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]. | +-----------------------------------------------------+
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.
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
+-------+-------+-------+-------+--------+ | 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.
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.