long suit against a “no-trump”
-make? It is because his card of re-entry has been taken out, because
-the suit is hopelessly against him, or because he is waiting for you
-to lead through the dealer’s hand.
-
-Why does your partner refuse to return your lead in a “no-trump”
-hand? It is either because he has no more of your suit, or because he
-considers that his suit is stronger.
-
-Why does your partner immediately return your lead against a declared
-trump, instead of showing his own suit, or leading up to dummy’s
-weakness? He is evidently anxious to trump the third round of your
-suit.
-
-With a “no-trump” hand, why does the dealer part with the ace of
-his adversaries’ suit on the first round? It is because he has that
-suit protected, because he can see enough tricks to win the game, or
-because he is afraid that some other suit may be made against him.
-
-After you have led up to the weak suit in dummy, and your partner has
-taken the trick cheaply, why is it that he does not return that suit?
-He is evidently waiting for you to lead through the dealer’s hand.
-
-If, against a “no-trump” declaration, you are in doubt as to the
-location of the winning card in your own suit, notice the card that
-your partner plays in returning your lead, and remember that he will
-return his highest card. This will enable you to tell what higher
-cards are in dealer’s hand.
-
-If you lead a high card, against a “no-trump” make, notice the card
-that your partner plays to the trick. If he has four or more of that
-suit, he will not play his lowest.
-
-If the dealer takes out the commanding trump, he is either trying
-to make you lead up to high cards in his hand, or some long suit is
-established against you. If it is for the latter reason, be cautious
-about forcing him. Make what you can in the remaining suit. It may be
-dangerous to lose the lead.
-
-If the dealer continues to lead trumps after the trumps in the other
-hands are exhausted, you should be careful not to give information
-that will be of use to the dealer in locating successful finesses.
-
-
-
-
-THE NON-DEALER’S PLAY OF A “NO-TRUMP” HAND
-
-
-Usually lead from your longest suit, against a “no-trump”
-declaration, trusting that it will prove to be the weak spot in the
-maker’s hand, or that you may be able to take out any high cards held
-against you and eventually establish the suit. To make an established
-suit, it may be necessary to have a card of re-entry. Therefore, be
-careful not to lead aces and kings in order to see dummy. These cards
-should be reserved as re-entry cards, and will no doubt be found most
-useful later in the hand.
-
-As leader infer from the fall of the cards, relying on your partner’s
-correct third-hand play, the position of the remaining cards of your
-long suit. Correct inferences will assist you to decide whether to
-continue or to abandon the suit. If you find the cards so placed that
-an advantageous lead of the suit must come from your partner, plan
-carefully how best to put him in the lead.
-
-If you know that the adversary has two high cards of your long suit,
-especially when your card of re-entry has been taken out, abandon
-your suit, and endeavour to help your partner by leading the suit
-which you infer must be his. This may be your only chance to save the
-game.
-
-If the dummy has a long suit, and no card of re-entry, do not be in a
-hurry to part with the commanding card of that suit. Wait until the
-suit is exhausted in the dealer’s hand, so that he cannot lead it to
-dummy. If, however, dummy has a sure card of re-entry there is little
-reason for holding up your high card. It is better play to take the
-first trick and hope that your partner holds a card that will stop
-the suit.
-
-When a high card of dummy’s long suit is marked in your partner’s
-hand, it is well to take out dummy’s re-entry card before the suit is
-established.
-
-Notice carefully your partner’s discards in order to determine his
-strong suit, as well as to be able to infer what high cards he is
-endeavouring to protect. This will help you to discard correctly.
-Avoid playing a selfish game, and do not feel indignant if your
-partner, instead of returning your lead, attempts to play for his own
-suit. His hand may fully justify the change of lead. By changing the
-lead he shows not only a good suit, but also a card of re-entry.
-
-
-THE ORIGINAL LEAD
-
-The long suit is the best opening lead against a “no-trump”
-declaration. While the declaration is, in itself, an indication of
-general strength, in the majority of makes by the dealer one suit is
-left to the dummy to protect, and your long suit may be the weak spot
-in the dealer’s hand.
-
-The leads against a “no-trump” declaration differ from those that are
-in use against a trump declaration, for the reason that high cards
-cannot be ruffed. With great length or considerable strength in your
-long suit a high card should be led, but unless you can reasonably
-expect to catch all of the remaining cards, your partner should be
-given an opportunity to win the first trick in the suit.
-
-If you hold no card of re-entry, except perhaps a high card in
-your own long suit, you should be careful not to take out of your
-partner’s hand the only card that he may have to return your lead,
-for if you have no card of re-entry, and your partner has none of
-your suit to return, your suit, even though established, is useless.
-
-As unblocking is a very important feature of the play against a
-“no-trump” declaration, it is necessary that you show your partner
-from what combination of cards you are leading. The failure to
-unblock is largely due to a lack of confidence in partner’s lead.
-
-Those who are not familiar with the correct leads at “no-trump” would
-do well to remember that the lead of a high card indicates three
-honours or seven cards in the suit.
-
-Frequently in opening a hand you will have two suits of equal length
-to choose from. It is then advisable to keep the suit headed by the
-higher card, for re-entry. For instance, holding two suits, one
-headed by an ace and the other by the jack or queen, open the weaker
-of the two, saving the ace as re-entry. This principle is sound; in
-practice it may sometimes be found that your partner is strong in
-the suit you do not open. Nevertheless, this lead from the weaker
-of two suits, if consistently followed, will gain in the long run.
-If you hold a red and a black suit, of equal length, especially if
-the “no-trump” declaration has been made by the dummy, give the
-preference to the red suit, inferring that the dealer is weak in red
-cards.
-
-When you are opening from a long weak suit, and especially when you
-hold no re-entry card, endeavour to inform your partner that your
-long suit is weak. Don’t encourage your partner to return your lead
-unless there is a fair chance to establish and make your suit. From
-each of the following combinations it is best to lead the highest
-card:
-
- 10 9 7 6
- 9 8 6 4
- 8 7 5 3
-
-When the top cards are not in sequence the lead
-of the highest may lose a trick, and it is, therefore,
-safer to lead the second best. As with
-
- 10 [8] 7 5 2
- 9 [7] 6 4 3
- The underlined card should be led.
-
- +--------------------------------------------------------+
- | Transcriber's Note: |
- | The underlines have been replaced with square brackets.|
- | For example [K]. |
- +--------------------------------------------------------+
-
-If, however, you hold a long weak suit, and, say, two or more
-possible re-entry cards, do not hesitate to encourage a return of the
-lead by opening a low card.
-
-
-THE ORIGINAL LEAD AT “NO-TRUMP”
-
- +------------+---------------------------------------------------+
- | 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 |
- | =King= | card. |
- | | 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. |
- +------------+---------------------------------------------------+
-
-
-OPENING A SHORT SUIT AGAINST A “NO-TRUMP” DECLARATION
-
-If, as leader, your long suit is worthless, and your hand is
-generally weak, there is a chance that your short suit may prove
-to be your partner’s long one, and that the lead may help him to
-establish his suit. While the odds are two to one against the success
-of a short lead, in this case it may gain and certainly cannot lose
-much. If, however, you hold five or six cards in your suit, open it;
-there is always a chance that your partner may hold sufficient length
-in the same suit to help you establish and bring it in.
-
-If your long suit contains but four cards headed by one honour, king,
-queen, or jack, with no other re-entry card in the hand, and you hold
-a good supporting short lead, like jack ten or nine (particularly if
-the make has been passed, and your short suit is a red one) the short
-opening admits of no criticism.
-
-If you hold a three or four card suit headed by ace, king, and queen,
-no matter the length in other suits, the opening lead should be from
-the ace king queen combination. With three cards of re-entry you can
-certainly afford to lead one of them to determine whether conditions
-justify the long suit lead.
-
-The dummy hand may discourage the lead of your long suit and make it
-advisable to try for your partner’s suit instead.
-
-
-UNBLOCKING
-
-To be able to use proper judgment in ridding yourself of cards
-that you fear may block your partner’s suit, you should thoroughly
-understand the leads, and above all things, you should have perfect
-confidence that your partner has made the correct one. Remember that
-a high card led against a “no-trump” declaration indicates great
-strength or great length, and that you can rarely lose more than one
-trick by throwing your own high card on the one led by your partner;
-whereas a failure to unblock will often occasion the loss of several
-cards in your partner’s hand. If you hold four cards in the suit that
-your partner leads (provided of course the lead is high) save the
-lowest card, playing the third best to the first trick, and then play
-up. With five cards, play the fourth best to your partner’s high card
-lead, and then play up or down as the situation demands.
-
-With length in the suit that your partner leads, especially as an
-original opening, it is often advisable to indicate your strength
-by playing first a high and then a lower card. This echo or signal
-encourages your partner to continue the suit.
-
-With three cards in your partner’s suit two of which are honours, the
-lower of the honours should be played to the first trick. By playing
-the lowest card of all you will invariably block the suit.
-
-With three cards including but one honour, the middle card should be
-played to a high card lead, and the honour should be thrown or played
-to the second lead. Be careful to return the highest card of your
-partner’s suit, as this will minimise loss from blocking and allow
-your partner to continue the suit without interruption.
-
-The following are given as examples of unblocking:
-
- +-------------+----------------+----------+
- | HOLDING | ON PARTNER’S | PLAY |
- | | LEAD OF | |
- +-------------+----------------+----------+
- | J 9 8 7 2 | K | 7 |
- | J 8 5 3 | K | 5 |
- | K Q 7 | A | Q |
- | Q J 8 | K | J |
- | K Q 5 | J | Q |
- | Q 8 3 | K and A | Q on A |
- +-------------+----------------+----------+
-
-
-RETURNING PARTNER’S LEAD
-
-To return partner’s lead, or to play for your own long suit? At times
-you will find this a most difficult question to decide. It can be
-stated that ordinarily it is better play to return your partner’s
-original lead, for rarely are two suits made against a “no-trump”
-declaration. In fact, it is hard enough to bring in one suit.... It
-will assist you to settle this difficulty if you notice carefully the
-card led by your partner, and infer from it the length of his suit.
-You can often tell how many cards of that suit are in the dealer’s
-hand. If, for instance, your partner’s lead indicates four cards and
-there are three cards of that suit in dummy and two cards in your own
-hand, it is evident that the dealer must hold four, and the chances
-are, if the lead is returned, he will eventually be left with the
-master card. As it is, of course, your purpose to avoid making cards
-good for the adversary, should you hold a good suit under these
-circumstances and a sure re-entry card, abandon your partner’s lead
-by all means and play for your own hand.
-
-When dummy holds four cards in your partner’s suit, hesitate to
-return the lead, if by so doing you may establish the suit for your
-opponent; but when dummy is weak in the suit, lead at the first
-opportunity, through the dealer’s hand. Sometimes, if your own long
-suit is headed by ace and king, it is well to lead the king before
-returning your partner’s lead. This should always be done if the
-queen is on the table, to make sure that your suit will eventually be
-led through dummy’s queen. If you hold ace queen or ace queen jack
-over the king in dummy, you would naturally prefer that your partner
-lead the suit; but with a hand containing a sure re-entry card in
-another suit, particularly when you hold the commanding card of the
-adversaries’ suit, do not wait for your partner to lead; establish
-the suit yourself. If, with no re-entry card, you intend playing for
-your own long suit, do not draw all the cards of your suit from your
-partner’s hand. If your partner has a card of your suit as well as a
-card of re-entry, your suit will make; otherwise it is useless.
-
-With four cards or fewer of your partner’s suit, the highest card
-should always be returned. This is done in order that the suit may
-not be blocked, and also to show your partner what high cards are
-held by the dealer. When it is evident that you and your partner
-hold an entire suit with the same number of cards in each hand, it
-is well to arrange the lead on the last round of the suit according
-to whether you would prefer to lead up to weakness or to have your
-partner lead through dummy’s strength.
-
-With five cards of your partner’s suit, especially if his lead
-indicates but four, it is very difficult to decide how the suit
-should be returned. If a low card is returned, it may lead your
-partner to believe that all the high cards are in the dealer’s hand,
-and induce him to discontinue the suit. On the other hand, the return
-of a high card may block the suit so that you will be left with a
-card which may never make. No rule can be given for this situation.
-It must be left to the judgment of the player.
-
-
-HOLDING UP BY THE NON-DEALERS
-
-Holding up is a strategy resorted to at “no-trump.” The idea is to
-retain a high card until one hand is exhausted and cannot lead the
-suit to the opposite hand. Holding up does not often gain when the
-hand with the long suit contains an entry card except at such times
-as the dealer does not or cannot overtake; usually it is better play
-to take the trick and trust that your partner can eventually stop the
-suit. Do not hold up a high card if you can block the suit later, or
-if there is a possibility that your partner holds an honour in the
-suit.
-
-The following are examples of holding up:
-
- (The underlined card indicates the lead.)
-
- +--------------------------------------------------------+
- | Transcriber's Note: |
- | The underlines have been replaced with square brackets.|
- | For example [K]. |
- +--------------------------------------------------------+
-
- K♠ J♠ 10♠ 9♠ 8♠ 7♠
- +-------+
- | Y |
- | A B | A♠ 6♠ 5♠
- | Z |
- +-------+
- [Q♠]
-
-In this case, dummy holds no entry card. The ace should not be played
-by B until the dealer has no card of the suit.
-
- A♠ J♠ 10♠ 9♠ 7♠ 5♠
- +-------+
- | Y |
- 4♠ | A B | K♠ 6♠ 3♠
- | Z |
- +-------+
- [Q♠]
-
-If dummy holds no entry card, B should not take the first trick.
-
- [Q♠] J♠
- x-------x
- | Y |
- | A B | A♠ 8♠ 5♠
- | Z |
- x-------x
-
-B should pass both the queen and the knave. By passing the second
-trick, if the dealer fails to overtake, or if the dealer does not
-hold two re-entry cards, the suit cannot be made.
-
- A♥
- K♠ J♠ 9♠ 8♠ 7♠ 6♠
- x-------x
- | Y |
- 2♠ | A B | A♠ 5♠ 4♠
- | Z |
- x-------x
- [Q♠]
-
-Y has an entry card. B should refuse to win the trick, trusting that
-Z has no other card to lead.
-
- A♠ 10♠ 7♠
- x-------x
- | Y |
- K♠ 6♠ 3♠ | A B |
- | Z |
- x-------x
- [Q♠]
-
-A should refuse to cover the honour. If he waits until the third
-round, the suit is blocked. Z may have no re-entry card.
-
- [Q♠] J♠
- x-------x
- | Y |
- | A B | K♠ 6♠ 4♠
- | Z |
- x-------x
-
-In this case, the honour should be covered. If Z
-holds the ace, the suit is blocked.
-
- A♠ J♠ 8♠ 6♠ 4♠
- x-------x
- | Y |
- Q♠ 5♠ | A B |
- | Z |
- x-------x
- [10♠]
-
-A should cover the ten led. It may establish the king and nine in B’s
-hands. If Y has no card of re-entry B can then hold up.
-
- [K♠]
- x-------x
- | Y |
- | A B | A♠ 7♠ 5♠
- | Z |
- x-------x
-
-As Y has no other card to lead, B should refuse to part with the ace.
-Z cannot make the suit without two re-entry cards.
-
-
-TAKING OUT RE-ENTRY CARDS
-
-If you hold the commanding card of the adversary’s suit, endeavour
-to take out your opponent’s re-entry before the suit is cleared. It
-is equally important that you take out this re-entry card if you
-know that your partner has the command of the adversary’s suit. In
-extreme cases do not hesitate to sacrifice a king or queen in order
-to accomplish this purpose. When the dealer attempts to make a card
-of re-entry for an established suit, hold up a higher card in order
-to frustrate his scheme of play.
-
-
-
-
-THE DISCARD
-
-
-This part of the game merits much more consideration than a cursory
-knowledge of Bridge would suggest. The ordinary Bridge player is
-confused by the many difficulties attendant on discarding, and his
-cards are apt to be injudiciously thrown away. It would greatly
-simplify the discard if you were always to throw away your lowest
-card or to follow some other hard-and-fast rule; but, unfortunately,
-the discard is so affected by the particular situation and by the
-previous play as to preclude the possibility of establishing such a
-rule. When you advise the beginner to throw away a high card instead
-of a two spot, the situation appears to him hopeless; he fails to
-realise that at times high cards have little value, and, to obtain
-the lead, honours and even smaller cards must be properly protected.
-
-When opposed to the dealer, it should be your aim both to protect
-your hand and to give your partner information. As the eldest hand,
-your opening lead indicates strength or weakness; any subsequent
-discard is simply the card that you can best spare, and is not
-intended to convey any definite information. As the original
-leader, it is important that you know your partner’s suit, and this
-information he should convey to you by a recognised system of
-discarding decided on before beginning the game. Thus the discard
-from the strength or from weakness refers only to the first card
-thrown away by the younger hand.
-
-There are three methods of discarding used by Bridge players, each
-having the same object--to protect the hand and to give information.
-
- 1st. Strength both with a trump and at “no-trump.”
-
- 2d. Strength with a trump and weakness at “no-trump.”
-
- 3d. Weakness both with a trump and at “no-trump.”
-
-Some merit may be claimed for each; but there is a wide difference of
-opinion regarding the relative values of these discards. In Whist, as
-well as in Bridge, there has always been more or less discussion on
-this point. It can, however, be stated that the foremost authorities
-on Whist have uniformly agreed that with strength declared against
-you, the best discard is from your strong suit.
-
-
-THE DISCARD AGAINST A DECLARED TRUMP
-
-The great majority of Bridge players use the strength discard against
-a trump declaration, and there is little doubt that this is sound.
-It is imperative that you protect honours in the weaker suits, for
-rarely will your long suit be brought in against the dealer.
-
-The claim made by those who use the weak discard against a trump
-make is that it permits them to throw away a short suit, and thus
-eventually to establish a “ruff.” When a player is discarding from
-strength, this “ruff” can be obtained with equal facility by the
-proper use of the reverse discard.
-
-Without a doubt the weak discard should be used on a spade
-declaration that has been doubled either by you or your partner. In
-this case, trump strength is probably with you, not against you. The
-same argument cannot be used, however, on a doubled heart, diamond,
-or club, whereas spades may have been declared from weakness, the
-other declarations indicate trump strength.
-
-
-THE DISCARD AT “NO-TRUMP”
-
-The writer has placed himself on record as being in favour of the
-strength discard, and since doing so has seen nothing that would tend
-to change his views on this subject.
-
-A theory of good play may be so unfortunately worded as to convey a
-mistaken impression, and it is amusing to hear the various methods
-of discarding discussed by players of little experience; not long
-since, a hand was published to illustrate the loss of one trick by
-discarding strength, when an ace is first lost by bad play, and the
-discard so palpably wrong as to insult the partner’s intelligence.
-
-To those who have not taken the time to analyse hands thoroughly,
-the discard of a card that may possibly make, naturally seems the
-waste of a trick; but consider how seldom a suit, not led originally,
-is brought in against a “no-trump” make; remember that you do not
-expect to win on the adversary’s make, but only hope to minimise your
-loss, and that often in trying to save all the cards of your long
-suit, honours in the weaker suits are unguarded which, if properly
-protected, would have won tricks.
-
-An objection that is raised to discarding from weakness at
-“no-trumps” is that one discard does not positively show your
-strong suit. In many hands, to be sure, your partner can obtain the
-information from the cards in dummy, but at times, when one suit has
-been led and another discarded, your partner is left in doubt as to
-the suit to lead, and a wrong guess may result in serious loss.
-
-Again, the discard from weakness may betray your partner’s hand,
-by giving information that will enable the dealer to finesse
-successfully. The dealer is more likely to have strength in your
-weak, than in your strong suit.
-
-The discard from weakness is of no material help to your partner in
-discarding, as you may hold a high honour in your weak suit, while
-with the strength discard, your partner, when he is forced to protect
-his hand, does not fear to unguard honours in your suit.
-
-If you were to play a hundred deals of “no-trump” hands, making the
-first discard from the weak suit, and then replay the hands making
-the first discard from strength, the result would be overwhelmingly
-in favour of the strength discard. It is impossible to make the first
-discard from weakness uniformly without unguarding honours in the
-adversaries’ suits, and only the novice attempts to do so.
-
-To say that one should always make the discard from weakness or from
-strength is wrong both in theory and in practise. No hard-and-fast
-rule can be followed without loss. With confidence that an
-intelligent partner will read your discards, you can allow common
-sense and reason to dictate the occasions to deviate from the rule.
-
-You should aim first, to protect your hand; second, to give your
-partner information; and, third, to keep your long suit. In the
-majority of hands, it is immaterial whether you discard from strength
-or from weakness, but in those which show a difference, the strength
-discard does not in any hand lose more than one trick, while the
-loss occasioned by the discard from weakness varies from one to four
-tricks in a hand.
-
-If you use the strength discard and find it advisable in any
-particular hand to throw away your weak suit, you can always do so by
-using the reverse discard. This is also true when the weak discard
-is used, but, unfortunately, in the latter case, two cards from your
-strong suit must be thrown away.
-
-No matter what system of discarding you may use, occasionally a
-trick will be lost, but after an analysis of over ten thousand deals
-the writer is of the firm opinion that the discard from strength at
-“no-trump” will lose less than the discard from weakness.
-
-
-HINTS ON DISCARDING
-
-If three suits have been led or shown, do not attempt to discard from
-strength. You question your partner’s intelligence. If your only
-four-card suit contains but one honour, do not indicate strength
-unless you are particularly desirous of having that suit led to you.
-
-When you have no suit that you are anxious to show, discard from the
-suit led originally by your partner, or even, when it is obviously
-established, from the adversary’s suit. This implies that you have no
-strength to indicate, but you are protecting your hand.
-
-It is bad policy to discard all the cards of one suit, as it betrays
-any strength your partner may hold.
-
-As the younger hand, infer from your partner’s discards what suit he
-is guarding.
-
-When the dealer can lead through a king in your hand, try to keep it
-twice guarded.
-
-It would be unwise to discard from an established suit if you hold a
-sure re-entry card; as all you require is the lead, the best discard
-is from the suit containing the re-entry card.
-
-If you hold a tenace or strength in a suit over the dummy hand, it
-may be a better discard than your longest suit.
-
-When your partner has shown a four or five-card suit, don’t look to
-him for much further strength.
-
-Protect all four-card suits even if they are but to the nine or
-ten, and remember a jack or ten twice guarded will often block the
-dealer’s suit.
-
-Watch the dealer’s discards and protect the suit that he is saving.
-
-
-THE REVERSE DISCARD
-
-In discarding, the play of a high and then a lower card reverses
-the original meaning of the discard. If you adopt the strength
-discard, and wish to throw away your weak suit at “no-trump” do so by
-discarding first a high and then a lower card. If you use the weak
-discard and wish to protect your weak suits, discard first a high and
-then a lower card from your strong suit.
-
-The reverse discard may be used when it is shown that two discards
-can be made.
-
-
-DISCARDING BY THE DEALER
-
-The discard offers fewer difficulties to the dealer whose two hands
-reveal the suit that should be protected, and show the cards that can
-be conveniently spared.
-
-In a “no-trump” hand it is especially necessary to guard all weak
-suits; not forgetting that a four-card suit to the ten will often
-block the opponent’s lead.
-
-The second suit that they will open is often shown by the adversary’s
-discards; and this, too, will aid you to prepare a proper defence.
-
-When you hold trump strength discard losing cards from one hand on
-winning ones in the other.
-
-At times it may be necessary to discard high cards to unblock a suit
-and to protect honours in another suit.
-
-In discarding endeavour to conceal both your weakness and your
-strength; you may often mislead your opponents and tempt them to lead
-to your strong suit.
-
-
-
-
-THE DEALER’S PLAY
-
-
-The dealer’s play of the twenty-six cards is undoubtedly the most
-interesting that Bridge offers; the skilful management and keen
-perception required to combine the two hands against adversaries
-ready to take advantage of the slightest error, make this part of
-the game correspondingly difficult. With no partner to mislead, the
-dealer can use strategy to deceive the opponents, while he gains the
-same information from each adversary’s play as if he were the partner
-of both. His opportunities to draw inferences are almost innumerable,
-and give him occasional openings to prepare clever pitfalls for the
-unwary adversary.
-
-The opening lead--Is it from a long suit or a short suit? What
-honours are held by the original leader? What cards are placed by
-the third hand play? These are all questions that must be premised
-by a thorough knowledge of the correct leads and third hand play.
-In addition, the dealer must be familiar with the most advantageous
-play of the various combinations or cards, must locate honours by
-his adversaries’ discards and arrange the lead accordingly; must
-know how to unblock as well as how and where to make entry cards. A
-knowledge of trump management--to know when to lead and when not to
-lead trumps--is no small part of the dealer’s requirements.
-
-A hand that is well and quietly played merits commendation, which
-partner and opponents seldom hesitate to bestow.
-
-
-COMBINING THE HANDS OF DEALER AND DUMMY
-
-As dealer, whether you are playing a trump or a “no-trump”
-declaration, take a mental stock of the cards you hold early in the
-hand, and decide from which hand each combination should be led.
-
-Although at times it may be impossible to arrange the lead, it may be
-stated here that the advantages that accrue from the correct play of
-most combinations of cards, are obtained by invariably leading a suit
-from the weak to the strong hand; in most cases the high card from
-the weak.
-
-The four most important combinations and those that are held most
-frequently are:
-
- A Q J
- A K J
- A J 10
- K J 10
-
-
-ACE, QUEEN, JACK COMBINATION
-
-Perhaps with no one of these combinations can you so often gain
-tricks as by the correct play of ace queen jack.
-
-These cards may be held in four different ways.
-
- +------------------+-------------------+
- | _In One Hand._ | _In the Other._ |
- +------------------+-------------------+
- | A Q J | x x x |
- | A Q x | J x x |
- | A J x | Q x x |
- | A x x | Q J x |
- +------------------+-------------------+
-
-With this combination either in a trump or in a “no-trump” hand
-endeavour to catch the adversary’s king by leading the highest card
-from your weak hand toward the ace; if the king is not played second
-in hand you can lose nothing by taking the finesse; for when it is
-guarded in the fourth hand the king will win no matter how the cards
-are played. The advantage of leading the high card is that, if you
-retain the lead, you can again lead from the weak hand.
-
-Better results will, of course, be obtained if you hold ace queen
-jack ten, or even ace queen jack nine in the two hands; otherwise the
-adversary, by covering the honour led, may eventually establish a ten
-or nine against you.
-
-If you hold ace, queen, and two or three small cards in one hand and
-jack and small cards in the other, the best play of the combination
-is to lead a low card up to the ace queen; if the finesse is
-successful, the lead of the ace may capture a once-guarded king
-without establishing a ten or nine for the adversaries. But if pitted
-against weak players, on account of their well-known dislike of
-sacrificing a high card, the lead of the jack toward the ace queen is
-advisable.
-
-The number of cards in the suit will often influence you in taking or
-not taking the finesse. With eight cards or fewer in the two hands,
-the finesse is practically obligatory. With nine cards in the two
-hands, the finesse should usually be taken. With ten cards in the two
-hands, it is largely a matter of luck. With ace queen and jack in one
-hand and small cards in the other there is a slight percentage in
-favour of the finesse. Otherwise try to gain information by leading
-the highest card toward the ace, and if it is not covered, play the
-ace on the chance of finding the king alone.
-
-If you do not hold the jack it is a losing play to lead a queen
-toward the ace. This is a common mistake and should be carefully
-avoided.
-
-With ace, queen, ten and nine in the two hands, it cannot be
-considered altogether bad play to lead the queen toward the ace; but
-if this is done it may be necessary to take a finesse on the second
-round. The adversaries’ discards, however, will often show you how
-this combination should be played.
-
-
-ACE, KING, JACK COMBINATION
-
-This combination can be held in four different ways:
-
- +-----------------+-----------------+
- | _In One Hand._ | _In the Other._ |
- +-----------------+-----------------+
- | A K J | x x x |
- | A K x | J x x |
- | A J x | K x x |
- | K J x | A x x |
- +-----------------+-----------------+
-
-With the first arrangement of this combination the lead should come
-from the weak hand and the jack should be played. In the second the
-jack may be led from the weak hand toward the ace king; although
-unless you also hold the ten, little can be gained by this play, for
-if the adversary covers the jack with the queen, as he should, the
-ten will be established against you. In the two remaining cases a low
-card should be led up to the jack.
-
-With each of these combinations, unless you hold nine cards or more
-in the combined hands, the finesse should be taken.
-
-With ace jack in one hand and the king in the other, or with king
-jack in one hand and ace in the other, unless you also hold the
-ten of the suit, do not lead the jack toward the ace; for if the
-adversary covers the jack with the queen, the ten is established
-against you.
-
-If you hold nine cards in the two hands it is not sound play to
-finesse; with but four cards against you the queen will probably fall
-in two rounds of the suit.
-
-
-ACE, JACK, TEN COMBINATION
-
-These cards may be held in four different ways:
-
- +------------------+------------------+
- | _In One Hand._ | _In the Other._ |
- +------------------+------------------+
- | A J 10 | x x x |
- | A J x | 10 x x |
- | A 10 x | J x x |
- | A x x | J 10 x |
- +------------------+------------------+
-
-As there are two high cards against this combination, you must take
-a double finesse. The play is similar to that given for the previous
-combinations. Lead the high card from the weak hand, and, unless it
-is covered, pass the trick; then wait until the suit can again be led
-from the weak hand, and take a second finesse.
-
-
-KING, JACK, TEN COMBINATION
-
-There are three ways in which these cards may be held:
-
- +------------------+-----------------+
- | _In One Hand._ | _In the Other._ |
- +------------------+-----------------+
- | K J 10 | x x x |
- | K J x | 10 x x |
- | K x x | J 10 x |
- +------------------+-----------------+
-
-In each of these cases the play is practically the same; lead the
-highest card from the weak hand and finesse. If by the finesse you
-succeed in forcing the ace, wait until the suit can be led through
-the queen.
-
-If you hold this combination with nine or more cards of the suit, it
-is often difficult to determine whether a finesse should or should
-not be taken; if you play the king and it wins the first trick, you
-may drop both ace and queen on the next lead.
-
-
-MISCELLANEOUS COMBINATIONS
-
-If you hold a sequence of three high cards in the combined hands,
-while, of course, it is better form to lead from the weak hand,
-it makes but little difference from which hand the suit is led.
-Therefore, if you cannot conveniently place the lead, do not hesitate
-to lead from the strong hand. Should you, however, hold a sequence
-of two high cards in one hand with small cards in the other, for
-instance:
-
- +------------------+-------------------+
- | _In One Hand._ | _In the Other._ |
- +------------------+-------------------+
- | K Q x | x x x |
- | Q J x | x x x |
- +------------------+-------------------+
-
-it is always advisable to lead from the weak hand. Should the queen
-win in the first combination, wait until you can again lead the suit
-from the weak hand.
-
-
-COMBINATIONS TO BE AVOIDED.
-
- +------------------+-----------------+
- | _In One Hand._ | _In the Other._ |
- +------------------+-----------------+
- | Q x x | A x x |
- | J x x | A x x |
- | Q x x | K x x |
- | J x x | K x x |
- | J x x | Q x x |
- | K x x | x x x |
- +------------------+-----------------+
-
-A suit containing a single honour or one with a single honour in
-each hand should be avoided. There is a difference of one or two
-tricks in each of these combinations dependent on whether you or the
-adversaries open the suit. When it is an advantage to have a suit
-led by the opponents, endeavour, by throwing the lead, to force your
-adversaries to lead the suit to you.
-
-
-ARRANGING THE LEAD
-
-Assuming that you understand how to play the various combinations of
-cards, it becomes necessary, as soon as the opening lead has been
-made, to plan a well-defined scheme of play.
-
-Do not hesitate to pause a few moments to study thoroughly the two
-hands, so that you can play quickly and intelligently. Be assured
-that when you play a hand with a vague, uncertain feeling, you are
-playing it badly. Many a hand is ruined by careless and hasty play to
-the first trick.
-
-In a “no-trump hand” this first trick is often of great importance.
-Before you touch a card in the dummy decide for which suit you wish
-to play, from which hand it should be led, and in which hand you need
-an entry card.
-
-In mapping out your play of a trump hand, try first to infer whether
-the lead is from a long or a short suit; then decide whether or not
-you should lead trumps, and if so, from which hand you should lead
-them; and looking ahead still further, place an advantageous lead for
-your long suit.
-
-
-FINESSING
-
-It has already been stated that with certain combinations in the
-two hands, you should finesse, and that you can do so, unless you
-hold great length in the suit with but small chance of loss. When a
-finesse goes against you, it is due to an unfortunate distribution
-of the cards and not, as one is apt to feel, to your own bad play.
-However, the subject of finessing, in common with all other parts of
-Bridge, requires a knowledge of the particular situation, and there
-are many occasions when it is unwise to finesse.
-
-It would be bad play to finesse deeply in trumps when it is evident
-that your adversaries can “ruff” a suit, or that a “cross-ruff” is
-imminent. It may be important that you have two, or even three
-rounds of trumps. The finesse may gain one trick, whereas if it goes
-against you, and the adversaries “ruff” your good cards, you may lose
-several tricks.
-
-In a “no-trumper,” if your opponent has an established suit, be
-careful not to take a finesse, which, if it loses, will afford the
-adversary an opportunity to make his established suit. It is much
-better play to finesse against this player, especially if you know
-that the other adversary has no card of his partner’s suit.
-
-As dealer, you should be careful about taking a finesse, which, if
-it loses, will block your suit, and allow your adversary to take out
-your card of re-entry.
-
-If you hold a guarded honour in the suit originally led by the
-adversary, do not take a finesse, which, if it loses, will allow your
-right-hand adversary to lead through this honour. The entire suit may
-be made against you.
-
-If you hold the king of a suit once or twice guarded in one hand, and
-only small cards of that suit in the other, do not take a finesse,
-which may allow the adversary to lead through this king.
-
-If you have a strong hand and a weak dummy you would, of course,
-prefer that the lead come up to you. Therefore, take your finesse, so
-that if it loses, you will have, at least, this advantage.
-
-With ace, king, and jack in one suit, and especially if these cards
-are all in one hand, it is often good play to take one round of the
-suit before attempting a finesse. The fall of the cards may help you
-to locate the queen.
-
-When you hold eight cards to the ace, king, and jack in the two
-hands, the adversary’s queen is frequently unguarded. Finessing
-then becomes a question of the score and of the possible loss that
-an unsuccessful finesse would entail. You should risk the loss of a
-trick in order to win the game, provided the loss of a trick does not
-lose the game. If the game cannot be won, and it is merely a question
-of winning or not winning the odd trick, do not finesse. That one
-trick may prevent the adversaries from winning the game on the next
-deal.
-
-
-THE FINESSE OBLIGATORY
-
-This is an arbitrary finesse, which is often forced upon you, when,
-unless the cards of a suit are in a certain position, there is no
-possibility of winning. Perhaps the best way of defining the finesse
-obligatory is to give an example showing the position as it most
-frequently occurs:
-
- K♠ 7♠ 3♠
- x-------x
- | Y |
- | A B |
- | Z |
- x-------x
- Q♠ 9♠ 8♠ 6♠ 5♠
-
-“Z” is the dealer, and leads a low card to the king in dummy, which
-wins the first trick. The suit is returned, the ace being marked with
-“A.” If “A” holds both ace and knave, no matter how the dealer plays,
-“A” must win two tricks. Unless the knave is in “B’s” hand, and “A”
-holds the singleton ace, the adversary must win two tricks. The
-dealer should, therefore, play his lowest card, not the queen.
-
-
-WATCHING THE DISCARDS IN ORDER TO LOCATE FINESSES
-
-The amount of information to be gained from the adversary’s discards
-is apt to be underestimated. Careful notice of the discards,
-particularly in a “no-trump” hand, will often help you to locate
-honours and to determine where a finesse should be taken; moreover,
-it will simplify the end play, show you chances to throw the lead,
-and give you opportunities to force the opponents to lead up to your
-hand.
-
-If the king of your long suit is against you and on the wrong side,
-it will probably make, but this is not true of the queen. If you hold
-in the two hands ace king, jack or ace king jack, ten of a suit,
-unless you can place the queen, you are compelled to guess where to
-take the finesse. If, however, you can advantageously lead another
-suit try to force the adversaries to discard, one will undoubtedly
-protect the queen of your suit, and the other, not knowing perhaps
-that you are trying to gain information, will probably discard from
-his weak suit; the discard thus enabling you to finesse successfully.
-
-This information can often be similarly obtained in a trump hand by
-leading an extra round of trumps. If, however, you are forced to lead
-the suit without any knowledge of the situation, lead a card which
-will tempt your adversary to cover; for instance, holding ace x x in
-dummy with king jack ten in your own hand, lead the jack. If the jack
-is not covered, it is often good play to take the first trick with
-the ace, and, on returning the lead, to play the ten. As the jack was
-not covered you infer that the queen is held by the other adversary.
-
-If you have no finesse in your suit, it often pays to give the
-adversaries a chance to make a finesse possible for you. For
-instance, with A x x in dummy and K 10 9 in your own hand, unless
-both queen and jack are unguarded, or unless you can tempt them to
-play badly, the adversaries must make one trick in the suit. The play
-is to lead the ten, for if it is covered, either with jack or queen,
-you have the advantage of a finesse on your return of the suit.
-
-
-SECOND HAND PLAYS
-
-Showing the play of the different combinations between dealer and
-dummy. In each case a small card is led and the second hand is the
-hand that is led through:
-
- +--------------+---------------+------------------------+
- | _2d Hand._ | _4th Hand._ | _Play._ |
- +--------------+---------------+------------------------+
- | A K x | J x x | K, or Low |
- | A K x | 10 x x | K (T) Low (NT) |
- | A Q x | J x x | Low |
- | A Q x | 10 x x | Low |
- | A Q x | x x x | Queen (T) Low (NT) |
- | 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) King (NT) |
- | 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) King (NT) |
- | K x | J x x | Low |
- | K x | Q x x | Low (T) King (NT) |
- | 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) Queen (NT) |
- +--------------+---------------+------------------------+
-
- (T) with a declared trump.
- (NT) at no trump.
-
- +--------------+---------------+------------------------+
- | _2d Hand._ | _4th Hand._ | _Play._ |
- +--------------+---------------+------------------------+
- | A K x | J x x | K, or Low |
- | 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 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 |
- +--------------+---------------+------------------------+
-
-
-
-
-MANAGEMENT OF TRUMPS BY THE DEALER
-
-
-The surest test of a player’s skill is the ability he displays in
-handling trumps. Habits that are wrong in theory are frequently
-formed, and errors in judgment are common in the trump management.
-The difficulties are as numerous as the combinations are varied. Only
-general rules can be given, and the constantly changing situations
-must be met by the skill and originality of the player.
-
-
-WHEN TO LEAD TRUMPS
-
-One of the first points for the dealer’s consideration is the
-advisability of the trump lead. As he usually holds the balance of
-trump strength in the combined hands, generally speaking the dealer
-should lead trumps.
-
-A common excuse for avoiding the trump lead is that the hands contain
-no long suit; if this is true, why not try to establish your trump
-suit? If you hold five trumps in one hand, the chances are that
-three rounds will leave you with two long trumps and the adversaries
-powerless to “ruff” any high card you may hold; by refusing to lead
-trumps you may enable the opponents to “overruff” your strong
-hand and make their trumps separately. It may be to your advantage to
-have the other suits led by the adversaries and your trump lead will
-often force them to do this.
-
-At times you will have the choice of two ways of playing the hand.
-One, to trump losing cards in your weak hand; the other to exhaust
-trumps and discard your losing cards on the commanding cards of a
-long suit. If your trumps are strong and your long suit established,
-the trump lead is preferable. With an established suit and high
-trumps against you, postpone the trump lead until you have allowed
-your weak hand to “ruff” the losing cards.
-
-However, with five trumps in the strong and four in the weak hand,
-as you will probably exhaust trumps in two rounds, it is safer to
-lead the trumps first. You can then “ruff” in your weak hand without
-danger of being “overruffed.”
-
-If you hold seven or more trumps in the combined hands, do not make
-the fact that your strong hand has been forced an excuse for not
-leading trumps. If you are protected in the adversaries’ suit and
-can lead the trumps advantageously from the weak to the strong hand,
-always lead them.
-
-To lead trumps with this number is the rule, not the exception, but
-occasionally when they cannot be led from the weak hand it is better
-to make as many trumps as possible by “ruffing.”
-
-
-WHEN NOT TO LEAD TRUMPS
-
-Perhaps the simplest rule that can be given is, do not lead trumps
-when there is a short side suit in the weak trump hand. You will
-obviously gain by trumping losing cards in the weak hand.
-
-As it often requires two rounds to exhaust the short suit in the weak
-hand, try not to show your intention too clearly, or the adversaries
-will circumvent your scheme of “ruffing” by a trump lead. Remember,
-also, that you cannot obtain the “ruff” unless you hold, or can make,
-an entry card in your strong hand.
-
-When your combined hands contain fewer than seven trumps, the balance
-of strength is with the adversaries, and, in this case, unless your
-trumps or side suits are exceptionally strong, avoid the trump lead.
-
-With but six trumps and an established suit against you, it would
-be dangerous to lead trumps. One adversary must hold at least four
-trumps, and it may be that all the remaining trumps are in one hand.
-The trump lead would only help the adversaries to make their suit.
-
-When the commanding trump is against you, endeavour to discard your
-losing suit cards from one hand on winning ones in the other before
-you give up the lead.
-
-
-UNBLOCKING THE TRUMP SUIT
-
-As dealer, be careful to lead your trumps in such a manner that you
-will not find it impossible to continue the lead. The simplest method
-of unblocking the trump suit is to lead or play the high trumps from
-the shorter hand.
-
-Occasionally to avoid blocking the suit, it will be necessary to
-“ruff” with a high instead of a lower trump. For instance, with ace
-and ten of trumps in dummy and king, queen, jack, nine and eight in
-your own hand, if you “ruff” with dummy’s ten, you will block the
-trump suit; even a temporary discontinuance of the trump lead may
-result in loss.
-
-When you lead the queen toward the ace, holding the ace, jack, ten,
-nine, seven in one hand and queen, eight, four in the other, you must
-provide for the possible necessity for leading three times through
-the king by playing the nine of trumps on the queen lead. A careless
-play of the seven may make it impossible to capture the adversary’s
-king.
-
-
-NOT FORCING YOUR STRONG TRUMP HAND
-
-The greatest weakness and the most expensive fault in the beginner’s
-game is his predilection for trumping in the strong trump hand. When
-trumps are hopelessly against you, it may be necessary to make what
-you can by ruffing, but with the advantage of the make, you are
-seldom compelled to play a defensive game. When you needlessly force
-your strong hand to trump, you reduce your power to exhaust the
-adversaries’ trumps, to establish your suit, and to be left with the
-last trump--which is, par excellence, the dealer’s game.
-
-To trump in the weak hand is always advisable, nor can any objection
-be raised to a “cross-ruff,” but force your strong hand only as a
-last resource.
-
-If you hold the losing one of two remaining trumps, try to force
-the winning trump from the adversary’s hand; to force your own hand
-instead will materially prejudice your chance of making a suit.
-
-
-LEADING TRUMPS TO PREVENT A RUFF
-
-When it is apparent that one adversary can “ruff” a suit, or when a
-“cross-ruff” is imminent, it is important that you guard against such
-a contingency by at least two rounds of trumps. Of course, if you
-hold the commanding trump, this presents no difficulties; but, when
-the winning trump is with the adversary, you should try to tempt him
-to hold it up second in hand by refraining from a high card lead. For
-instance, with queen and seven of trumps in one hand and king jack
-ten nine eight in the other, lead the seven instead of the queen.
-
-If your trumps are in sequence you can often obtain two rounds by
-leading the lowest of your sequence rather than the highest card.
-
-
-WHEN TO DRAW THE REMAINING TRUMPS
-
-When you are left with but one remaining trump, and that the
-commanding one, usually lead it to draw the losing trumps.
-
-When there are but two other remaining trumps, trust that your trump
-lead will find them divided. If you have reason to know that both are
-in one hand, one must of course make; but lead the commanding trump,
-so that _but_ one _can_ make.
-
-With the best trump in your hand and one against you, it is only in
-critical situations that you should refrain from drawing the losing
-trump. For instance, when the adversaries hold an established suit
-and the commanding card of your suit, it is a better play to clear
-your suit and then refuse a force until the adversary who holds the
-remaining trump cannot lead his partner’s suit. Take care, however,
-to accept the force at the right time, for a delay in trumping may
-allow the adversary to discard a losing card of your suit.
-
-
-DISCONTINUING THE LEAD OF TRUMPS
-
-There are many positions difficult to define when it is advisable to
-discontinue the trump lead. An obvious case is when the commanding
-trump is against you and the lead would entail your loss of two
-trumps for one card, which the adversary must make in any case. The
-best play is to force the adversary to “ruff” with the high trump,
-for then your trumps may make separately.
-
-When you hold but two trumps with two against you, be careful about
-taking the third round of trumps when your adversaries hold an
-established suit; if the trumps are divided no doubt the lead will
-save a trick; but you risk finding both trumps in one hand, in which
-case the adversary will draw or force your remaining trump and make
-his suit. The trump lead cannot win more than one trick and it may
-lose several.
-
-With three remaining trumps, if your suit is established, the third
-round should always be taken. Should you find after one or two rounds
-that the trumps are banked in one hand against you, it is, as a rule,
-better to force the opponent’s hand than to continue the trump lead.
-This gives you the long trump, which is no inconsiderable advantage.
-
-The adversaries’ high trumps are sometimes placed after one round, so
-that it may be advisable to discontinue the trump lead temporarily
-until you can lead to better advantage from the weaker hand.
-
-When you hold the commanding card of each side suit and do not wish
-the lead of your long suit to be interrupted, it is good play to
-lead the losing trump. If, however, you are not in a position to
-win any card the adversary may lead, it is better play to force the
-commanding trump.
-
-
-WHEN TO TRUMP
-
-If the adversary attempts to force your strong hand, it is usually
-advisable to accept the force. Only in rare cases does it pay to
-allow the opponent to continue the lead of his established suit.
-
-At times you can afford to give the adversary one trick, knowing
-that, on the next lead, your weak hand can take the “ruff.”
-
-With two trumps against you it is often good play to discard rather
-than to “ruff” with the commanding trump. But to gain by your play,
-you should hold a certain entry card in the suit that the adversary
-must lead.
-
-With one trump against you, do not use your one remaining trump until
-the leader’s partner is exhausted in the leader’s suit.
-
-If the adversary leads a suit which you can trump in either hand, the
-“ruff” should invariably be taken in the weak hand, and a discard
-made in the strong one.
-
-You are sometimes in a position to know that if you trump, your
-adversary will overtrump. When the best card is led, it is usually
-good play to trump immediately and if possible with a card which will
-not unguard an honour in your own hand, but will force a high card
-from the opponent. If a suit is led, of which you hold the commanding
-card in the opposite hand, your best defence is to take a discard,
-which will prevent the adversary from making a high card later in
-the hand. If you can make no advantageous discard, your best play
-is to trump, especially if the trumps in your combined hands are in
-sequence, for, if the adversary wins the trick, his high trump will
-probably make in any case.
-
-
-OVERTRUMPING
-
-It is only the experienced player who can resist the temptation to
-overtrump. The beginner jumps at every trick without realising that
-he can often gain by waiting. Overtrump when your hand is weak and
-your trumps low; but, if overtrumping takes out your only high card
-in the trump suit, especially if it is the commanding trump, it is
-nearly always better to discard. Your winning trump is bound to make,
-and it is better play to throw away a suit that you can ruff later
-with one of your small trumps.
-
-Frequently by overtrumping you make it easy for the adversary to
-draw your remaining trumps, which, had you not weakened your hand,
-he would be powerless to do. For instance, where you hold the best
-and the fourth best trump, with the second and third best in your
-adversary’s hand, should you overtrump, your adversary will, of
-course, be in a position to catch your smaller trump, while by
-refusing the trick you retain the extra trump and are enabled to draw
-the adversary’s last trump.
-
-
-RE-ENTRY CARDS
-
-It is of little use to establish a suit unless it is possible to get
-the lead in the hand that contains it; therefore, the reservation
-of a re-entry card in the hand that has the long suit is of great
-importance. A preferable re-entry is, of course, the last trump or
-trumps.
-
-Arranging the trump lead so that the last round will be taken in the
-desired hand is often a necessary precaution.
-
-After the adversaries’ trumps are exhausted, you may be compelled to
-place the lead in the opposite hand by an extra round of trumps, and
-often it is necessary to trump with a high card, saving the low trump
-to lead to the opposite hand.
-
-It not infrequently happens that in order to get the lead in the
-opposite hand, you are forced to trump your own commanding card.
-
-
-FORCING DISCARDS
-
-Should you find as dealer that you have a losing card and a number
-of winning trumps, always lead the trumps to give the adversaries a
-chance to make an error in discarding.
-
-If the adversary holds the ace, dummy the king, and you a singleton
-of a suit, your hand otherwise consisting of long trumps and
-established cards, by first leading the singleton you may tempt the
-second hand adversary to hold up the ace; while if you lead the
-established cards, the adversaries can count your hand and will make
-no such mistake.
-
-Whenever you hold but six or seven cards of a suit in the combined
-hands, endeavour to make your adversaries discard before you indicate
-any strength. You will find that many times the discards will
-necessarily benefit your hand.
-
-With two or three remaining trumps in your hand, you should lead at
-least two rounds of trumps before opening the suit of which you have
-but six cards. An example of the situation is given below:
-
- K♣ 8♣ 6♦
- 6♠ 5♠ 4♦
- x-------x
- | Y |
- | |
- | Z |
- x-------x
- A♣ Q♣ 5♣ 3♣
- 9♥ 7♥
-
-In this case hearts are trumps. The dealer is left with the two
-remaining trumps, and holds in his combined hands but six clubs.
-Should the clubs be led before the trump suit, the adversaries would
-be left with the commanding club. The dealer should play his two
-trumps to force discards from his opponents’ hands before he opens
-the club suit.
-
-With four or five long trumps, when but one other suit has been
-opened, you will almost invariably gain tricks by forcing the
-adversaries to discard. Any error they may make in selecting the
-suit to protect may enable you to take tricks with cards that would
-otherwise be valueless.
-
-
-THROWING THE LEAD
-
-The disadvantage of the lead is at times most apparent, and you can
-often gain by forcing your adversary to lead a suit which you cannot
-well afford to open.
-
-When there are tricks that the adversaries must win, try to make this
-necessity a benefit to your hand.
-
-Occasions for throwing the lead arise most frequently in the end
-play; there are the nice situations where you gain the advantage of
-position by leading a losing trump or suit card.
-
-However, situations where it is advisable to throw the lead are so
-frequent and varied in occurrence throughout the _entire_ play that
-the subject can only be treated in a general way. Perhaps covered by
-one suggestion; when you cannot lead a suit advantageously, try to
-force the adversary to lead it to you.
-
-
-
-
-THE DEALER’S PLAY OF A “NO-TRUMP” DECLARATION
-
-
-As soon as the hand has been opened, make a comprehensive examination
-to determine the possibilities of your combined hands. Are you strong
-enough to win the game? Can you win the odd trick? Shall you be able
-to save the game?
-
-With no other possibility in the hand, make a determined effort to
-save the game. If you are weak in one suit and hold the command
-of the suit that is opened, your danger may lie in allowing the
-adversaries to retain the lead.
-
-When you hold an established suit, you cannot but gain by forcing the
-opponents to discard; they may unguard honours in their weaker suits
-or give you information that will locate high cards.
-
-Do not forget that your strength is in your long suit, and that you
-are often dependent on your other high cards to establish this suit.
-To the mind of the novice, the loss of the lead is a calamity, and he
-will often lead all his high cards, leaving the command of his own
-suit, as well as of the others, with the adversaries.
-
-Remember that it requires no skill to make aces and kings, and that
-your goal in a “no-trump” hand must be the establishment of the small
-cards of your long suit.
-
-With fair possibilities in the hand, ascertain before you play a card
-from dummy, first: which is your longest suit; second, how can it
-be most advantageously led; and, third, in which hand there is the
-greater need of an entry card.
-
-
-CHOICE OF SUITS
-
-There is no rule so necessary to good play as that of retaining the
-control of the shorter suits and playing to establish the longest
-suit in the combined hands. Do not let the fact that your long suit
-contains but a few high cards discourage you--the lead can entail but
-small loss as the commanding cards would probably make in any case.
-
-When, as frequently happens, your combined hands contain two suits of
-equal length, make a careful selection of the suit to be played for.
-
-When the ace of one suit and the king or the queen of the other are
-against you, play for the suit of which the adversary holds the ace.
-The ace must win, while the fuller information that comes later in
-the hand may enable you to catch the king or queen by a finesse.
-Then you can better afford to discard from a suit headed by the ace
-than from a suit in which an honour must be protected. Moreover, you
-deprive the adversary of a sure re-entry card.
-
-With two suits of equal length, be careful not to play for one in a
-hand that contains no re-entry card.
-
-When you hold two suits of equal length, it is usually wise to play
-for the suit that is exposed on the table and conceal the strength in
-your own hand. In other words, don’t give the adversaries unnecessary
-information.
-
-In choosing between two suits select the one that will gain you the
-greater number of tricks. For instance, when you hold two eight-card
-suits, one divided five and three and the other four and four, there
-are clearly more tricks to be made in the former.
-
-Be cautious about playing for a suit of no more than seven cards, for
-you will often find the remaining cards most unequally divided. When
-you hold but six cards in the combined hands the balance of strength
-is with the adversaries, one of whom must hold at least four cards.
-Try to force your opponents to discard before you indicate strength
-in six- or seven-card suits.
-
-With two entire suits against you, you cannot afford to lose the
-lead. Make what tricks you need to save the game and pin your hope on
-successful finesses.
-
-With but one suit against you, do not fear to establish your long
-suit. It is not so dangerous to give up the lead when you hold a
-protection in the suit led originally. The adversary, not knowing
-your weakness, will probably return the original lead.
-
-
-KEEPING THE COMMANDING CARD OF THE ADVERSARIES’ SUIT
-
-As a general rule, do not part with the command of the adversaries’
-suit until one adversary is exhausted in the suit, and therefore
-unable to return his partner’s lead; unless the original leader has
-a sure card of entry you may be able to prevent this player from
-getting into the lead. Usually do not refuse to take a trick with a
-king or queen when the higher card or cards have not been played. The
-adversaries may lead through and capture a single guarded honour.
-
-If you find that there is another entire suit against you, it pays to
-take the first lead and make what tricks you can in the two remaining
-suits. Even in some rare cases, the play of a well-guarded king in
-dummy is the one chance to make or save the game.
-
-Sometimes the cards of your long suit will be so unfortunately placed
-that the continued lead would establish it for the adversaries. In
-this situation, keep the command of that suit, and make a bid for
-better luck in establishing another.
-
-Unless there is no possibility of losing the game, do not hesitate to
-take the first lead whenever you are assured of a sufficient number
-of tricks to win the game.
-
-Often by taking the first trick you promote the value of another card
-in your own hand or in dummy. In other words, you temporarily give up
-the control, with the knowledge that you will eventually hold the
-master card of the opponents’ suit.
-
- J♠ 8♠ 2♠ 10♠ 8♠ 6♠ 4♠
- x-------x x-------x
- | Y | | Y |
- | A B | | A B |
- | Z | | Z |
- x-------x x-------x
- A♠ 3♠ A♠ 5♠
-
-
- 10♠ 9♠ 2♠
- x-------x
- | Y |
- | A B |
- | Z |
- x-------x
- A♠ J♠
-
-In these cases, by taking an honour led or played, the dealer can
-eventually stop the adversaries’ suit.
-
-At times, if you take the first trick, the suit will be protected,
-provided it is not led by your right-hand adversary.
-
- 4♠ 3♠ 7♠ 6♠
- x-------x x-------x
- | Y | | Y |
- | A B | | A B |
- | Z | | Z |
- x-------x x-------x
- A♠ 10♠ 8♠ 2♠ A♠ J♠ 5♠
-
-In these two cases, if an honour is led, the first trick should be
-passed. If a low card is led and an honour played, the first trick
-should be taken. Otherwise the opponent may immediately lead through
-your hand.
-
-Holding the king, queen, and a small card of the adversaries’ suit,
-you are assured of at least one trick, with the possibility of two,
-but remember, if you take the first trick, your hand may be led
-through; it is often safer to win the third round than the first.
-
- Q♠ 8♠ 6♠ 4♠
- x-------x x-------x
- | Y | | Y |
- | A B | | A B |
- | Z | | Z |
- x-------x x-------x
- K♠ 5♠ 2♠ K♠ Q♠ 3♠
-
- 5♠ 2♠
- x-------x
- | Y |
- [6♠] | A B | Q♠
- | Z |
- x-------x
- K♠ J♠ 3♠
-
-Should you win the first trick in any one of these cases, endeavour
-to prevent your right-hand adversary from obtaining the lead.
-
-When the adversaries can take two tricks in your long suit, it is
-better to win the first and third than the first and second tricks in
-their suit.
-
- J♠ 6♠ 3♠
- x-------x
- | Y |
- | A B |
- | Z |
- x-------x
- A♠ Q♠
-
-In this case a low card is led, and you can win the first trick with
-the queen. By doing this you are forced to take the first and second
-rounds. If you take the first trick with the ace, your queen will be
-sacrificed to the king, but your jack controls the third round.
-
-Unless there is another suit against you, it is safer to win the
-second and third tricks of the adversaries’ suit than the first and
-third.
-
- K♠ 7♠ 2♠
- x-------x
- | Y |
- | A B |
- | Z |
- x-------x
- A♠ 4♠
-
-Should you wait to win the second trick with the ace, there is a
-chance that your right-hand adversary will be exhausted in the suit,
-and unless the original leader has two cards of re-entry his suit
-cannot be made.
-
-
-RE-ENTRY CARDS
-
-Clear your long suit before you take out your card of re-entry is a
-simple rule that is often violated. When you have made the “no-trump”
-declaration, any possible re-entry in the dummy hand should be
-used to bring in a suit or to lead a suit advantageously from the
-weak hand. In fact, much of the success of a “no-trump” hand depends
-on the dealers’ skill in saving and making re-entries in the weaker
-hand.
-
-A re-entry may be an ace or a three. It may be the master card of
-your long suit or a guarded honour in the adversaries’ suit.
-
-When you can win the original lead in either hand, consider well the
-question of re-entries before you touch one of dummy’s cards.
-
-Save all possible re-entry cards, remembering that often in order to
-gain any material advantage from a finesse you must be in a position
-to lead twice from the weak hand.
-
-For instance, holding any one of the following combinations:
-
- Q♠ J♠ K♠ J♠ K♠ Q♠
- x-------x x-------x x-------x
- | Y | | Y | | Y |
- | A B | | A B | | A B |
- | Z | | Z | | Z |
- x-------x x-------x x-------x
- A♠ K♠ 5♠ A♠ Q♠ A♠ 4♠
-
-In order to make an entry card in the suit led originally, it may
-occasionally be necessary to overtake a card played by the dummy.
-
-When your long suit is blocked, try to establish an entry card before
-you make the situation clear to the opponents. Otherwise they will
-not allow you to enter and make your suit.
-
-If you hold four cards of a suit in each hand, it may be possible to
-obtain the lead twice in one hand. For instance, holding
-
- K♠ 7♠ 5♠ 3♠
- x-------x
- | Y |
- | A B |
- | Z |
- x-------x
- A♠ Q♠ 8♠ 2♠
-
-If you lead the deuce and play the king, you have deprived dummy of
-the only entry card in the suit. If, however, you lead the eight,
-dummy’s seven will probably be the master card on the fourth round.
-Such a re-entry is often of great assistance in opening the next suit.
-
-When you hold a nine-card suit divided five and four, it may be
-necessary to use both the third and fourth rounds of the suits as
-re-entries to lead another suit advantageously. This is a chance for
-good play that is often overlooked in the pleasure of making a long
-suit.
-
- Q♠ 7♠ 5♠
- x-------x
- | Y |
- | A B |
- | Z |
- x-------x
- [K♠] 8♠ 4♠
-
-When dummy’s re-entry is a guarded king or queen, and you have no
-means of knowing the position of the ace, try to establish this
-re-entry by sacrificing a high card from your own hand.
-
- J♠ 6♠ 3♠ J♠ 5♠ 3♠
- x-------x x-------x
- | Y | | Y |
- | A B | | A B |
- | Z | | Z |
- x-------x x-------x
- A♠ Q♠ 2♠ K♠ Q♠ 2♠
-
-In both of the examples given above, the dealer to make a re-entry
-card for the dummy should sacrifice a high card from his hand.
-
-
-UNBLOCKING
-
-There is frequent necessity in the dealer’s play for ridding one
-hand of high cards in order not to interrupt the lead of smaller
-cards from the other hand. It is well to look ahead and prepare for
-this contingency, for often in the middle of a hand you will quite
-unexpectedly find that unblocking will enable you to make small cards
-that the adversaries have made good by reckless discarding.
-
-When you hold more cards of a suit in one hand than in the other, you
-can invariably prevent blocking, if you lead or play the high cards
-from the shorter hand. At times a suit may be unblocked by discarding
-the winning card or cards from one hand, but the first rule covers
-the majority of cases where there is necessity for unblocking.
-
- J♠ 9♠ 8♠ 2♠
- x-------x
- | Y |
- | A B |
- | Z |
- x-------x
- A♠ K♠ 7♠ 4♠ 3♠
-
- 10♠ 8♠ 2♠
- x-------x
- | Y |
- | A B |
- | Z |
- x-------x
- A♠ K♠ 7♠ 6♠ 4♠ 3♠
-
-In both of the above examples the dealer, holding nine cards of a
-suit in the combined hands, hopes to catch the queen by leading the
-ace and king. Blocking in these cases can be avoided by retaining the
-lowest card in the dummy hand.
-
-When you hold but one re-entry card, be careful not to take a
-finesse, which will block your suit.
-
- K♠ 10♠ 7♠ 5♠ 3♠
- x-------x
- | Y |
- | A B |
- | Z |
- x-------x
- A♠ J♠
-
- Q♠ J♠ 10♠ 7♠ 4♠
- x-------x
- | Y |
- | A B |
- | Z |
- x-------x
- A♠ 8♠
-
-In the above examples dummy is supposed to hold one re-entry card in
-another suit. Should the dealer make an unsuccessful finesse, the
-adversary will at once take out the re-entry card, and the suit,
-being blocked, cannot be made.
-
-
-OVERTAKING
-
-It not infrequently happens on the initial opening of a hand that
-you have the option of winning the trick either in your own hand or
-in dummy; if you find that your cards of the suit led are all of
-equal value it is essential that you consider the advisability of
-overtaking a trick that you have already won.
-
-With no re-entry in a hand, overtaking is often the only means of
-making a suit.
-
- K♠ J♠
- x-------x
- | Y |
- | A B |
- | Z |
- x-------x
- A♠ Q♠ 8♠ 6♠ 4♠
-
- K♠ Q♠
- x-------x
- | Y |
- | A B |
- | Z |
- x-------x
- A♠ J♠ 8♠ 7♠ 4♠
-
-In the above examples, if the dealer holds no re-entry card, he must
-overtake one of dummy’s high cards in order to make the suit.
-
-The adversary will often attempt to block the dealer’s lead by
-holding up the winning card until one of the dealer’s hands is
-exhausted in the suit. Whenever this is the apparent object of
-the adversary, you can still continue and establish your suit by
-overtaking the last card from the shorter hand.
-
- Q♠ J♠
- x-------x
- | Y |
- | A B |
- | Z |
- x-------x
- K♠ 10♠ 9♠ 7♠ 4♠ 3♠
-
- K♠ J♠
- x-------x
- | Y |
- | A B |
- | Z |
- x-------x
- Q♠ 10♠ 9♠ 7♠ 3♠
-
-In the above examples, if the dealer holds but one re-entry card he
-must overtake the second lead. Otherwise, if the adversary holds up
-the ace, the dealer must use his re-entry card to establish the suit,
-which he can then never make.
-
-Overtaking is not confined to the dealer’s play, and it is much more
-difficult for the adversaries to determine when to resort to this
-strategy. As a rule, when the dealer is apparently holding up the
-winning card, and when the cards of your suit are of equal value,
-it is safer to overtake your partner’s card than to risk his being
-unable to continue the lead.
-
-
-“DUCKING”
-
-When a hand contains no re-entry card, the successful play of the
-long suit may depend on a refusal to win the first trick; at times
-both the first and second tricks in the suit must be passed.
-
-When you wish to make a long suit in a hand containing no re-entry
-card, do not play the commanding card of the suit until you are
-reasonably sure that the remainder of the cards will fall. Use care
-not to exhaust the shorter of the two hands before the suit is
-established.
-
-The situation is more clearly shown by the following examples:
-
- A♠ K♠ 7♠ 6♠ 5♠ 3♠
- x-------x
- | Y |
- | A B |
- | Z |
- x-------x
- 8♠ 4♠
-
-The dealer should refuse to win the first round of the suit. With no
-card of re-entry, should he lead the ace and king, the command would
-be left with the adversaries and the suit would not be made.
-
- A♠ 9♠ 7♠ 5♠ 2♠
- x-------x
- | Y |
- | A B |
- | Z |
- x-------x
- 8♠ 4♠ 3♠
-
-The dealer must allow the adversaries to win the first and second
-tricks; otherwise the suit cannot be made.
-
- A♠ 8♠ 6♠ 4♠ 2♠
- x-------x
- | Y |
- | A B |
- | Z |
- x-------x
- Q♠ J♠ 3♠
-
-The dealer should lead the queen toward the ace, but should the
-second in hand adversary cover with the king the dealer must pass the
-trick; otherwise the third round will be blocked by the nine or ten.
-
- A♠ Q♠ 6♠ 5♠ 4♠
- x-------x
- | Y |
- | A B |
- | Z |
- x-------x
- 3♠ 2♠
-
-The dealer should pass the first trick and not attempt the queen
-finesse until the second round. One trick, it is true, may be lost,
-but the play may win four tricks.
-
-One or two leads of a suit may show a distribution of the cards which
-must give the adversary one trick. When this is the case, be careful
-to lose that trick while you have still another card of the suit to
-lead to the opposite hand.
-
- A♠ K♠ Q♠ 7♠ 5♠ 3♠ 2♠
- x-------x
- | Y |
- NONE | A B | J♠ 10♠ 6♠ 4♠
- | Z |
- x-------x
- 9♠ 8♠
-
-The dealer finds at the first lead that the second in hand adversary
-has no card of the suit. The jack is, therefore, three times
-protected in the opposite hand and the dealer should pass the first
-trick.
-
-With nine cards of a suit in the combined hands headed by ace and
-king, all the remaining cards will probably fall on two leads, but
-when the suit is divided, six and three, with no card of re-entry in
-the long hand, it is safer to make sure of five tricks by passing the
-first round.
-
- A♠ K♠ 9♠ 8♠ 6♠ 4♠
- x-------x
- | Y |
- | A B |
- | Z |
- x-------x
- 7♠ 3♠ 2♠
-
-Even when there is a re-entry card in the hand containing the long
-suit, if the adversaries must make a trick in the suit it is better
-play to lose the first trick. The re-entry may be an important card
-to retain.
-
-When you hold a guarded honour in the suit led originally, or with a
-once-guarded king in an unopened suit, place the lead so that these
-honours will be lead up to. This can often be done by “ducking” or
-passing a trick.
-
-
-“OVERTAKING AND UNBLOCKING”
-
-The double necessity arises only on rare occasions. When the dummy
-contains no re-entry and the adversary opens a suit in which dummy
-has length, arrange the play of your own cards so as not to block the
-dummy’s suit.
-
- A♠ 9♠ 6♠ 4♠ 2♠
- x-------x
- | Y |
- K♠ J♠ 7♠ [5♠] | A B | 3♠
- | Z |
- x-------x
- Q♠ 10♠ 8♠
-
-Should the first trick be won with the eight, the dealer cannot
-overtake the ten without loss. The ten should, therefore, be played
-and the lead continued with the queen. If the adversary covers, the
-trick must be passed. The eight should then be led through the jack.
-
-
-“OVERTAKING AND DUCKING”
-
-Occasionally the initial opening will prove to be
-the dummy’s long suit. To make this suit without a
-card of re-entry in dummy it may be necessary for
-the dealer not only to overtake dummy’s trick in
-order to lead the suit through the original leader’s
-hand, but also to allow the adversary to win the
-second trick, if an attempt is made to force dummy’s
-high card.
-
- A♠ 10♠ 9♠ 8♠ 7♠
- x-------x
- | Y |
- [5♠] | A B | 4♠
- | Z |
- x-------x
- K♠ 3♠ 2♠
-
- A♠ 10♠ 9♠ 8♠ 7♠
- x-------x
- | Y |
- [4♠] | A B | 3♠
- | Z |
- x-------x
- Q♠ 5♠ 2♠
-
-The dealer should in both cases overtake dummy’s trick in order to
-continue the lead from the weaker hand. The original leader will
-probably attempt, by playing a high card, to force the ace; in which
-case the dealer must pass the second trick. The dummy will then hold
-a tenace over the remaining honour, and the dealer can make four
-tricks in the suit.
-
-
-THE DEFENCE AGAINST OVERTAKING AND “DUCKING”
-
-When you open a suit and find that it is dummy’s strength do not
-attempt to win the second trick if the dealer leads through your
-hand, that is, unless you can mark the dealer with no other card of
-the suit to lead; by taking the third round instead, you will often
-save a trick or two.
-
- A♠ 9♠ 7♠ 6♠ 5♠ 4♠
- x-------x
- | Y |
- K♠ 10♠ 8♠ 2♠ | A B | NONE
- | Z |
- x-------x
- Q♠ J♠ 3♠
-
-In this case the dealer takes the first trick with the jack and leads
-the queen. No attempt should be made to cover the card. In this way
-the dealer is forced to win the third round and dummy’s suit is
-blocked.
-
-
-
-
-CARD STRATEGY
-
-
-When players have largely grasped the fundamentals of bridge they are
-frequently filled with complaisance and self-satisfaction that is
-gratifyingly reassuring to them, but that does not tend to improve
-their game.
-
-Each hand played, wherein they feel that they have committed no
-blunders, brings a sense of contentment; but, unfortunately, they
-overlook the tricks which they may have lost by the lack of a little
-card strategy.
-
-These are the tricks, which won, decide rubbers. There is always
-trouble for the player who is looking only for “what he deserves,”
-and complacently assists the strategy of his opponents by not meeting
-it with an equal display of skill in attack, or shrewdness in defense.
-
-Good players are frequently likely to be deceived by holding up small
-cards, though as a matter of fact novices never appear to be fooled
-by such tactics; play a high card like a King or a Queen, however,
-and the poor player is decidedly apt to be frightened away from the
-play of his own suit.
-
-To whomsoever it falls to play the dummy hand there is abundant
-opportunity to baffle, mislead and confuse the opponents, and still
-be playing strictly within the etiquette and the admitted
-possibilities of bridge. In fact it is only just to one’s partner to
-exercise one’s best endeavor and employ one’s brightest wits to bring
-about a brilliant finish.
-
-A little of the combative disposition is a valuable adjunct to good
-bridge play. Combine that with clever strategy and a most commendable
-desire to send your adversaries on innumerable wild-goose chases, and
-there will be no further playing merely for “what the hand deserves.”
-
-Pitfalls in the form of false leads, false carding and clever
-underplay should be dug for your adversaries at every opportunity.
-Whenever they can do the same thing, the adversaries will not scruple
-to place them for you.
-
-There are hands in bridge which may be said to play themselves. One
-holding all the winning cards could scarcely be expected to lose.
-That, however, is purely primary. As the player himself recognizes,
-it is something that could scarcely have been avoided. On the other
-hand, when some well-planned ruse has found the opposition with no
-sentries posted, and their camp is thrown into confusion by the
-clever capture of a trick or two which they never had dreamed it
-possible to lose, you may feel the elation that is a part of bridge
-when the game is played to the full measure of its theory.
-
-Frequently a hand is picked up at the bridge table which on its face
-may be read as hopeless, unless, by some means, the adversaries can be
-induced to blunder. Never exercise charity in a case of that kind.
-Make it a point to tempt them not only to blunder once, but again and
-yet again. It is surely far more strategic for a weak hand to take a
-strong hand prisoner than it is for the strong hand to capture the
-weak hand.
-
-Subjoined are a few “ifs” that are well to be remembered, for all too
-frequently the situation arises where one of them may become most
-effective if you have retained its significance in your memory.
-
-If you find that in some suit a certain number of tricks will
-go to your adversaries, and that to lead from your best suit is
-disadvantageous, throw the lead and see what will happen.
-
-If you wish to make four tricks in a suit with but three in sight,
-give the adversaries a chance to discard a card or two before you
-show your strength.
-
-If you are anxious to know which of your adversaries holds the Queen
-of the suit in which you hold the Ace, King, Jack, force a discard
-and see how kind they will be to you. If no discard can be forced,
-then give the adversaries the lead and let the suit come up to you.
-
-If you are reasonably certain of winning all the tricks but one, lead
-out your remaining trumps. You cannot lose and, if your adversaries
-are uncertain about their discard, the extra trick may be gained.
-
-If you hold the Queen and two small cards of a suit, with small cards
-of the same suit in dummy and the adversary opens with the King,
-keep your lowest card. The leader may be tempted to believe that his
-partner is echoing, and he will establish your Queen by leading the
-Ace. Do not attempt this play however if you hold length in the suit.
-
-If the King is led and you have length as well as strength in the
-suit, play your highest card on the King, for if the adversary
-continues with the Ace, the younger hand will probably ruff the third
-round and you should therefore endeavor to frighten your opponents
-from the suit.
-
-If a suit is led and the card played by the younger hand is not
-higher than the ten, do not win the first trick with the Ace holding
-Ace, King, Queen. The elder hand cannot have King, Queen, Jack, and
-taking the first trick with the Ace would clearly show the situation.
-
-If you hold a singleton King lead the suit from dummy at the first
-opportunity, being careful to select as a card to lead a ten or a
-nine. This gives the impression that you intend to finesse. You may
-tempt the adversary, with the Ace second in hand, to pass the trick,
-whereas were a small card led he would probably make no such mistake.
-
-If you hold a small card as a singleton with King and Jack, or King
-and others in dummy, do not wait until your adversary can count your
-hand, but lead your singleton early in the hand and do not finesse.
-
-If you want high cards to fall, lead high cards. It is astounding how
-difficult one finds it not to cover an honor led. With this in mind,
-with a singleton Ace in your hand, and a sequence in dummy from the
-Queen to the nine, the adversaries will make no mistake if a low card
-is led, while the Queen is a temptress that few can resist.
-
-If you hold ten cards of suit in your hand and that of the dummy with
-the Ace and King both against you, no doubt you will lose two tricks
-in the suit; but when you do lead it lead your highest card. You may
-tempt your second hand adversary to cover and the other honor may
-fall.
-
-If you have nine or more cards in your hand and that of the dummy
-headed by Ace and King, it is usually unwise to finesse; but it
-is always good play to lead the Jack towards the high card in the
-opposite hand as it may tempt your adversary to cover.
-
-If the adversary, after seeing dummy, lead through a King Jack suit
-he probably has no high cards in the suit. To play the King can do
-but little harm, and, if he has the Ace, you may shut it out.
-
-If you have Queen, ten and one small in dummy, and Ace, nine, small
-in your own hand, lead the small card. If the King is not put up
-second in hand, play the ten; if the Jack wins the trick the King
-is probably in the same player’s hand, and you must get the lead in
-dummy to come through this hand. Without the ten in either hand pass
-the first trick and make no effort to win with your Queen. This may
-be your only hope to get two tricks in the suit.
-
-If you have the Ace, King, small in your hand and Jack and two small
-in dummy, the discard may show that your left hand adversary holds
-the Queen protected. To steal a trick here, you must play the Ace and
-underplay with the hope that this player will mark the King in his
-partner’s hand and not play high.
-
-If at “No Trump” a high card is led against you originally, and
-you have length in that suit, hold up the lowest card to make the
-adversary think his partner is unblocking.
-
-If at a loss what suit to play for at “No-Trump” choose the one that
-is shown in dummy, so that the adversaries may not discover the
-weakness or strength of your own hand.
-
-If at “No-Trump” you are playing a poor hand with little or no hope
-of winning, or even perhaps of saving the game, try leading the suit
-that is all against you. Often the adversaries will hold imaginary
-tenace over your cards and come “banging up” to your strong suit. The
-collision will be more disastrous to them than you.
-
-If you must lose the lead at “No-Trump,” conceal the strength in your
-own hand and do not jump around and show strength in three suits, for
-then when you do lose the lead the adversaries cannot make a mistake
-as to their own strong suit.
-
-If your adversary’s lead at “No-Trump” is a Jack and you have Ace,
-King, Queen in your hand, take the first trick with the Queen. Never
-win with the King. Many players lead the Jack from King, Jack, ten or
-Ace, Jack, ten.
-
-If a Queen is led at “No-Trump” and you hold both the Ace and King,
-do not win the first trick with the Ace. The Queen lead sometimes
-indicates the Ace and Jack, and you may mislead an adversary by
-playing the King, whereas the Ace would clearly show the situation.
-
-If you are playing “No-Trump” do not blank the Ace in dummy unless
-you want this suit led to you. Keeping a small card with the Ace may
-lead the adversaries to believe that you have a high card in your own
-hand and they may hesitate to lead the suit.
-
-Another point that it is well to emphasize is in regard to being
-forced to lead disadvantageously from a suit. Be very careful in a
-case of that kind not to break a possible tenace by leading a high
-card. For instance with Ace, ten and two small in your hand and Jack
-and two small in dummy, you are forced to lead the suit from your
-own hand. Play the small card. Often the adversary makes the mistake
-of playing a high card second in hand, giving you, perhaps, a tenace
-over your right hand opponent.
-
-Too much haste in showing ability to ruff by your weak hand
-frequently brings disaster. In fact a trump lead from you will
-discourage the trump attack by the adversaries, and they are only too
-likely to give you the ruff without defining your purpose.
-
-Inference frequently will come to you from the cards held in
-the combined hands as to what suit will probably be led by the
-adversaries, but do not expose your weakness by discarding from this
-suit.
-
-Last, but one of the most important facts of all, decide which of
-your cards you mean to play before fingering them. Indecision may
-tell your adversaries exactly what they are most eager to know.
-
-Bear in mind that these suggestions are advanced to try to impress
-all players with the fact that there may be much more in the hand
-than it seems to deserve, and that “much more” is the real test
-of skillful bridge. It is a far greater source of enjoyment than
-lackadaisically wading through deal after deal, stirring only the
-surface of the shallow water and not venturing into those more
-fascinating depths where the secrets of bridge await those who will
-try for them.
-
-
-
-
-LOST TRICKS
-
-
-One development of bridge, seldom touched upon, has to do entirely
-with what may be designated the “lost tricks.”
-
-Hands that play themselves are, to an extent, colorless and
-featureless accessories of the game; but the “lost tricks” are the
-“might have beens” of bridge that rankle in the memory long after the
-rubber is finished.
-
-They are usually found in hands that require a thorough understanding
-of the score, good judgment and keen perception, and are lost many
-times because of a lack of understanding between partners.
-
-There can be nothing more trying to one’s finest nervous sense than
-to play with a partner in whom one has little confidence, who makes
-each situation as difficult as possible, gives no correct information
-as to his own hand by the play of the cards, nor seeks to take
-advantage of the information correctly given by his partner.
-
-There is one essential to bridge which must never be overlooked, nor
-can its importance be too strongly impressed upon all players, and
-that is, that to play the game well involves the closest kind of a
-business partnership in which implicit confidence must exist. Evil
-effects attendant upon deceit cannot be too highly overestimated, nor
-can such play be too severely condemned, if your aim is to attain, as
-nearly as possible, the standard of perfection.
-
-All players must understand that rules are but the mere convention
-of the game, holding it to certain conformity, that, it is evident,
-is necessary for its preservation and the perfect enjoyment of its
-enthusiastic devotees. Certain rules, that govern the technicalities,
-are absolute, as they are in any game of cards, but rules in general
-are not the masters of bridge; rather should they be considered as
-second to circumstance and the fall of the cards. Brilliant plays are
-made in contravention to rules, yet we would not attempt to deduce
-from that fact the theory that rules are not essential to the game.
-
-There are those disaffected individuals who rail at everything. To
-them rules are bogey men; conventions are pitfalls. They scoff at
-partners who play as such, and argue weakly for disconcerted play
-in which one puts down a card, his partner another, and for all the
-information that either conveys to the other a pinch of snuff would
-be generous recompense. You might as well take a chance on a card of
-any denomination or of any suit, as to try to adhere to a union of
-forces with such a school of philosophy to guide you.
-
-Do not be influenced by theories somewhat wildly and illogically
-advanced by players thus minded. Time and experience will assuredly
-teach you that heresies fail in bridge, as they fail in other
-subjects where cool, philosophical reasoning will lead to a sane and
-intelligent understanding.
-
-Never forget that the dealer is in the possession of the strength of
-twenty-six cards all the time. If you, with half that force, play
-at random, and your partner, with no more numerical strength than
-you possess, is also playing a fourth of the game on his individual
-account, with no particular interest in what is being done with
-the other three-fourths of the fifty-two cards, it is surely not
-common sense to imagine that you and your partner are likely to be
-superlatively blessed with success.
-
-United play in bridge is absolutely essential to success. This has
-been demonstrated from the inception of the game, and those who are
-most mindful of this fact are those who see fewer ghosts of “lost
-tricks” stalking dejectedly about as they recall the hands of the
-past.
-
-Occasions do arise however when you may deceive the dealer and not
-your partner. If you wish the dealer to finesse, it will often pay to
-play a high card second in hand, holding a small one. For instance,
-with King, Jack, nine, four and three in dummy, the dealer leads the
-Ace and then a small card. By playing the ten from the ten, five,
-deuce on the second round of the suit you may lead the dealer to
-believe that you hold the Queen or no other card in the suit, and
-this may tempt him to finesse.
-
-When Ace and Queen are in dummy over your once guarded King, you will
-probably be led through and your King be captured. It will pay you at
-times, especially if the card next to the King is a nine or ten, to
-lead the suit in the hope that the dealer will play the Ace second in
-hand and that he will infer from your lead that the King is in your
-partner’s hand.
-
-Should you and your partner hold all the remaining cards in a suit,
-do not hesitate to play or discard a card of the suit so as to
-mislead the dealer and make it difficult for him to count your own
-and your partner’s hand.
-
-To enumerate the many situations wherein tricks are lost and where
-partners go astray would need a keen observer and a pencil and pad at
-almost every rubber that is played.
-
-It is usually accepted that a short suit is led for the purpose
-of establishing a ruff. Very good. Yet players are often met who
-complain about being forced after showing a desire to ruff. Then
-avoid giving the invitation. Your partner can only read it as you
-played to him and followed out your own suggestion as he felt in duty
-bound to do.
-
-It is not invariably necessary that you open a short suit and play
-for a ruff. It does seem to be a common impulse. There appears to
-exist a desire on the part of most who play bridge to do something
-with trumps, and players are always eager to begin their employment,
-hoping to see Aces and Kings go by the board. Your short suit lead
-may establish that suit for your opponent, and bring disaster through
-an effort to make a small trump trick; while, on the other hand, the
-lead of your long suit may force and so weaken the dealer’s trump
-hand as to make it impossible for him to take out the trumps against
-him.
-
-Tricks are lost by players not showing the correct numerical strength
-of their long suit. A player who leads the deuce from a six card suit
-assuredly would not have done so had he confidence in the ability of
-his partner to read or count his hand.
-
-Frequently the under card of a sequence is led, or the highest card
-of a sequence is played second or third in hand, and repeatedly that
-has cost a trick or two because it conveyed misinformation.
-
-One who continually leads the top of long, weak suits against a
-declared trump, gives misinformation and often leads his partner to
-believe that he is opening a short suit, and frequently a trick or
-two is lost by the dealer obtaining discards.
-
-The player who continually refuses to part with the best trump should
-bear in mind that ruffing with the commanding trump rarely loses a
-trick, and often gains one.
-
-Remember that the partner who doubles usually has trump strength, and
-so do not strew his pathway with obstructions by forcing him when it
-is most fatal to his chances.
-
-There is one type of partner who is particularly trying. He is that
-persistent individual who, having acquired the notion of establishing
-his long suit at “No-Trump” keeps at it with a bland faith that
-would be amusing were it not so vexing. With little or no chance of
-ever getting in, he sacrifices the only hope of saving the game by
-refusing to switch off and see what his partner has got.
-
-Think, too, how your partner must feel when marked with a card of
-your established suit, and in the lead, he witnesses a discard on
-your part of one of your good suit, and is met with the feeble
-apology that you had a “King or Queen to protect.”
-
-It is a maxim in bridge that the weaker hand should always consider
-itself subordinate to the stronger, ready to sacrifice the high card
-holding so that it will be a gain to the partner in the end.
-
-How selfishly and at what cost partners will decline to unblock
-because it appears to them to mean the sacrifice of too high a card.
-Too long they cling to their Queens and their Kings only to see the
-great army of “lost tricks” obtain fresh recruits because they would
-not, or could not, read what their partners were vainly trying to
-publish before them.
-
-Another rather cool invitation and one bound to be fraught with
-disastrous results is when you request your partner to play for a
-suit in which you have neither length nor strength. It would be just
-as logical to ask him to play for cards in your adversaries’ hands.
-
-It is always good practice in bridge not to attempt to play for
-too much. To bring in two suits is, of course, a very delightful
-sensation, but it is a great deal better to confine your efforts to
-bring in one sure suit than to attempt two with the result of getting
-neither. Bear in mind that when one is a bit greedy, “lost tricks”
-are likely to foot up rapidly.
-
-Before the subject of “lost tricks” is abandoned it is well to call
-attention to what may be sacrificed by bad makes. Players overanxious
-to win will attempt declarations which they know to be unsound, being
-influenced by a speculative impulse rather than by sound judgment.
-
-Countless rubbers are lost--not tricks, but rubbers--because players
-do not know the score and, because they lack that information, are
-not playing with an intelligent idea as to how many tricks are
-absolutely essential to save the game.
-
-In conclusion bear this in mind for it is a justifiable loss of
-a trick: Do not hesitate to lose when the only chance is to find
-in your partner’s hand the card that will save the game; you may
-be astonished to ascertain how often this will happen during the
-ordinary course of play.
-
-Play so to perfect your whole game as to take care of the “lost
-tricks.” The winning tricks, it will quickly be discovered, take care
-of themselves.
-
-
-
-
-“YOUR PARTNER.”
-
-HIS IDIOSYNCRASIES, AND SOME OF YOURS
-
-
-All games of cards, even the simplest--those that require but little
-thought or mental analysis--afford an excellent field for the study
-of human nature.
-
-Players frequently permit little mannerisms and idiosyncrasies to
-intrude, and, if not corrected at the start, the habit is likely to
-grow.
-
-For the most part such offenses are, of themselves, but trivial
-breaches, as it were, of the etiquette of the card-table; but at
-times they are intensely irritating and the cause of some displeasure
-that finds relief in word or action, both of which may quite
-seriously disrupt bridge harmony.
-
-When a rubber of bridge is in contemplation and after the
-preliminaries you sit down to play, it is just possible that “your
-partner” may have his ideas about the game. If you have omitted to
-ascertain in advance what they are, it will help neither of you in
-the least if you immediately begin to differ as to leads, discards
-and signals. Your game will strongly resemble a tug-of-war--both at
-opposite ends of the rope, instead of at one end pulling conjointly.
-
-It is an invariable custom that the player who cuts the lowest card
-has the choice of seats and the cards. If “your partner” objects to
-moving do not advise that he would better change. Very likely his
-reasons why he should not are quite as urgent as any that you can
-advance to the contrary, and why interject at the start anything that
-shall tend to create a slight element of discord.
-
-If you ask “your partner” for advice rest assured of criticism during
-the remainder of play, whether it be for a rubber or for an evening.
-It is one thing to consult, quite another to request. The moment that
-you show subserviency you admit superiority, and there are those who
-play bridge, and some with little experience or knowledge, who as
-critics, in their own estimation, are _par excellence_. Better agree
-with “your partner” at the start on the common principles that are
-essential to be observed, and then play with an eloquent silence that
-will command respect and admiration at the table.
-
-If you pass the make with a weak hand and your partner declares
-“No-Trumps,” look as cheerful as possible, and make up your mind to
-do the best that you can with the cards that have been given to you.
-If you begin by abusing your partner for the make, you practically
-say that your hand is weak and that the situation is hopeless. That
-is most valuable information for your adversaries.
-
-Some times “your partner,” sitting behind the dummy hand, has a queer
-way of waking up just as you are leading a thirteenth card from his
-hand, and asking you whether you have a card of the suit led, thus
-distracting your thoughts from the selection of a proper discard.
-
-The partner behind the silent hand, to hasten the play, has no right
-to touch or suggest the use of a single card from those which lie
-exposed before him, yet often players find the impulse to push out a
-card from dummy almost irresistible.
-
-Haste and waste are antitypes in bridge as they are in everything.
-Playing the hand as if you are in a hurry to catch a train may lend
-a spectacular appearance to your disposition of the cards, but many
-a rubber is lost by not stopping to give the situation the careful
-thought that it demands.
-
-The occupant of the “high chair” usually has a monopoly of giving
-advice. That kindly and courteous soul who can see it all--and who
-may know it all, or imagine he does, which amounts to the same thing
-in this particular case--and who sees no hand played without voicing
-personal ideas as to the methods used, is a well-meaning adjunct to
-the game, even if occasionally distressing.
-
-When a player spreads out all the cards of an abandoned spade hand,
-scrutinizes each with an air of anxious concern, and conjectures
-as to what might have happened had some other declaration been
-attempted, it tries everybody at the table. What is done with a hand
-cannot be undone. All time at bridge should be devoted earnestly to
-what confronts a player, not to what is of the past.
-
-A penalty of some kind should be exacted from the player who makes a
-practice of insisting that the dealer has led from the wrong hand.
-It is very disconcerting and frequently disturbs the one criticized
-to such an extent as to interrupt the train of thought for the
-subsequent lead.
-
-Post mortems have their interest and are unmistakably convincing as a
-rule. Don’t venture upon them unless you are certain what the scalpel
-is going to reveal, and above all things when the corpse is buried
-don’t continue to talk of the harassing details with another hand
-awaiting play.
-
-Be careful how you criticize in all cases. It is not an invariable
-rule that he who points out the first mistake had the best reason for
-doing so. How about a blunder that may have been committed earlier by
-the critic himself, and the possible embarrassment that may follow if
-a complete analysis of all the cards played is insisted upon.
-
-There are personalities in bridge that can be avoided in addition to
-arguments with “your partner” or public criticism of his play. The
-actual time saved in “claiming all the rest” will not shorten the
-game by two minutes. Better play all the cards out and save yourself
-the possible mortification of having it placed in evidence that you
-had not read your hand, that of “your partner” and those of your
-adversaries, as intelligibly as you had imagined.
-
-Bridge knowledge is not acquired in a moment. Some persons are
-naturally better players than others. Intuition is an aid to some,
-the ability to forecast assists others, but both are powerless
-without a thorough grasp of all the details that are accessory to the
-game.
-
-In connection with this subject it may not be out of place to observe
-that while the object of the game is to take tricks, the same number
-can be made in a great many different ways. That you did not happen
-to lose on a hand is no palliation for the very bad play of which
-you may have been guilty. Always bear in mind the fact that there
-is a right way and a wrong way to play, and that the acquirement of
-playing by the right method should be the purpose of all who devote
-their time to the game.
-
-Play bridge as if a genuine pleasure, whether winner or loser, and
-eventually you will discover that it is far easier to win in that
-spirit than it was with the critical idea predominating; and, if you
-do lose, it is with the consciousness of good will toward your fellow
-man, who happens, in this case, to be “your partner.”
-
-Endeavor to be serene under all circumstances. Keep in mind that it
-is a pastime for sound mental training. Never forget that a cool head
-is a most valuable essential, and try just as far as possible to sink
-all peccadilloes in play, avoid all whimsicalities and correct all
-personal mannerisms.
-
-
-
-
-ILLUSTRATIVE HANDS
-
-
-The following hands are illustrative of the principles discussed in
-the previous chapters, and while, to the experienced players, some
-of the points will appear simple, the hands all show interesting
-situations which merit careful study from those who wish to improve
-their Bridge play.
-
-All the hands have been taken from actual play and show by no means
-unusual situations. The writer has endeavoured to eliminate freakish
-distributions of cards and unsound play.
-
-Play each illustration as though but one hand were exposed, without
-previous reference to the notes.
-
-In each case Z is the dealer and A the leader.
-
- +-----------------------------------------------------+
- | Transcriber's Note: |
- | The square brackets indicate which card was lead. |
- | For example [K]. |
- +-----------------------------------------------------+
-
-ILLUSTRATIVE HAND NO. 1
-
-Many players would be tempted to declare “no-trumps” with this hand,
-but the declaration of hearts is sound. No risks should be taken with
-a strong heart make when one weak suit is held.
-
-TRICK 1.--There are two lines of play that could be adopted
-by the dealer in this hand, one to exhaust the trumps and try for
-the spade suit, the other to try to establish a ruff in the weaker
-hand. The former course is preferable. As Z holds but one trump, the
-adversaries would probably prevent the ruff. To make the spade suit
-an entry card may be necessary. Y takes the lead, in order to save
-Z’s entry card.
-
-TRICK 8.--This position will be appreciated by all students
-of the game. Z has three good spades and the commanding diamond, Y
-the losing trump and the ace of clubs. Should Y now lead a diamond
-and take Z’s re-entry card, the adversaries’ trump would stop the
-suit. Leading the losing trump is a clever play.
-
-SAVING AN ENTRY CARD. LEADING THE LOSING TRUMP.
-
-It is the first game, score sixteen to nothing, in favor of the
-dealer. Z deals and passes the make. Y declares hearts.
-
- ♠ 9
- ♣ A 6 5 3 No. 1
- ♦ A 4 2
- ♥ A K Q 7 5
-
- x-------------x
- ♠ J 6 5 | Y | ♠ K 10 8
- ♣ 7 4 2 | | ♣ K Q J 10
- ♦ Q 10 8 6 | A B | ♦ J 9
- ♥ 9 3 2 | | ♥ J 10 8 4
- | Z |
- x-------------x
-
- ♠ A Q 7 4 3 2
- ♣ 9 8
- ♦ K 7 5 3
- ♥ 6
-
- +-------+-------+-------+-------+--------+
- | TRICK | A | Y | B | Z |
- +-------+-------+-------+-------+--------+
- | 1 | 6♦ | [A♦] | 9♦ | 3♦ |
- | 2 | 2♥ | [K♥] | 4♥ | 6♥ |
- | 3 | 3♥ | [Q♥] | 8♥ | 5♦ |
- | 4 | 9♥ | [A♥] | 10♥ | 8♣ |
- | 5 | 5♠ | 9♠ | 10♠ | [Q♠] |
- | 6 | 6♠ | 2♦ | 8♠ | [A♠] |
- | 7 | J♠ | [5♥] | K♠ | 2♠ |
- | 8 | 2♣ | 7♥ | [J♥] | 7♦ |
- | 9 | 4♣ | [A♣] | K♣ | 9♣ |
- | 10 | 8♦ | 4♦ | J♦ | [K♦] |
- | 11 | 7♣ | 3♣ | 10♣ | [7♠] |
- | 12 | 10♦ | 5♣ | J♣ | [4♠] |
- | 13 | Q♦ | 6♣ | Q♣ | [3♠] |
- +-------+-------+-------+-------+--------+
- The dealer makes a small slam.
-
-
-ILLUSTRATIVE HAND NO. 2
-
-TRICK 2.--This situation demands careful attention. If the
-diamond is led from Y’s hand for Z to trump, the adversaries must
-obtain the lead at the next trick, and would promptly lead trumps to
-prevent any further ruffing. Z can estimate that he has but five sure
-tricks in the two hands, three trump tricks, the diamond trick, the
-ruff, and the possibility of making a trick with the king of clubs.
-This, however, would give the adversaries the game and the rubber. To
-win the game, two ruffs must be obtained and Z cannot afford to make
-the situation clear to his opponents. He leads the seven of clubs
-from Y’s hand in order to establish the cross-ruff.
-
-It is this form of strategy that wins games and rubbers for the
-clever player. Z takes the one chance to win the game.
-
-TRICK 3.--B’s best play is unquestionably the trump. He has
-both the spade and the club suit protected, his partner is marked
-with strength in diamonds, and he can lead trumps with safety, but
-not knowing that the weak hand can ruff, he returns his partner’s
-original lead.
-
-TRICK 7.--A can stop the cross-ruff by trumping with the
-king of hearts, but this play would not afford him any advantage, as
-Y would discard a losing spade, and Z may not have another trump.
-
-TRICK 8.--There is no reason for B to trump. To discard is
-his best play.
-
-NOT SHOWING ADVERSARIES THAT THE WEAK HAND CAN “RUFF.”
-
-It is the rubber game, score twenty-four all. Z deals and passes the
-make. Y declares hearts.
-
- ♠ 9 6 5
- ♣ 7 No. 2
- ♦ A 5 3 2
- ♥ Q J 10 5 4
- +-------------+
- | Y |
- ♠ K Q | | ♠ A 10 8 7
- ♣ 10 8 6 | A B | ♣ A Q 5 2
- ♦ K Q J 9 6 | | ♦ 10 8 7
- ♥ A K 3 | Z | ♥ 7 2
- +-------------+
- ♠ J 4 3 2
- ♣ K J 9 4 3
- ♦ 4
- ♥ 9 8 6
-
- +---------+---------+---------+---------+---------+
- | TRICK | A | Y | B | Z |
- +---------+---------+---------+---------+---------+
- | 1 | K♦ | [A♦] | 7♦ | 4♦ |
- | 2 | 6♣ | 7♣ | [A♣] | 3♣ |
- | 3 | 6♦ | 2♦ | 10♦ | [6♥] |
- | 4 | 8♣ | 5♠ | 2♣ | [K♣] |
- | 5 | 10♣ | [4♥] | 5♣ | 4♣ |
- | 6 | 9♦ | 3♦ | 8♦ | [9♥] |
- | 7 | Q♦ | [5♥] | Q♣ | 9♣ |
- | 8 | J♦ | 5♦ | 7♠ | [8♥] |
- | 9 | Q♠ | 6♠ | [2♥] | J♣ |
- | 10 | [K♥] | 10♥ | 7♥ | 2♠ |
- | 11 | [K♠] | 9♠ | 8♠ | 3♠ |
- | 12 | [A♥] | J♥ | 10♠ | 4♠ |
- | 13 | 3♥ | [Q♥] | A♠ | J♠ |
- +---------+---------+---------+---------+---------+
- The dealer wins two odd tricks.
-
-
-ILLUSTRATIVE HAND NO. 3
-
-TRICK 4.--When the commanding trump is against you, the
-best play is usually to force your adversary to “ruff” with it, but
-if you hold an established suit in one hand, it often pays to take
-out the winning trump. Your long suit can then be continued without
-interruption.
-
-LEADING THE LOSING TRUMP
-
-It is the first game, score love all. Z deals and makes it hearts.
-
- ♠ 5 4 2
- ♣ A Q J 8 6 3 No. 3
- ♦ 7 5
- ♥ 9 5
- +-------------+
- | Y |
- ♠ A K Q 8 7 6 3 | | ♠ J 10 9
- ♣ 10 5 4 | A B | ♣ 9 7
- ♦ K | | ♦ Q J 10 9 8
- ♥ J 3 | Z | ♥ Q 8 2
- +-------------+
- ♠ ----
- ♣ K 2
- ♦ A 6 4 3 2
- ♥ A K 10 7 6 4
-
- +---------+---------+---------+---------+---------+
- | TRICK | A | Y | B | Z |
- +---------+---------+---------+---------+---------+
- | 1 | K♠ | 2♠ | 9♠ | [4♥] |
- | 2 | 3♥ | 5♥ | 2♥ | [A♥] |
- | 3 | J♥ | 9♥ | 8♥ | [K♥] |
- | 4 | 3♠ | 4♠ | [Q♥] | 6♥ |
- | 5 | K♦ | 5♦ | Q♦ | [A♦] |
- | 6 | 4♣ | 3♣ | 7♣ | [K♣] |
- | 7 | 5♣ | [A♣] | 9♣ | 2♣ |
- | 8 | 10♣ | [Q♣] | 10♠ | 2♦ |
- | 9 | 6♠ | [J♣] | J♠ | 3♦ |
- | 10 | 7♠ | [8♣] | 8♦ | 4♦ |
- | 11 | 8♠ | [6♣] | 9♦ | 6♦ |
- | 12 | Q♠ | 7♦ | 10♦ | [7♥] |
- | 13 | A♠ | 5♠ | J♦ | [10♥] |
- +---------+---------+---------+---------+---------+
- The dealer makes a small slam.
-
-
-ILLUSTRATIVE HAND NO. 4
-
-TRICK 1.--To win the game the king of hearts must be in B’s
-hand and the lead must be arranged so that Y can lead the jack of
-hearts toward the ace queen. To make an entry card in Y’s hand, Z
-throws his king of diamonds on the ace.
-
-TRICK 2.--A would like to change the suit, but, undoubtedly,
-the diamond is his best lead.
-
-ARRANGING THE LEAD
-
-It is the rubber game, score eight to twenty-four against the
-dealer. Z, the dealer, declares Hearts.
- ♠ 9 8 6 4
- ♣ 9 8 6 4 No. 4
- ♦ Q 4
- ♥ J 5 4
- +------------+
- | Y |
- ♠ K 5 | | ♠ A Q J 10 7
- ♣ 10 3 2 | A B | ♣ A 7
- ♦ A 9 8 7 6 3| | ♦ J 10 5
- ♥ 8 6 | Z | ♥ K 9 2
- +------------+
- ♠ 3 2
- ♣ K Q J 5
- ♦ K 2
- ♥ A Q 10 7 3
-
- +-------+------+------+------+------+
- | TRICK | A | Y | B | Z |
- +-------+------+------+------+------+
- | 1 | [A♦] | 4♦ | 5♦ | K♦ |
- | 2 | 3♦ | [Q♦] | 10♦ | 2♦ |
- | 3 | 6♥ | [J♥] | 2♥ | 3♥ |
- | 4 | 8♥ | 5♥ | 9♥ |[10♥] |
- | 5 | 6♦ | 4♥ | K♥ | [A♥] |
- | 6 | 2♣ | 4♣ | [A♣] | K♣ |
- | 7 | 7♦ | 4♠ | J♦ | [7♥] |
- | 8 | 8♦ | 6♠ | 7♠ | [Q♥] |
- | 9 | 3♣ | 6♣ | 7♣ | [Q♣] |
- | 10 | 10♣ | 8♣ | 10♠ | [J♣] |
- | 11 | 9♦ | [9♣] | J♠ | 5♣ |
- | 12 | 5♠ | 9♠ | [A♠] | 2♠ |
- | 13 | [K♠] | 8♠ | Q♠ | 3♠ |
- +-------+------+------+------+------+
- The dealer wins three odd tricks.
-
-
-ILLUSTRATIVE HAND NO. 5
-
-TRICK 2.--To many players a trump lead at this trick would
-seem imperative, but if trumps are led, the adversaries obtain the
-lead and must make three tricks in the club suit. The clubs must be
-discarded before the adversaries obtain the lead. The king of spades
-should be led, otherwise the spade suit would be blocked.
-
-TRICK 4.--It seems like tempting fate for Z to lead his high
-cards, but nothing can possibly be lost. The discards which Y takes
-on these high cards offset any trump that the adversary might make.
-There is everything to gain and nothing to lose.
-
-NOT LEADING TRUMPS UNTIL LOSING CARDS HAVE BEEN DISCARDED
-
-It is the rubber game, score eighteen to nothing in favour of the
-dealer. Z deals and passes the make. Y declares hearts.
-
- ♠ K 3
- ♣ 9 8 7 No. 5
- ♦ A
- ♥ K Q J 9 6 4 2
- +-------------+
- ♠ 5 4 2 | Y | ♠ J 10 9 7
- ♣ 6 3 2 | | ♣ A K Q J
- ♦ J 9 7 5 2 | A B | ♦ 10 8 4
- ♥ 5 3 | | ♥ A 10
- | Z |
- +-------------+
- ♠ A Q 8 6
- ♣ 10 5 4
- ♦ K Q 6 3
- ♥ 8 7
-
- +-------+-------+-------+------+------+
- | TRICK | A | Y | B | Z |
- +-------+-------+-------+------+------+
- | 1 | 5♦ | [A♦] | 4♦ | 3♦ |
- | 2 | 2♠ | [K♠] | 7♠ | 6♠ |
- | 3 | 4♠ | 3♠ | 9♠ | [A♠] |
- | 4 | 2♦ | 7♣ | 8♦ | [K♦] |
- | 5 | 7♦ | 8♣ | 10♦ | [Q♦] |
- | 6 | 5♠ | 9♣ | 10♠ | [Q♠] |
- | 7 | 3♥ | J♥ | [A♥] | 8♥ |
- | 8 | 2♣ | [2♥] | K♣ | 4♣ |
- | 9 | 5♥ | [K♥] | 10♥ | 7♥ |
- | 10 | 3♣ | [Q♥] | J♠ | 5♣ |
- | 11 | 6♣ | [9♥] | J♣ | 10♣ |
- | 12 | 9♦ | [6♥] | Q♣ | 6♦ |
- | 13 | J♦ | [4♥] | A♣ | 8♠ |
- +-------+-------+-------+------+------+
- The dealer makes a small slam.
-
-
-ILLUSTRATIVE HAND NO. 6
-
-TRICK 2.--Should B lead another round of hearts the weak
-hand would “ruff” and the strong hand would discard.
-
-TRICK 4.--The dealer requires every trick to win the game.
-To accomplish this both finesses must be successful. The trumps held
-in the two hands are in sequence from the six to the queen, and
-should B have the king of trumps three times protected, the lead must
-be kept in Y’s hand. Many a hand has been ruined by the incorrect
-play of this position.
-
-TRICK 10.--Z has the opportunity to make a brilliant coup.
-To catch the ten of spades he must lead through A’s hand, and,
-therefore, trumps Y’s winning club in order to obtain the lead.
-
-LEADING THROUGH
-
-It is the first game, score love all. Z deals and makes it diamonds.
-
- ♠ A J 9 7 5
- ♣ K Q J 7 No. 6
- ♦ Q 8 6
- ♥ J
- +-------------+
- ♠ K 10 6 4 | Y | ♠ ----
- ♣ 8 6 4 2 | | ♣ A 5
- ♦ 3 | A B | ♦ K 5 4 2
- ♥ K 10 9 7 | | ♥ A 8 6 5 4 3 2
- | Z |
- +-------------+
- ♠ Q 8 3 2
- ♣ 10 9 3
- ♦ A J 10 9 7
- ♥ Q
-
- +-------+-------+-------+-------+-------+
- | TRICK | A | Y | B | Z |
- +-------+-------+-------+-------+-------+
- | 1 | 7♥ | J♥ | [A♥] | Q♥ |
- | 2 | 2♣ | 7♣ | [A♣] | 3♣ |
- | 3 | 4♣ | [J♣] | 5♣ | 9♣ |
- | 4 | 3♦ | [Q♦] | 2♦ | 9♦ |
- | 5 | 6♣ | [8♦] | 4♦ | 7♦ |
- | 6 | 8♣ | 6♦ | 5♦ | [10♦] |
- | 7 | 9♥ | 5♠ | K♦ | [A♦] |
- | 8 | K♠ | [A♠] | 2♥ | Q♠ |
- | 9 | 10♥ | [K♣] | 3♥ | 10♣ |
- | 10 | K♥ | Q♣ | 4♥ | [J♦] |
- | 11 | 4♠ | 7♠ | 5♥ | [8♠] |
- | 12 | 6♠ | [9♠] | 6♥ | 3♠ |
- | 13 | 10♠ | [J♠] | 8♥ | 2♠ |
- +-------+-------+-------+-------+-------+
- The dealer wins five odd tricks.
-
-
-ILLUSTRATIVE HAND NO. 7
-
-TRICK 1.--As there are but six trumps in the two hands, Z
-knows that one adversary must hold at least four trumps, and should
-the force be taken and the trumps led, the adversaries would make
-the entire suit of diamonds. Z must wait until Y is able to take the
-ruff, in this way keeping his own trump strength intact.
-
-TRICK 3.--A is placed in a difficult position.
-
-TRICK 7.--With the best trump against him, Z must force the
-commanding trump, for, no matter how the adversaries play, the spade
-suit must be brought in.
-
-REFUSING TO ACCEPT A FORCE
-
-It is the first game, score eight all. Z deals and makes it hearts.
-
- ♠ Q 4 3
- ♣ A 10 9 8 7 5 No. 7
- ♦ 7 5
- ♥ 9 3
- +-------------+
- ♠ 6 2 | Y | ♠ 10 7
- ♣ K | | ♣ Q J 6
- ♦ A K Q 8 3 2 | A B | ♦ J 10 9 6 4
- ♥ J 10 8 2 | | ♥ 7 5 4
- | Z |
- +-------------+
-
- ♠ A K J 9 8 5
- ♣ 4 3 2
- ♦ ----
- ♥ A K Q 6
-
- +-------+-------+-------+-------+-------+
- | TRICK | A | Y | B | Z |
- +-------+-------+-------+-------+-------+
- | 1 | [K♦] | 5♦ | 6♦ | 2♣ |
- | 2 | [Q♦] | 7♦ | 9♦ | 3♣ |
- | 3 | K♣ | [A♣] | 6♣ | 4♣ |
- | 4 | 2♥ | 3♥ | 4♥ | [A♥] |
- | 5 | 8♥ | 9♥ | 5♥ | [K♥] |
- | 6 | 10♥ | 5♣ | 7♥ | [Q♥] |
- | 7 | 2♠ | [Q♠] | 7♠ | 5♠ |
- | 8 | 6♠ | 3♠ | 10♠ | [A♠] |
- | 9 | [J♥] | 4♠ | 10♦ | K♠ |
- | 10 | A♦ | 7♣ | J♦ | [6♥] |
- | 11 | 2♦ | 8♣ | 4♦ | [J♠] |
- | 12 | 3♦ | 9♣ | J♣ | [9♠] |
- | 13 | 8♦ | 10♣ | Q♣ | [8♠] |
- +-------+-------+-------+-------+-------+
- The dealer wins four odd tricks.
-
-
-ILLUSTRATIVE HAND NO. 8
-
-Many players might criticise the make of this hand without realising
-its tremendous possibilities. A hand with five trumps and an
-established suit is a difficult one for the adversaries to defeat.
-As Z is short in two suits, there are not many tricks for the
-adversaries outside of the trump suit. Z hopes to find an honour in
-trumps with his partner which would enable him to exhaust the trumps
-and make his suit.
-
-TRICK 2.--Many players would find it difficult to resist the
-temptation of leading trumps up to the ace and queen in Y’s hand, but
-the danger lies in having the finesse go wrong, for this would enable
-the adversary to force the strong trump hand and the trump suit would
-be blocked. To get the lead the dealer would again have to force his
-own trump hand. If either adversary held four trumps this would be
-ruinous.
-
-NOT TAKING A FINESSE, WHICH IF UNSUCCESSFUL,
-WOULD BLOCK THE TRUMP SUIT
-
-It is the first game, score love all. Z deals and makes it hearts.
-
- ♠ 6
- ♣ 8 7 6 3 2 No. 8
- ♦ A 5 4 3 2
- ♥ A Q
- x-------------x
- ♠ 9 8 5 2 | Y | ♠ 10
- ♣ K 10 4 | | ♣ A Q J 9 5
- ♦ K Q J 9 | A B | ♦ 10 8 7
- ♥ 7 2 | | ♥ K 8 6 4
- | Z |
- +-------------+
- ♠ A K Q J 7 4 3
- ♣ ----
- ♦ 6
- ♥ J 10 9 5 3
-
- +-------+-------+-------+-------+-------+
- | TRICK | A | Y | B | Z |
- +-------+-------+-------+-------+-------+
- | 1 | K♦ | [A♦] | 7♦ | 6♦ |
- | 2 | 2♥ | [A♥] | 4♥ | 3♥ |
- | 3 | 7♥ | Q♥ | [K♥] | 5♥ |
- | 4 | 9♦ | 2♦ | 10♦ | [9♥] |
- | 5 | J♦ | 6♠ | 6♥ | [J♥] |
- | 6 | 4♣ | 3♦ | 8♥ | [10♥] |
- | 7 | 2♠ | 4♦ | 10♠ | [A♠] |
- | 8 | 5♠ | 5♦ | 5♣ | [K♠] |
- | 9 | 8♠ | 2♣ | 9♣ | [Q♠] |
- | 10 | 9♠ | 3♣ | J♣ | [J♠] |
- | 11 | Q♦ | 6♣ | 8♦ | [7♠] |
- | 12 | 10♣ | 7♣ | Q♣ | [4♠] |
- | 13 | K♣ | 8♣ | A♣ | [3♠] |
- +-------+-------+-------+-------+-------+
- The dealer makes a small slam.
-
-
-ILLUSTRATIVE HAND NO. 9
-
-TRICK 1.--Z must save an entry card for the spade suit.
-
-TRICK 2.--A refuses to part with the control of the
-adversary’s suit.
-
-TRICK 3.--Should Z not overtake the jack of spades, A would
-again refuse to part with the control, and hence this entire suit
-would be blocked. This situation frequently occurs and is often
-misplayed. When your cards are in sequence and should you know that
-the adversary is holding up, always overtake to obtain the lead so
-that you can continue to establish your suit.
-
-TRICK 4.--A cannot afford to lead any other suit and
-continues with the diamonds.
-
-SAVING AN ENTRY CARD. OVERTAKING
-
-It is the first game, score love all. Z deals and passes the make. Y
-makes it “no-trump.”
-
- ♠ Q J
- ♣ A Q J 2 No. 9
- ♦ A 5 3
- ♥ A 8 7 4
- x-------------x
- ♠ A 6 3 | Y | ♠ 5 2
- ♣ K 8 7 | | ♣ 9 5 4
- ♦ Q J 7 6 2 | A B | ♦ 10 9 8
- ♥ K 10 | | ♥ Q J 9 6 5
- | Z |
- +-------------+
- ♠ K 10 9 8 7 4
- ♣ 10 6 3
- ♦ K 4
- ♥ 3 2
-
- +-------+-------+-------+-------+-------+
- | TRICK | A | Y | B | Z |
- +-------+-------+-------+-------+-------+
- | 1 | 6♦ | [A♦] | 8♦ | 4♦ |
- | 2 | 8♠ | [Q♠] | 2♠ | 4♠ |
- | 3 | [A♠] | J♠ | 5♠ | K♠ |
- | 4 | Q♦ | 3♦ | 9♦ | [K♦] |
- | 5 | 6♠ | 4♥ | 5♥ | [10♠] |
- | 6 | 2♦ | 7♥ | 6♥ | [9♠] |
- | 7 | 7♦ | 8♥ | 4♣ | [8♠] |
- | 8 | 10♥ | 5♦ | 5♣ | [7♠] |
- | 9 | 7♣ | 2♣ | 9♣ | [10♣] |
- | 10 | 8♣ | [J♣] | 10♦ | 6♣ |
- | 11 | K♣ | [A♣] | 9♥ | 3♣ |
- | 12 | K♥ | [Q♣] | J♥ | 2♥ |
- | 13 | J♦ | [A♥] | Q♥ | 3♥ |
- +-------+-------+-------+-------+-------+
- The dealer makes a small slam.
-
-
-ILLUSTRATIVE HAND NO. 10
-
-TRICK 1.--Z false cards the king of spades in order to
-deceive his adversaries.
-
-TRICK 2.--The lead of the club suit must come from Y, but if
-a low heart is led, it will take out Y’s only card of entry. With the
-purpose of making two cards of entry, Z leads the high cards from his
-own hand.
-
-TRICK 4.--As all the hearts have fallen, Z can safely
-overtake the jack, to lead the queen of clubs toward the ace. Should
-Z continue with another round of hearts, Y would have no way of
-obtaining the lead after the club suit was established. The low heart
-must be saved as a card of entry.
-
-DOUBLE ENTRY
-
-It is the first game, score love all. Z deals and makes it “no-trump.”
-
- ♠ 4 2
- ♣ Q J 10 6 3 No. 10
- ♦ 4 3
- ♥ K 5 4 3
- x-------------x
- ♠ A 9 8 7 6 | Y | ♠ J 5 3
- ♣ 8 5 | | ♣ K 7 4
- ♦ K 8 5 | A B | ♦ Q J 10 9 6
- ♥ 10 7 6 | | ♥ 9 8
- | Z |
- +-------------+
- ♠ K Q 10
- ♣ A 9 2
- ♦ A 7 2
- ♥ A Q J 2
-
- +-------+-------+-------+-------+-------+
- | TRICK | A | Y | B | Z |
- +-------+-------+-------+-------+-------+
- | 1 | 7♠ | 2♠ | J♠ | [K♠] |
- | 2 | 6♥ | 3♥ | 8♥ | [A♥] |
- | 3 | 7♥ | 4♥ | 9♥ | [Q♥] |
- | 4 | 10♥ | [K♥] | 6♦ | J♥ |
- | 5 | 5♣ | [Q♣] | 4♣ | 2♣ |
- | 6 | 8♣ | 3♣ | 7♣ | [9♣] |
- | 7 | 5♦ | 6♣ | K♣ | [A♣] |
- | 8 | 6♠ | [5♥] | 3♠ | 2♥ |
- | 9 | 8♠ | [J♣] | 5♠ | 2♦ |
- | 10 | 9♠ | [10♣] | 9♦ | 7♦ |
- | 11 | [A♠] | 4♠ | 10♦ | Q♠ |
- | 12 | K♦ | 3♦ | J♦ | [A♦] |
- | 13 | 8♦ | 4♦ | Q♦ | [10♠] |
- +-------+-------+-------+-------+-------+
- The dealer makes a small slam.
-
-
-ILLUSTRATIVE HAND NO. 11
-
-TRICK 1.--As the club suit is blocked, Y needs two entry
-cards, one to establish the suit and the other to obtain the lead and
-make it. Z, therefore, overtakes the jack of spades with the ace, to
-make it possible for Y to have two entry cards.
-
-TRICK 5.--Without reference to the position of the cards,
-A’s lead of the five of spades is bad. The game is lost unless B
-holds the diamond suit, and his best play is undoubtedly the ace and
-the jack of diamonds. As the cards are placed, however, this would
-give the dealer an additional trick.
-
-MAKING AN ENTRY CARD
-
-It is the rubber game, score twenty-four to nothing against
-the dealer. Z deals and makes it “no-trumps.”
-
- ♠ Q J
- ♣ Q J 10 9 7 3 2 No. 11
- ♦ 8 6
- ♥ A 2
- x-------------x
- ♠ 10 7 5 4 2 | Y | ♠ 9 8 6
- ♣ K 6 4 | | ♣ 8 5
- ♦ A J | A B | ♦ Q 10 9 5
- ♥ K J 10 | | ♥ 9 8 7 3
- | Z |
- +-------------+
- ♠ A K 3
- ♣ A
- ♦ K 7 4 3 2
- ♥ Q 6 5 4
-
- +-------+-------+-------+-------+-------+
- | TRICK | A | Y | B | Z |
- +-------+-------+-------+-------+-------+
- | 1 | 4♠ | J♠ | 6♠ | [A♠] |
- | 2 | 4♣ | 2♣ | 5♣ | [A♣] |
- | 3 | 2♠ | [Q♠] | 8♠ | 3♠ |
- | 4 | [K♣] | Q♣ | 8♣ | 2♦ |
- | 5 | 5♠ | 6♦ | 9♠ | [K♠] |
- | 6 | 10♥ | [A♥] | 3♥ | 4♥ |
- | 7 | 6♣ | [J♣] | 5♦ | 3♦ |
- | 8 | J♦ | [10♣] | 7♥ | 4♦ |
- | 9 | J♥ | [9♣] | 8♥ | 5♥ |
- | 10 | 7♠ | [7♣] | 9♥ | 6♥ |
- | 11 | 10♠ | [3♣] | 9♦ | Q♥ |
- | 12 | [A♦] | 8♦ | 10♦ | K♦ |
- | 13 | [K♥] | 2♥ | Q♦ | 7♦ |
- +-------+-------+-------+-------+-------+
- The dealer wins four odd tricks.
-
-
-ILLUSTRATIVE HAND NO. 12
-
-TRICK 5.--Z finds that the seven of diamonds is a card of
-re-entry and plays to establish the club suit.
-
-TRICK 12.--Z can well afford to chance the making of a small
-slam.
-
-A CARD OF RE-ENTRY
-
-It is the first game, score love all. Z, the dealer, makes it
-“no-trumps.”
-
-
- ♠ 8 4 2
- ♣ 8 7 5 4 3 No. 12
- ♦ 7 4 3 2
- ♥ A
- x-------------x
- ♠ 10 9 7 3 | Y | ♠ K J 5
- ♣ 9 6 | | ♣ Q J 10
- ♦ 10 5 | A B | ♦ J 9 8
- ♥ Q J 7 6 4 | | ♥ 10 9 8 5
- | Z |
- +-------------+
- ♠ A Q 6
- ♣ A K 2
- ♦ A K Q 6
- ♥ K 3 2
-
- +-------+-------+-------+-------+-------+
- | TRICK | A | Y | B | Z |
- +-------+-------+-------+-------+-------+
- | 1 | 6♥ | [A♥] | 8♥ | 2♥ |
- | 2 | 5♦ | 2♦ | 8♦ | [A♦] |
- | 3 | 10♦ | 3♦ | 9♦ | [K♦] |
- | 4 | 6♣ | 4♦ | J♦ | [Q♦] |
- | 5 | 9♣ | 3♣ | 10♣ | [A♣] |
- | 6 | 3♠ | 4♣ | J♣ | [K♣] |
- | 7 | 7♠ | 5♣ | [Q♣] | 2♣ |
- | 8 | 4♥ | 2♠ | 10♥ | [K♥] |
- | 9 | 9♠ | [7♦] | 5♥ | 6♦ |
- | 10 | 7♥ | [8♣] | 9♥ | 6♠ |
- | 11 | J♥ | [7♣] | 5♠ | 3♥ |
- | 12 | 10♠ | 8♠ | J♠ | [Q♠] |
- | 13 | Q♥ | 4♠ | K♠ | [A♠] |
- +-------+-------+-------+-------+-------+
- The dealer makes a small slam.
-
-
-ILLUSTRATIVE HAND NO. 13
-
-TRICK 1.--Z cannot afford to hold up the ace of spades, as
-the entire diamond suit is against him. The game can neither be saved
-nor won unless the king of clubs is in B’s hand. Should this be the
-case, it may be necessary to lead twice from Y’s hand.
-
-Z proceeds to make these entry cards by leading the high hearts from
-his own hand. The situation is one that is not only interesting but
-instructive.
-
-DOUBLE ENTRY
-
-It is the rubber game, score twenty-four to nothing against
-the dealer. Z deals and makes it “no-trump.”
-
- ♠ 7 5
- ♣ 9 8 6 No. 13
- ♦ 7 6 5 4
- ♥ K 5 4 3
- x-------------x
- ♠ K J 10 8 6 4 3 | Y | ♠ Q 2
- ♣ 7 4 | | ♣ K 10 3
- ♦ J | A B | ♦ A K Q 10 3 2
- ♥ J 9 7 | | ♥ 10 8
- | Z |
- +-------------+
- ♠ A 9
- ♣ A Q J 5 2
- ♦ 9 8
- ♥ A Q 6 2
-
- +-------+-------+-------+-------+-------+
- | TRICK | A | Y | B | Z |
- +-------+-------+-------+-------+-------+
- | 1 | 10♠ | 5♠ | 2♠ | [A♠] |
- | 2 | 7♥ | 3♥ | 8♥ | [A♥] |
- | 3 | 9♥ | 4♥ | 10♥ | [Q♥] |
- | 4 | J♥ | [K♥] | 2♦ | 6♥ |
- | 5 | 4♣ | 9♣ | 10♣ | [J♣] |
- | 6 | 3♠ | [5♥] | 3♦ | 2♥ |
- | 7 | 7♣ | [8♣] | 3♣ | 2♣ |
- | 8 | 4♠ | 6♣ | K♣ | [A♣] |
- | 9 | 6♠ | 7♠ | Q♠ | [Q♣] |
- | 10 | 8♠ | 4♦ | 10♦ | [5♣] |
- | 11 | J♦ | 5♦ | [Q♦] | 8♦ |
- | 12 | J♠ | 6♦ | [K♦] | 9♦ |
- | 13 | K♠ | 7♦ | [A♦] | 9♠ |
- +-------+-------+-------+-------+-------+
- The dealer wins four odd tricks.
-
-
-ILLUSTRATIVE HAND NO. 14
-
-TRICK 1.--Z’s only hope to win the game is to establish and
-make the diamond suit in Y’s hand. To do this it may be necessary to
-have an entry card.
-
-TRICK 2.--B very properly refuses to part with the
-commanding diamond and waits until the last diamond has been played
-from the dealer’s hand.
-
-TRICK 5.--There is little excuse for the dealer’s play of
-the ace of clubs at this point. He cannot lose by playing a low card.
-
-OVERTAKING TO MAKE AN ENTRY CARD
-
-It is the first game, score love all. Z, the dealer, makes it
-“no-trump.”
-
- ♠ 9 8 3
- ♣ J 7 No. 14
- ♦ K J 7 6 3 2
- ♥ K Q
- x-------------x
- ♠ K Q 5 | Y | ♠ J 10 7
- ♠ K Q 5 | | ♣ Q 10 9 5
- ♦ 10 | A B | ♦ A 9 5
- ♥ J 9 6 5 3 2 | | ♥ 10 8 7
- | Z |
- +-------------+
- ♠ A 6 4 2
- ♣ A 4 3 2
- ♦ Q 8 4
- ♥ A 4
-
- +-------+-------+-------+-------+-------+
- | TRICK | A | Y | B | Z |
- +-------+-------+-------+-------+-------+
- | 1 | 5♥ | Q♥ | 7♥ | [A♥] |
- | 2 | 10♦ | 2♦ | 5♦ | [Q♦] |
- | 3 | 2♥ | [J♦] | 9♦ | 8♦ |
- | 4 | 3♥ | 3♦ | [A♦] | 4♦ |
- | 5 | 6♣ | 7♣ | 5♣ | [A♣] |
- | 6 | 6♥ | [K♥] | 8♥ | 4♥ |
- | 7 | 5♠ | [K♦] | 10♥ | 2♣ |
- | 8 | 8♣ | [7♦] | 9♣ | 3♣ |
- | 9 | 9♥ | [6♦] | 7♠ | 4♣ |
- | 10 | Q♠ | 9♠ | 10♠ | [A♠] |
- | 11 | [K♠] | 3♠ | J♠ | 2♠ |
- | 12 | [J♥] | J♣ | 10♣ | 4♠ |
- | 13 | [K♣] | 8♠ | Q♣ | 6♠ |
- +-------+-------+-------+-------+-------+
- The dealer wins three odd tricks.
-
-
-ILLUSTRATIVE HAND NO. 15
-
-TRICK 1.--It is wrong to hold up an ace when one entire suit
-is against you. You must take the lead and make all that is possible
-in the other suits.
-
-TRICK 2.--The spade suit looks tempting, but the club
-suit is longer and the dealer cannot afford to run the risk of the
-adversaries’ obtaining the lead. Hasty and careless play to the first
-lead of clubs would ruin the hand. Y must begin to unblock.
-
-TRICK 8.--The game is saved and cannot be won unless the
-finesse in the spade suit is successful.
-
-NOT HOLDING UP AN ACE. UNBLOCKING
-
-It is the rubber game, score twenty-four to nothing against the
-dealer. Z, the dealer, makes it “no-trumps.”
-
- ♠ A 10 9 6 5
- ♣ 10 9 4 No. 15
- ♦ 5 4 2
- ♥ 7 4
- x-------------x
- ♠ K 8 2 | Y | ♠ 4 3
- ♣ Q 5 | | ♣ J 6
- ♦ J 10 3 | A B | ♦ A K Q 9 7 6
- ♥ Q 10 9 8 3 | | ♥ K J 5
- | Z |
- +-------------+
- ♠ Q J 7
- ♣ A K 8 7 3 2
- ♦ 8
- ♥ A 6 2
-
- +-------+-------+-------+-------+-------+
- | TRICK | A | Y | B | Z |
- +-------+-------+-------+-------+-------+
- | 1 | 8♥ | 4♥ | K♥ | [A♥] |
- | 2 | 5♣ | 9♣ | 6♣ | [A♣] |
- | 3 | Q♣ | 10♣ | J♣ | [K♣] |
- | 4 | 3♦ | 4♣ | 6♦ | [8♣] |
- | 5 | 10♦ | 7♥ | 3♠ | [7♣] |
- | 6 | 3♥ | 2♦ | 4♠ | [3♣] |
- | 7 | J♦ | 4♦ | 7♦ | [2♣] |
- | 8 | 2♠ | 5♠ | 9♦ | [Q♠] |
- | 9 | 8♠ | 6♠ | Q♦ | [J♠] |
- | 10 | K♠ | [A♠] | 5♥ | 7♠ |
- | 11 | 9♥ | [10♠] | J♥ | 2♥ |
- | 12 | 10♥ | [9♠] | K♦ | 6♥ |
- | 13 | Q♥ | 5♦ | [A♦] | 8♦ |
- +-------+-------+-------+-------+-------+
- The dealer makes a small slam.
-
-
-ILLUSTRATIVE HAND NO. 16
-
-TRICKS 1 AND 2.--Z refuses to part with the ace of hearts,
-and waits until B’s last heart has been played.
-
-TRICK 4.--B cannot afford to win the queen of clubs with the
-king. The dealer may have another club to lead. As the dummy holds no
-card of entry, B hopes to block this suit by waiting until the last
-club has been played from the dealer’s hand.
-
-TRICK 5.--The dealer can, without doubt, make an extra trick
-by playing the ace of clubs, but he imagines that the king of clubs
-is with A.
-
-HOLDING UP A KING
-
-It is the first game. Score 8-0 against the dealer. Z, the dealer,
-declares “no-trumps.” A leads for the first trick.
-
- ♠ 5 4 2
- ♣ A J 10 8 7 3 No. 16
- ♦ 8 6
- ♥ 4 2
- x-------------x
- ♠ J 8 6 | Y | ♠ A 10 3
- ♣ 9 4 | | ♣ K 6 2
- ♦ 10 9 5 | A B | ♦ K J 4 2
- ♥ K Q J 5 3 | | ♥ 10 8 6
- | Z |
- +-------------+
- ♠ K Q 9 7
- ♣ Q 5
- ♦ A Q 7 3
- ♥ A 9 7
-
- +-------+-------+-------+-------+-------+
- | TRICK | A | Y | B | Z |
- +-------+-------+-------+-------+-------+
- | 1 | [K♥] | 2♥ | 6♥ | 7♥ |
- | 2 | [Q♥] | 4♥ | 8♥ | 9♥ |
- | 3 | 3♥ | 2♠ | 10♥ | [A♥] |
- | 4 | 4♣ | 3♣ | 2♣ | [Q♣] |
- | 5 | 9♣ | 10♣ | [K♣] | 5♣ |
- | 6 | 5♦ | 6♦ | 2♦ | [Q♦] |
- | 7 | 6♠ | 4♠ | [A♠] | K♠ |
- | 8 | 9♦ | 8♦ | K♦ | [A♦] |
- | 9 | 8♠ | 5♠ | 3♠ | [Q♠] |
- | 10 | [J♠] | 7♣ | 10♠ | 7♠ |
- | 11 | [J♥] | 8♣ | 6♣ | 9♠ |
- | 12 | [5♥] | J♣ | 4♦ | 3♦ |
- | 13 | 10♦ | A♣ | [J♦] | 7♦ |
- +-------+-------+-------+-------+-------+
- The dealer loses two odd tricks.
-
-
-ILLUSTRATIVE HAND NO. 17
-
-TRICK 1.--To win the game Z must establish and make the club
-suit; as A holds both queen and jack of clubs, he must make one trick.
-
-TRICK 2.--A plays very badly in attempting to win this
-trick. This mistake, however, is often made. Should A refuse to win
-this trick it would be impossible for the clubs in Y’s hand to make.
-
-TRICK 9.--B’s only hope is to find his partner strong in
-spades.
-
-OVERTAKING, LOSING A TRICK, IN ORDER TO MAKE A SUIT
-
-It is the rubber game, score love all. Z, the dealer, makes
-it “no-trumps.”
-
- ♠ 8 6 4
- ♣ K 10 9 8 6 5 No. 17
- ♦ 10 6
- ♥ 5 4
- +-------------+
- ♠ K 10 5 | Y | ♠ Q J 3
- ♣ Q J 7 2 | | ♣ ----
- ♦ 5 4 2 | A B | ♦ A J 9 7 3
- ♥ 9 8 3 | | ♥ K J 10 6 2
- | Z |
- +-------------+
- ♠ A 9 7 2
- ♣ A 4 3
- ♦ K Q 8
- ♥ A Q 7
-
- +-------+-------+-------+-------+-------+
- | TRICK | A | Y | B | Z |
- +-------+-------+-------+-------+-------+
- | 1 | 2♣ | 5♣ | 2♥ | [A♣] |
- | 2 | [J♣] | 6♣ | 3♦ | 4♣ |
- | 3 | 9♥ | 4♥ | 6♥ | [Q♥] |
- | 4 | 7♣ | [8♣] | 7♦ | 3♣ |
- | 5 | Q♣ | [K♣] | 9♦ | 2♠ |
- | 6 | 2♦ | [10♣] | 10♥ | 7♠ |
- | 7 | 4♦ | [9♣] | J♦ | 9♠ |
- | 8 | 5♦ | 10♦ | [A♦] | 8♦ |
- | 9 | 5♠ | 4♠ | Q♠ | [A♠] |
- | 10 | 3♥ | 6♦ | 3♠ | [K♦] |
- | 11 | 8♥ | 5♥ | J♠ | [Q♦] |
- | 12 | 10♠ | 6♠ | J♥ | [A♥] |
- | 13 | K♠ | 8♠ | [K♥] | 7♥ |
- +-------+-------+-------+-------+-------+
- The dealer wins four odd tricks.
-
-
-ILLUSTRATIVE HAND NO. 18
-
-TRICK 2.--Should Z finesse and lose, Y’s suit would be
-blocked and the adversary would undoubtedly take out Y’s only
-re-entry card. The suit must be cleared before this re-entry card is
-gone and many games and rubbers are lost by hasty play in positions
-of this kind.
-
-NOT TAKING A FINESSE
-
-The score is eighteen to nothing against the dealer. Z deals and makes
-it “no-trumps.”
-
- ♠ 8 7
- ♣ J 10 9 6 5 4 No. 18
- ♦ 7 3 2
- ♥ A K
- x-------------x
- ♠ Q 4 | Y | ♠ K J 10 9
- ♣ K 8 | | ♣ 7 3 2
- ♦ Q 9 6 | A B | ♦ 10 8 5
- ♥ Q J 8 7 6 2 | | ♥ 10 9 5
- | Z |
- +-------------+
- ♠ A 6 5 3 2
- ♣ A Q
- ♦ A K J 4
- ♥ 4 3
-
- +-------+-------+-------+-------+-------+
- | TRICK | A | Y | B | Z |
- +-------+-------+-------+-------+-------+
- | 1 | 7♥ | [K♥] | 5♥ | 3♥ |
- | 2 | 8♣ | 4♣ | 2♣ | [A♣] |
- | 3 | [K♣] | 5♣ | 3♣ | Q♣ |
- | 4 | 2♥ | [A♥] | 9♥ | 4♥ |
- | 5 | 6♥ | [J♣] | 7♣ | 2♠ |
- | 6 | 4♠ | [10♣] | 8♦ | 3♠ |
- | 7 | 8♥ | [9♣] | 5♦ | 5♠ |
- | 8 | J♥ | [6♣] | 9♠ | 6♠ |
- | 9 | 6♦ | 2♦ | 10♦ | [K♦] |
- | 10 | 9♦ | 3♦ | 10♠ | [A♦] |
- | 11 | Q♠ | 7♠ | J♠ | [A♠] |
- | 12 | [Q♦] | 7♦ | 10♥ | 4♦ |
- | 13 | [Q♥] | 8♠ | K♠ | J♦ |
- +-------+-------+-------+-------+-------+
- The dealer wins four odd tricks.
-
-
-ILLUSTRATIVE HAND NO. 19
-
-TRICK 1.--Should Z refuse to win the first round of spades
-with the king, his hand may be led through and the king captured. He
-cannot gain by holding up this high card unless the original leader
-holds a six-card spade suit as well as the ace of hearts. In other
-words, he will lose if A has a four-or a five-card suit, and can
-only win if A holds a six-card suit and the ace of hearts. In the
-play of any hand, the usual, not the unusual distribution of the
-cards should be considered.
-
-TRICK 2.--Z must play the hand with a certain goal in
-view--eight tricks. If he leads the diamonds, he is compelled to
-guess, and a wrong guess would be disastrous. As the ace of hearts
-must win, Z hopes, by allowing the spades to make, to obtain
-information which will guide him to a successful finesse.
-
-TRICKS 4, 5, AND 6.--Why does B protect both clubs and
-diamonds?
-
-TRICK 9.--A’s discard of the two of diamonds is informative
-and as B is protecting the diamond suit the dealer can safely infer
-the location of the queen.
-
-FORCING DISCARDS TO LOCATE A FINESSE
-
-It is the rubber game, score twelve to twenty-four against the
-dealer. Z passes the make. Y declares “no-trumps.”
-
- ♠ 9 5
- ♣ A 8 7 3 No. 19
- ♦ A 10 8 6
- ♥ K Q 3
- x-------------x
- ♠ A J 10 7 6 | Y | ♠ Q 4
- ♣ K 10 6 | | ♣ Q 5 4
- ♦ 9 4 2 | A B | ♦ Q 5 3
- ♥ 8 2 | | ♥ A 9 6 5 4
- | Z |
- +-------------+
- ♠ K 8 3 2
- ♣ J 9 2
- ♦ K J 7
- ♥ J 10 7 4
-
- +-------+-------+-------+-------+-------+
- | TRICK | A | Y | B | Z |
- +-------+-------+-------+-------+-------+
- | 1 | 7♠ | 5♠ | Q♠ | [K♠] |
- | 2 | 2♥ | Q♥ | [A♥] | 7♥ |
- | 3 | [10♠] | 9♠ | 4♠ | 2♠ |
- | 4 | [A♠] | 3♣ | 4♥ | 3♠ |
- | 5 | [J♠] | 7♣ | 5♥ | 8♠ |
- | 6 | [6♠] | 8♣ | 6♥ | 2♣ |
- | 7 | 6♣ | [A♣] | 4♣ | 9♣ |
- | 8 | 8♥ | 3♥ | 9♥ | [J♥] |
- | 9 | 2♦ | [K♥] | 5♣ | 10♥ |
- | 10 | 4♦ | 6♦ | 3♦ | [J♦] |
- | 11 | 9♦ | 8♦ | 5♦ | [K♦] |
- | 12 | 10♣ | [A♦] | Q♦ | 7♦ |
- | 13 | K♣ | [10♦] | Q♣ | J♣ |
- +-------+-------+-------+-------+-------+
- The dealer wins two odd tricks.
-
-
-ILLUSTRATIVE HAND NO. 20
-
-TRICK 2.--Z cannot afford to lead diamonds from Y’s hand, as
-this would take out the only entry card.
-
-TRICK 3.--B waits until Z’s last diamond has been played.
-
-TRICK 6.--Z endeavours to establish an entry card for Y by
-sacrificing a high card from his own hand. B again tries to block the
-dealer’s game.
-
-TRICK 7.--The ace of hearts is now marked with B, and the
-Finesse Obligatory must be taken. Unless the jack of hearts lies with
-A, Y can never make the diamond suit.
-
-TRICK 11.--It is very difficult for A to mark the two of
-clubs.
-
-DESCHAPELLES COUP. FINESSE OBLIGATORY
-
-It is the rubber game, score love all. Z, the dealer, makes it
-“no-trumps.”
-
- ♠ 9 8 5 4
- ♣ 8 No. 20
- ♦ J 9 7 5 4
- ♥ Q 10 6
- x-------------x
- ♠ K 10 6 | Y | ♠ Q J 7
- ♣ 10 7 6 5 3 | | ♣ J 9 4
- ♦ 10 6 | A B | ♦ K 8 3
- ♥ J 3 2 | | ♥ A 9 5 4
- | Z |
- +-------------+
- ♠ A 3 2
- ♣ A K Q 2
- ♦ A Q 2
- ♥ K 8 7
-
- +-------+-------+-------+-------+-------+
- | TRICK | A | Y | B | Z |
- +-------+-------+-------+-------+-------+
- | 1 | 5♣ | 8♣ | J♣ | [A♣] |
- | 2 | 6♦ | 4♦ | 3♦ | [A♦] |
- | 3 | 10♦ | 5♦ | 8♦ | [Q♦] |
- | 4 | 6♠ | 7♦ | [K♦] | 2♦ |
- | 5 | 3♣ | 4♠ | 9♣ | [K♣] |
- | 6 | 2♥ | 6♥ | 4♥ | [K♥] |
- | 7 | 3♥ | 10♥ | [A♥] | 8♥ |
- | 8 | 6♣ | 5♠ | 4♣ | [Q♣] |
- | 9 | J♥ | [Q♥] | 5♥ | 7♥ |
- | 10 | 7♣ | [J♦] | 9♥ | 2♠ |
- | 11 | 10♠ | [9♦] | 7♠ | 3♠ |
- | 12 | K♠ | 9♠ | J♠ | [A♠] |
- | 13 | [10♣] | 8♠ | Q♠ | 2♣ |
- +-------+-------+-------+-------+-------+
- The dealer wins four odd tricks.
-
-
-ILLUSTRATIVE HAND NO. 21
-
-TRICK 2.--Z infers that the adversaries will not continue with
-the spade suit as Y holds a tenace over A’s cards. Every suit is
-protected, but it would be dangerous to have clubs led through, for,
-should A obtain the lead, this entire suit might be brought in. In
-all probability the adversaries will make a trick in diamonds and Z
-prefers that the first be taken by B.
-
-TRICK 3.--B leads an irregular card in hearts so that A can mark his
-suit. Z cannot afford to have A lead and so takes this trick.
-
-NOT ALLOWING ADVERSARY TO LEAD THROUGH A ONCE GUARDED KING
-
-It is the rubber game, score eight to twenty against the dealer.
-Z deals and makes it “no-trumps.”
-
- ♠ K J 7
- ♣ K 7 No. 21
- ♦ K 8 3
- ♥ 10 8 5 4 3
- x-------------x
- ♠ Q 10 9 6 3 | Y | ♠ 8 2
- ♣ 10 8 4 | | ♣ A Q J 9 5 3
- ♦ Q 7 2 | A B | ♦ J 9
- ♥ K J | | ♥ Q 9 2
- | Z |
- +-------------+
- ♠ A 5 4
- ♣ 6 2
- ♦ A 10 6 5 4
- ♥ A 7 6
-
- +-------+-------+-------+-------+-------+
- | TRICK | A | Y | B | Z |
- +-------+-------+-------+-------+-------+
- | 1 | 6♠ | 7♠ | 8♠ | [A♠] |
- | 2 | 2♦ | 8♦ | [J♦] | 4♦ |
- | 3 | J♥ | 3♥ | 9♥ | [A♥] |
- | 4 | 7♦ | [K♦] | 9♦ | 5♦ |
- | 5 | Q♦ | 3♦ | 2♠ | [A♦] |
- | 6 | 4♣ | 4♥ | 3♣ | [10♦] |
- | 7 | 8♣ | 5♥ | 5♣ | [6♦] |
- | 8 | 3♠ | [J♠] | 9♣ | 5♠ |
- | 9 | 9♠ | [K♠] | J♣ | 4♠ |
- | 10 | [K♥] | 10♥ | 2♥ | 6♥ |
- | 11 | [Q♠] | 8♥ | Q♣ | 7♥ |
- | 12 | [10♠] | 7♣ | Q♥ | 2♣ |
- | 13 | 10♣ | K♣ | [A♣] | 6♣ |
- +-------+-------+-------+-------+-------+
- The dealer wins two odd tricks.
-
-
-ILLUSTRATIVE HAND NO. 22
-
-TRICK 1.--Z hopes to exhaust the hearts in B’s hand.
-
-TRICK 4.--To make two odd tricks is simple. To win the game A must
-not get the lead. With an established suit against you, you
-should not take a finesse, which would allow the adversary with the
-established suit to obtain the lead. To lead the queen of clubs from
-Y’s hands would be dangerous. The possibilities lie in the diamond
-suit. Z, therefore, leads a diamond and allows B to win the trick.
-The dealer must play the ace of clubs, for, should the diamonds fall,
-the game is assured.
-
-NOT ALLOWING AN ESTABLISHED SUIT TO MAKE
-
-It is the rubber game, score twenty-four to nothing against the
-dealer. Z deals and makes it “no-trumps.”
-
- ♠ Q J 3
- ♣ Q 9 No. 22
- ♦ A K 8 6 5 2
- ♥ 7 6
- x-------------x
- ♠ 9 7 5 | Y | ♠ 8 6 2
- ♣ K 8 | | ♣ 6 4 3 2
- ♦ Q 4 3 | A B | ♦ J 10 9
- ♥ K Q J 10 5 | | ♥ 9 4 2
- | Z |
- x-------------x
- ♠ A K 10 4
- ♣ A J 10 7 5
- ♦ 7
- ♥ A 8 3
-
- +-------+-------+-------+-------+-------+
- | TRICK | A | Y | B | Z |
- +-------+-------+-------+-------+-------+
- | 1 | [K♥] | 6♥ | 2♥ | 3♥ |
- | 2 | [10♥] | 7♥ | 4♥ | 8♥ |
- | 3 | J♥ | 3♠ | 9♥ | [A♥] |
- | 4 | 3♦ | 2♦ | [9♦] | 7♦ |
- | 5 | 8♣ | 9♣ | 2♣ | [A♣] |
- | 6 | 5♠ | [J♠] | 2♠ | 4♠ |
- | 7 | 4♦ | [A♦] | 10♦ | 5♣ |
- | 8 | Q♦ | [K♦] | J♦ | 7♣ |
- | 9 | 7♠ | [8♦] | 6♠ | 10♣ |
- | 10 | 9♠ | [6♦] | 8♠ | J♣ |
- | 11 | 5♥ | [5♦] | 3♣ | 10♠ |
- | 12 | Q♥ | Q♠ | 4♣ | [K♠] |
- | 13 | K♣ | Q♣ | 6♣ | [A♠] |
- +-------+-------+-------+-------+-------+
- The dealer wins four odd tricks.
-
-
-ILLUSTRATIVE HAND NO. 23
-
-TRICK 3.--With four spades in B’s hand, to make this suit Z
-must allow B to win the first trick.
-
-TRICK 10.--Z hopes to make the king of diamonds by leading
-from the weak hand.
-
-“DUCKING”
-
-It is the first game, score love all. Z, the dealer, makes it
-“no-trumps.”
-
- ♠ A K Q 10 7 5 4
- ♣ 9 6 4 No. 23
- ♦ 10 7
- ♥ 3
- x-------------x
- ♠ ---- | Y | ♠ J 9 3 2
- ♣ Q 10 8 5 | | ♣ K J
- ♦ Q 6 3 2 | A B | ♦ A J 9 4
- ♥ Q 10 7 6 4 | | ♥ 9 8 5
- | Z |
- +-------------+
- ♠ 8 6
- ♣ A 7 3 2
- ♦ K 8 5
- ♥ A K J 2
-
- +-------+-------+-------+-------+-------+
- | TRICK | A | Y | B | Z |
- +-------+-------+-------+-------+-------+
- | 1 | 6♥ | 3♥ | 8♥ | [J♥] |
- | 2 | 2♦ | 4♠ | [9♠] | 8♠ |
- | 3 | 4♥ | 4♣ | 9♥ | [A♥] |
- | 4 | 5♣ | [Q♠] | 2♠ | 6♠ |
- | 5 | 7♥ | [A♠] | 3♠ | 2♣ |
- | 6 | 8♣ | [K♠] | J♠ | 3♣ |
- | 7 | 10♣ | [10♠] | 4♦ | 7♣ |
- | 8 | Q♣ | [7♠] | 9♦ | 5♦ |
- | 9 | 10♥ | [5♠] | J♦ | 2♥ |
- | 10 | 3♦ | 7♦ | [A♦] | 8♦ |
- | 11 | Q♥ | 10♦ | 5♥ | [K♥] |
- | 12 | 6♦ | 6♣ | J♣ | [K♦] |
- | 13 | Q♦ | 9♣ | K♣ | [A♣] |
- +-------+-------+-------+-------+-------+
- The dealer wins five odd tricks.
-
-
-ILLUSTRATIVE HAND NO. 24
-
-Holding the ace, king, and jack of a suit, provided the queen is not
-in dummy, it is often advisable to wait until your partner can lead
-through the dealer’s hand. To lead through a king in dummy is sound
-play, especially when you hold a sequence. Z cannot gain by covering
-the honour led. He hopes that the ace will fall to the first or
-second lead.
-
-TRICK 5.--B indicates his suit before returning his partner’s original
-lead.
-
-LEADING THROUGH DUMMY’S STRENGTH
-
-It is the first game, score eight to nothing against the dealer.
-Z, the dealer, passes the make. Y declares hearts.
-
- ♠ J 2
- ♣ K 9 8 No. 24
- ♦ 6 4 3
- ♥ A Q J 7 5
- x-------------x
- ♠ 10 7 5 | Y | ♠ A K 6 4
- ♣ Q J 10 | | ♣ A 6 5 4
- ♦ A K J 5 | A B | ♦ 9 8 2
- ♥ K 6 3 | | ♥ 8 2
- | Z |
- +-------------+
- ♠ Q 9 8 3
- ♣ 7 3 2
- ♦ Q 10 7
- ♥ 10 9 4
-
- +-------+-------+-------+-------+-------+
- | TRICK | A | Y | B | Z |
- +-------+-------+-------+-------+-------+
- | 1 | [K♦] | 3♦ | 2♦ | 7♦ |
- | 2 | [Q♣] | 8♣ | 4♣ | 2♣ |
- | 3 | [J♣] | 9♣ | 5♣ | 3♣ |
- | 4 | 10♣ | K♣ | [A♣] | 7♣ |
- | 5 | 5♠ | 2♠ | [K♠] | 3♠ |
- | 6 | [J♦] | 4♦ | 9♦ | 10♦ |
- | 7 | [A♦] | 6♦ | 8♦ | Q♦ |
- | 8 | 7♠ | J♠ | [A♠] | 8♠ |
- | 9 | 10♠ | [5♥] | 4♠ | 9♠ |
- | 10 | 3♥ | [A♥] | 2♥ | 4♥ |
- | 11 | [K♥] | 7♥ | 8♥ | 9♥ |
- | 12 | 5♦ | [J♥] | 6♣ | Q♠ |
- | 13 | 6♥ | [Q♥] | 6♠ | 10♥ |
- +-------+-------+-------+-------+-------+
- The dealer loses three odd tricks.
-
-
-ILLUSTRATIVE HAND NO. 25
-
-TRICK 1.--Many players would be tempted to lead the supporting
-diamond rather than to open the four-card suit.
-
-TRICK 2.--Should B lead the ace of spades the ruff would be
-established in the weak hand. As B holds protection in all of the
-suits, his best play is to lead trumps through the strong hand.
-
-TRICK 3.--It would be bad play for A to return his partner’s lead of
-trumps. He holds the king of trumps protected and must wait until his
-partner can again lead through the dealer’s hand. It would be wrong
-to continue his original lead of spades, as the dealer could then
-stop the lead of trumps and give dummy the ruff. A infers from his
-partner’s lead of trumps that he holds strength in the other suits,
-and the ten of diamonds is undoubtedly his best play.
-
-TRICK 4.--B again leads through the strong trump hand, A makes his
-king and leads his losing trump to draw two for one. No matter how
-the dealer may play he cannot prevent his adversaries from making the
-remaining tricks in spades or in diamonds, it being impossible to
-obtain the lead in dummy.
-
-PREVENTING THE WEAK HAND FROM RUFFING
-
-It is the rubber game, score sixteen to eight in favour of the
-dealer. Z, the dealer, makes it hearts and A leads for the first
-trick.
-
- ♠ 5 4
- ♣ K Q 6 5 2 No. 25
- ♦ K J 4
- ♥ 7 6 4
- +-------------+
- ♠ Q 10 9 2 | Y | ♠ A K 6
- ♣ 9 7 4 | | ♣ J 10 8 3
- ♦ 10 9 5 | A B | ♦ A Q 8 2
- ♥ K J 2 | | ♥ 5 3
- | Z |
- +-------------+
- ♠ J 8 7 3
- ♣ A
- ♦ 7 6 3
- ♥ A Q 10 9 8
-
- +-------+-------+-------+-------+-------+
- | TRICK | A | Y | B | Z |
- +-------+-------+-------+-------+-------+
- | 1 | 2♠ | 4♠ | [K♠] | 3♠ |
- | 2 | [J♥] | 4♥ | 5♥ | 8♥ |
- | 3 | 10♦ | J♦ | [Q♦] | 3♦ |
- | 4 | [K♥] | 6♥ | 3♥ | 9♥ |
- | 5 | 2♥ | 7♥ | 2♦ | [10♥] |
- | 6 | 4♣ | 2♣ | 3♣ | [A♣] |
- | 7 | 5♦ | K♦ | [A♦] | 6♦ |
- | 8 | 9♠ | 5♠ | [A♠] | 7♠ |
- | 9 | [10♠] | 4♦ | 6♠ | 8♠ |
- | 10 | [Q♠] | 5♣ | 8♦ | J♠ |
- | 11 | [9♦] | 6♣ | 8♣ | 7♦ |
- | 12 | 7♣ | Q♣ | 10♣ | [Q♥] |
- | 13 | 9♣ | K♣ | J♣ | [A♥] |
- +-------+-------+-------+-------+-------+
- The dealer loses three odd tricks.
-
-
-ILLUSTRATIVE HAND NO. 26
-
-TRICK 1.--A is almost strong enough to lead the trump originally, but
-holding the ace and king of a suit his best play is to take a view of
-the dummy hand.
-
-TRICK 2.--The queen of spades falling in the dealer’s hand indicates
-that the weak hand will ruff. A leads trumps through the strong hand.
-
-TRICK 3.--B has no reason to wait for the trumps to be led through
-again, as he does not hold a tenace over dummy. He, therefore, leads
-the ace and then a low trump in order to exhaust trumps from the weak
-hand.
-
-PREVENTING THE WEAK HAND FROM RUFFING
-
-It is the first game, score love all. Z, the dealer, passes the
-make. Y declares hearts. A leads for the first trick.
-
- ♠ 9 4 3 2
- ♣ A K 6 No. 26
- ♦ 7
- ♥ K J 9 5 3
- x-------------x
- ♠ A K J 10 | Y | ♠ 8 7 6 5
- ♣ Q J 8 3 | | ♣ 10 2
- ♦ A Q 2 | A B | ♦ K J 8 4
- ♥ 7 6 | | ♥ A Q 8
- | Z |
- +-------------+
- ♠ Q
- ♣ 9 7 5 4
- ♦ 10 9 6 5 3
- ♥ 10 4 2
-
- +-------+-------+-------+-------+-------+
- | TRICK | A | Y | B | Z |
- +-------+-------+-------+-------+-------+
- | 1 | [K♠] | 2♠ | 5♠ | Q♠ |
- | 2 | 7♥ | 3♥ | [Q♥] | 2♥ |
- | 3 | 6♥ | 5♥ | [A♥] | 4♥ |
- | 4 | 2♦ | 9♥ | 8♥ | [10♥] |
- | 5 | 3♣ | [K♣] | 2♣ | 4♣ |
- | 6 | 8♣ | [A♣] | 10♣ | 5♣ |
- | 7 | [J♣] | 6♣ | 6♠ | 7♣ |
- | 8 | [A♠] | 3♠ | 7♠ | 9♣ |
- | 9 | [J♠] | 4♠ | 8♠ | 3♦ |
- | 10 | [10♠] | 9♠ | 4♦ | 5♦ |
- | 11 | [A♦] | 7♦ | 8♦ | 6♦ |
- | 12 | Q♣ | [J♥] | J♦ | 9♦ |
- | 13 | Q♦ | [K♥] | K♦ | 10♦ |
- +-------+-------+-------+-------+-------+
- The dealer loses two odd tricks.
-
-
-ILLUSTRATIVE HAND NO. 27
-
-TRICK 2.--The dealer after taking the force leads trumps in order to
-bring in the established spade suit.
-
-TRICK 4.--This is the critical point in the hand. A can continue to
-force the strong trump hand, but as the trumps are evidently all
-established in the dealer’s hand, it would enable the dealer to take
-out the remaining trumps and make the spades.
-
-This situation is interesting and deserves careful study. It is too
-late to force when the adversary holds an established suit against
-you. You must make what you can in the other suits before giving up
-the lead.
-
-TRICK 5.--A overtakes the queen of clubs in order to continue the
-lead.
-
-TRICK 7.--B discards his only spade.
-
-TRICK 8.--A gives B the opportunity to make his losing trump.
-
-NOT FORCING
-
-It is the first game, score love all. Z, the dealer, makes it
-hearts.
-
- ♠ A K Q J 8 7 6
- ♣ 10 8 No. 27
- ♦ 10 8
- ♥ J 9
- +-------------+
- ♠ 10 2 | Y | ♠ 9
- ♣ K J 9 2 | | ♣ A Q 6
- ♦ A K Q J 7 | A B | ♦ 9 6 5 4 3 2
- ♥ A 5 | | ♥ 7 4 2
- | Z |
- +-------------+
- ♠ 5 4 3
- ♣ 7 5 4 3
- ♦ ----
- ♥ K Q 10 8 6 3
-
- +-------+-------+-------+-------+-------+
- | TRICK | A | Y | B | Z |
- +-------+-------+-------+-------+-------+
- | 1 | K♦ | 8♦ | 2♦ | [3♥] |
- | 2 | 5♥ | [J♥] | 2♥ | 6♥ |
- | 3 | [A♥] | 9♥ | 4♥ | K♥ |
- | 4 | 2♣ | 8♣ | [A♣] | 3♣ |
- | 5 | [K♣] | 10♣ | Q♣ | 4♣ |
- | 6 | [J♣] | 10♦ | 6♣ | 5♣ |
- | 7 | [9♣] | 6♠ | 9♠ | 7♣ |
- | 8 | 10♠ | J♠ | [7♥] | 3♠ |
- | 9 | 7♦ | 7♠ | 3♦ | [8♥] |
- | 10 | 2♠ | [8♠] | 4♦ | 4♠ |
- | 11 | J♦ | [Q♠] | 5♦ | 5♠ |
- | 12 | Q♦ | K♠ | 6♦ | [10♥] |
- | 13 | A♦ | A♠ | 9♦ | [Q♥] |
- +-------+-------+-------+-------+-------+
- The dealer wins the odd trick.
-
-
-ILLUSTRATIVE HAND NO. 28
-
-TRICK 1.--Z false cards the ace of hearts to tempt A to again lead
-the suit.
-
-TRICK 3.--The correct play of third hand is high unless two or more
-honours are held in sequence, in which case the lower honour is
-played. B’s play of the jack denies the ten and the king. It would,
-therefore, be bad play for A to continue his suit. He must wait until
-his partner can lead through the dealer’s hand.
-
-A’s best lead is through the strength of the dummy hand, and he leads
-the highest card of his sequence.
-
-TRICK 4.--B must wait until his partner can again lead through the
-king of diamonds, and so returns his partner’s original lead.
-
-INFERENCE
-
-It is the rubber game, score twenty-four to nothing against
-the dealer. Z, the dealer, makes it “no trumps.”
-
- ♠ 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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