Bridge; its Principles and Rules of Play - Part 12
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Part 12

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

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

ILl.u.s.tRATIVE HAND NO. 4

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

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

[S] A 9 6 5 2 [C] 9 8 7 [D] 6 5 4 [H] 6 5 +---------+ [S] J 10

Y

[S] Q 7 4 [C] K 10

[C] Q J 5 4 3 [D] J 9 7 2

A B

[D] A 3 [H] K J 8 4 2

[H] 10 9 7

Z

+---------+ [S] K 8 3 [C] A 6 2 [D] K Q 10 8 [H] A Q 3

+-------+---------------+---------------+---------------+---------------+

TRICK

A

Y

B

Z

+-------+---------------+---------------+---------------+---------------+

1

[H]4

[H]5

[H]9

[H]Q

2

10[S]

2[S]

4[S]

3[S]

3

[H]J

[H]6

[H]7

[H]3

4

[H]2

[C]7

[H]10

[H]A

5

J[S]

5[S]

7[S]

K[S]

6

2[D]

A[S]

Q[S]

8[S]

7

7[D]

9[S]

[C]3

[C]2

8

9[D]

6[S]

3[D]

[C]6

9

J[D]

4[D]

A[D]

8[D]

10

[C]10

[C]8

[C]4

[C]A

11

[H]8

5[D]

[C]5

K[D]

12

[H]K

6[D]

[C]J

Q[D]

13

[C]K

[C]9

[C]Q

10[D]

+-------+---------------+---------------+---------------+---------------+

The dealer wins ten tricks.

NOTES ON ILl.u.s.tRATIVE HAND NO. 5

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

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

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

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

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

ILl.u.s.tRATIVE HAND NO. 5

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

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

[S] Q 10 8 [C] A K 9 8 7 2 [D] Q 9 [H] J 2 +---------+ [S] 5 4 2

Y

[S] 9 7 6 [C] Q 4 3

[C] J 10 6 [D] K 8

A B

[D] 5 4 3 2 [H] K 10 5 4 3

[H] A 9 6

Z

+---------+ [S] A K J 3 [C] 5 [D] A J 10 7 6 [H] Q 8 7

+-------+---------------+---------------+---------------+---------------+

TRICK

A

Y

B

Z

-------+---------------+---------------+---------------+---------------

1

[H]4

[H]2

[H]A[H]K

[H]J

[H]9

[H]8

3

[H]3

8[S]

[H]6

[H]Q

4

[C]3

[C]7

[C]10

[C]5

5

8[D]

9[D]

2[D]

A[D]

6

2[S]

Q[S]

6[S]

3[S]

7

[C]4

[C]A

[C]6

6[D]

8

[C]Q

[C]K

[C]J

7[D]

9

4[S]

[C]9

7[S]

10[D]

10

5[S]

[C]8

9[S]

J[D]

11

[H]5

[C]2

3[D]

J[S]

12

[H]10

10[S]

4[D]

K[S]

13

K[D]

Q[D]

5[D]

A[S]

+-------+---------------+---------------+---------------+---------------+

The dealer wins ten tricks.

NOTES ON ILl.u.s.tRATIVE HAND NO. 6

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

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

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

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

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

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

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

ILl.u.s.tRATIVE HAND NO. 6

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

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

[S] A 6 4 3 [C] A J 9 4 3 [D] A 4 [H] 9 5 +---------+ [S] Q 10 5

Y

[S] 9 8 7 2 [C] 8 7 6

[C] K Q 10 [D] J 9 7 2

A B

[D] 10 8 6 [H] 7 6 4

[H] 10 3 2

Z

+---------+ [S] K J [C] 5 2 [D] K Q 5 3 [H] A K Q J 8

+-------+---------------+---------------+---------------+---------------+

TRICK

A

Y

B

Z

-------+---------------+---------------+---------------+---------------

1

2[D]

A[D]

6[D]

3[D]

2

7[D]

4[D]

8[D]

K[D]

3

9[D]

[H]5

10[D]

5[D]

4

[H]4

[H]9

[H]2

[H]A

5

[H]6

[C]3

[H]3

[H]K

6

[H]7

[C]4

[H]10

[H]Q

7

[C]6

[C]9

[C]10

[H]J

8

J[D]

[C]J

2[S]

Q[D]

9

5[S]

3[S]

7[S]

K[S]

10

Q[S]

A[S]

8[S]

J[S]

11

10[S]

4[S]

9[S]

[H]8

12

[C]7

[C]A

[C]Q

[C]2

13

[C]8

6[S]

[C]K

[C]5

+-------+---------------+---------------+---------------+---------------+

The dealer makes a grand slam.

NOTES ON ILl.u.s.tRATIVE HAND NO. 7

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

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

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

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

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

ILl.u.s.tRATIVE HAND NO. 7

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

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

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

Y

[S] Q 10 4 [C] None

[C] K 7 [D] 5 4 3

A B

[D] K 9 2 [H] K J 10 8 4 2

[H] 9 7 6 5 3

Z

+---------+ [S] 2 [C] J 9 8 6 3 2 [D] A Q J 10 [H] A Q

+-------+---------------+---------------+---------------+---------------+

TRICK

A

Y

B

Z

-------+---------------+---------------+---------------+---------------

1

[H]10

6[D]

[H]3

[H]Q

2

3[D]

7[D]

2[D]

Q[D]

3

3[S]

A[S]

4[S]

2[S]

4

4[D]

8[D]

9[D]

J[D]

5

5[D]

5[S]

K[D]

A[D]

6

[H]2

[C]10

[C]K

[C]2

7

[H]4

6[S]

[H]5

[H]A

8

[H]8

[C]Q

[C]7

[C]3

9

[H]J

[C]A

[H]6

[C]6

10

[H]K

[C]5

[H]7

[C]8

11

9[S]

[C]4

[H]9

[C]9

12

J[S]

7[S]

10[S]

[C]J

13

K[S]

8[S]

Q[S]

10[D]

+-------+---------------+---------------+---------------+---------------+

The dealer makes a little slam.

NOTES ON ILl.u.s.tRATIVE HAND NO. 8

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

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