| TRICK | A | Y | B | Z |
+-------+---------------+---------------+---------------+---------------+
| 1 | <f>K[S]</f>| 9[S] | 5[S] | 3[S] |
| 2 | <f>Q[S]</f>| [H]3 | 7[S] | 4[S] |
| 3 | 2[S] | [H]6 | 10[S] | <f>A[S]</f>|
| 4 | [C]8 | [C]2 | [C]7 | <f>[C]10</f> |
| 5 | [C]9 | [C]J | <f>[C]A</f> | [C]6 |
| 6 | [H]2 | [H]7 | [H]5 | <f>[H]K</f> |
| 7 | 6[S] | <f>[C]4</f> | [H]9 | [C]3 |
| 8 | 8[S] | <f>[C]5</f> | [H]J | [H]4 |
| 9 | J[S] | <f>[C]Q</f> | 7[D] | [H]Q |
| 10 | 4[D] | <f>[C]K</f> | 8[D] | 2[D] |
| 11 | 9[D] | <f>Q[D]</f>| 10[D] | 3[D] |
| 12 | [H]8 | 6[D] | J[D] | <f>K[D]</f>|
| 13 | [H]10 | 5[D] | [H]A | <f>A[D]</f>|
+-------+---------------+---------------+---------------+---------------+
The dealer wins ten tricks.
NOTES ON ILLUSTRATIVE HAND NO. 2
TRICK 1.--A leads from his longest suit.
TRICK 2.--B returns his partner's lead with his highest card, which the
dealer refuses to take, as he wishes to wait until B has no more of the
suit.
TRICK 3.--A again leads a diamond, as he has the K of spades for
re-entry and wishes to establish the diamond suit.
TRICK 4.--The dealer plays for the clubs, his longest suit, and takes
the first trick, as he holds J and 10 and can clear the suit in one more
lead.
TRICK 6.--B, having no diamonds, opens his heart suit, hoping to put his
partner in the lead. The dealer applying the "Rule of Eleven," and
finding that he holds the four cards above the seven, passes so as to
take the lead in the dummy hand.
TRICK 7.--Leading through.
TRICKS 8 AND 9.--Making the clubs and putting the dummy hand in the lead
so as to come through the K and J of hearts.
ILLUSTRATIVE HAND NO. 2
_Playing for the Longest Suit in the Two Hands._
The score is love-all, rubber game. The dealer, Z, makes it no-trump and
A leads for the first trick.
[S] 8 6 4
[C] 7 6 5 2
[D] A 6 3
[H] 9 5 4
+---------+
[S] K J 10 2 | Y | [S] Q 7 5
[C] 9 8 | | [C] K Q 3
[D] Q J 7 5 4 |A B| [D] K 8 2
[H] 6 3 | | [H] K J 8 7
| Z |
+---------+
[S] A 9 3
[C] A J 10 4
[D] 10 9
[H] A Q 10 2
+-------+---------------+---------------+---------------+---------------+
| TRICK | A | Y | B | Z |
+-------+---------------+---------------+---------------+---------------+
| 1 | 5[D] | 3[D] | <f>K[D]</f>| 9[D] |
| 2 | <f>J[D]</f>| 6[D] | 8[D] | 10[D] |
| 3 | 4[D] | <f>A[D]</f>| 2[D] | 3[S] |
| 4 | [C]8 | [C]2 | [C]Q | <f>[C]A</f> |
| 5 | [C]9 | [C]5 | <f>[C]K</f> | [C]J |
| 6 | [H]3 | <f>[H]9</f> | [H]7 | [H]2 |
| 7 | [H]6 | [H]4 | [H]8 | <f>[H]10</f> |
| 8 | 2[S] | [C]6 | [C]3 | <f>[C]10</f> |
| 9 | 10[S] | <f>[C]7</f> | 5[S] | [C]4 |
| 10 | 7[D] | [H]5 | [H]J | <f>[H]Q</f> |
| 11 | Q[D] | 4[C] | [H]K | <f>[H]A</f> |
| 12 | J[S] | 6[S] | 7[S] | <f>A[S]</f>|
| 13 | <f>K[S]</f>| 8[S] | Q[S] | 9[S] |
+-------+---------------+---------------+---------------+---------------+
The dealer wins nine tricks.
NOTES ON ILLUSTRATIVE HAND NO. 3
TRICK 1.--A opens his fourth best heart, as his hand is strong, and he
wishes his partner to return that suit.
THE DEALER.--As the longest suit in the two hands is diamonds, the
dealer takes the first trick with the A of hearts, so that he may be
able, if necessary, to put the dummy hand in the lead; also so that the
adversaries may not know the cards he holds in the heart suit.
TRICK 2.--A refuses to part with the commanding card of the diamond
suit.
TRICK 3.--The dealer takes the lead in the dummy hand in order to
establish his diamond suit.
TRICK 4.--As the dealer has now no diamonds, it is useless to hold up
any longer.
TRICK 6.--If A leads either clubs or spades he must lose a trick; his
best play is to continue with the heart suit.
ILLUSTRATIVE HAND NO. 3
_Making a Re-entry Card for Dummy's Long Suit._
The score is 24 to 0 against the dealer on the rubber game. The dealer,
Z, makes it no-trump and A leads for the first trick.
[S] A 2
[C] J 10
[D] Q J 9 5 4 3 2
[H] Q 7
+---------+
[S] K J 4 | Y | [S] 10 9 7 5
[C] A 4 | | [C] Q 9 6 3
[D] A 8 6 |A B| [D] 10 7
[H] 10 8 6 5 4 | | [H] 9 3 2
| Z |
+---------+
[S] Q 8 6 3
[C] K 8 7 5 2
[D] K
[H] A K J
+-------+---------------+---------------+---------------+---------------+
| TRICK | A | Y | B | Z |
+-------+---------------+---------------+---------------+---------------+
| 1 | [H]5 | [H]7 | [H]9 | <f>[H]A</f> |
| 2 | 6[D] | 2[D] | 7[D] | <f>K[D]</f>|
| 3 | [H]4 | <f>[H]Q</f> | [H]2 | [H]J |
| 4 | <f>A[D]</f>| Q[D] | 10[D] | [C]2 |
| 5 | [H]6 | [C]10 | [H]3 | <f>[H]K</f> |
| 6 | 4[S] | <f>A[S]</f>| 5[S] | 3[S] |
| 7 | 8[D] | <f>J[D]</f>| [C]3 | [C]5 |
| 8 | [C]4 | <f>9[D]</f>| 7[S] | [C]7 |
| 9 | J[S] | <f>5[D]</f>| 9[S] | 6[S] |
| 10 | [H]8 | <f>4[D]</f>| 10[S] | 8[S] |
| 11 | [H]10 | <f>3[D]</f>| [C]6 | Q[S] |
| 12 | <f>[C]A</f> | [C]J | [C]Q | [C]K |
| 13 | <f>K[S]</f>| 2[S] | [C]9 | [C]8 |
+-------+---------------+---------------+---------------+---------------+
The dealer wins ten tricks.
NOTES ON ILLUSTRATIVE HAND NO. 4
TRICK 2.--As the adversaries must take one trick in the spade suit, the
dealer allows them to win the first trick, in order to take the third
round with the A, the A being the only re-entry card in the dummy.
TRICK 3.--A continues with his long suit. The dealer, hoping that the A
of diamonds is in B's hand, refuses to give up the commanding card.
TRICK 5.--The dealer, so that the suit will not be blocked, leads the K
of spades.
TRICK 6.--The diamond discard loses a trick.
TRICK 9.--The dealer, holding the A of clubs for re-entry, now clears
the diamond suit.
ILLUSTRATIVE HAND NO. 4
_Saving a Re-entry Card for the Dummy's Long Suit._
The score is love-all, rubber game. The dealer, Z, makes it no-trump,
and A leads for the first trick.
[S] A 9 6 5 2
[C] 9 8 7
[D] 6 5 4
[H] 6 5
+---------+
[S] J 10 | Y | [S] Q 7 4
[C] K 10 | | [C] Q J 5 4 3
[D] J 9 7 2 |A B| [D] A 3
[H] K J 8 4 2 | | [H] 10 9 7
| Z |
+---------+
[S] K 8 3
[C] A 6 2
[D] K Q 10 8
[H] A Q 3
+-------+---------------+---------------+---------------+---------------+
| TRICK | A | Y | B | Z |
+-------+---------------+---------------+---------------+---------------+
| 1 | [H]4 | [H]5 | [H]9 | <f>[H]Q</f> |
| 2 | <f>10[S]</f>| 2[S] | 4[S] | 3[S] |
| 3 | <f>[H]J</f> | [H]6 | [H]7 | [H]3 |
| 4 | [H]2 | [C]7 | [H]10 | <f>[H]A</f> |
| 5 | J[S] | 5[S] | 7[S] | <f>K[S]</f>|
| 6 | 2[D] | <f>A[S]</f>| Q[S] | 8[S] |
| 7 | 7[D] | <f>9[S]</f>| [C]3 | [C]2 |
| 8 | 9[D] | <f>6[S]</f>| 3[D] | [C]6 |
| 9 | J[D] | 4[D] | <f>A[D]</f>| 8[D] |
| 10 | [C]10 | [C]8 | [C]4 | <f>[C]A</f> |
| 11 | [H]8 | 5[D] | [C]5 | <f>K[D]</f>|
| 12 | [H]K | 6[D] | [C]J | <f>Q[D]</f>|
| 13 | [C]K | [C]9 | [C]Q | <f>10[D]</f>|
+-------+---------------+---------------+---------------+---------------+
The dealer wins ten tricks.
NOTES ON ILLUSTRATIVE HAND NO. 5
TRICK 1.--A opens his longest suit with the fourth best card.
TRICK 2.--B returns his partner's lead.
TRICK 3.--A continues with his suit in order to establish it, as he
holds the K of diamonds and the Q of clubs for re-entry.
TRICK 4.--The dealer has the choice of three suits, the spades, clubs,
and diamonds being of equal length. If he leads a spade he takes away
the re-entry card for the dummy's club suit. If he takes the lead in the
dummy and attempts to catch the K of diamonds by leading the Q up to the
A, he gives A an opportunity of making his two hearts and of saving the
game. In order to win three by-cards and the game, he must prevent A
from getting the lead; he therefore leads the club and allows B to win
the trick.
TRICK 5.--The dealer must play the A of diamonds; for if the clubs fall
evenly the rest of the tricks are his.
ILLUSTRATIVE HAND NO. 5
_Keeping the Hand Holding an Established Suit from Getting into the
Lead._
The score is 24 to 0 against the dealer, Z, who makes it no-trump. A
leads for the first trick.
[S] Q 10 8
[C] A K 9 8 7 2
[D] Q 9
[H] J 2
+---------+
[S] 5 4 2 | Y | [S] 9 7 6
[C] Q 4 3 | | [C] J 10 6
[D] K 8 |A B| [D] 5 4 3 2
[H] K 10 5 4 3 | | [H] A 9 6
| Z |
+---------+
[S] A K J 3
[C] 5
[D] A J 10 7 6
[H] Q 8 7
+-------+---------------+---------------+---------------+---------------+
| TRICK | A | Y | B | Z |
|-------+---------------+---------------+---------------+---------------|
| 1 | [H]4 | [H]2 | <f>[H]A</f | [H]7 |
| 2 | <f>[H]K</f> | [H]J | [H]9 | [H]8 |
| 3 | [H]3 | 8[S] | [H]6 | <f>[H]Q</f> |
| 4 | [C]3 | [C]7 | <f>[C]10</f> | [C]5 |
| 5 | 8[D] | 9[D] | 2[D] | <f>A[D]</f> |
| 6 | 2[S] | <f>Q[S]</f> | 6[S] | 3[S] |
| 7 | [C]4 | <f>[C]A</f> | [C]6 | 6[D] |
| 8 | [C]Q | <f>[C]K</f> | [C]J | 7[D] |
| 9 | 4[S] | <f>[C]9</f> | 7[S] | 10[D] |
| 10 | 5[S] | <f>[C]8</f> | 9[S] | J[D] |
| 11 | [H]5 | <f>[C]2</f> | 3[D] | J[S] |
| 12 | [H]10 | 10[S] | 4[D] | <f>K[S]</f> |
| 13 | K[D] | Q[D] | 5[D] | <f>A[S]</f> |
+-------+---------------+---------------+---------------+---------------+
The dealer wins ten tricks.
NOTES ON ILLUSTRATIVE HAND NO. 6
TRICK 1.--A leads from his only four-card suit. The dealer plays the ace
second in hand in order to trump his losing diamond.
TRICK 2.--The dealer false-cards so that the adversaries will not know
that he holds the queen.
TRICK 3.--As A led the deuce of diamonds, showing but four cards in the
suit, the dealer knows that B has one more diamond. He therefore, before
leading trumps, allows dummy to trump a losing card.
TRICKS 4, 5, AND 6.--The dealer now proceeds to lead trumps, and, as he
has no strength in clubs in his own hand, he throws away clubs from the
dummy hand.
TRICK 7.--Holding but six spades in the two hands, the dealer tries to
force discards of spades.
TRICK 8.--Forcing another discard with the best diamond.
TRICKS 9, 10, AND 11.--The spades fall, leaving dummy with the best
spade and the ace of clubs as re-entry.
ILLUSTRATIVE HAND NO. 6
_Allowing the Weaker of the Two Hands to "Ruff" before Leading Trumps._
The score is love-all. The dealer, Z, makes it hearts, having four
honours in one hand. A leads to the first trick.
[S] A 6 4 3
[C] A J 9 4 3
[D] A 4
[H] 9 5
+---------+
[S] Q 10 5 | Y | [S] 9 8 7 2
[C] 8 7 6 | | [C] K Q 10
[D] J 9 7 2 |A B| [D] 10 8 6
[H] 7 6 4 | | [H] 10 3 2
| Z |
+---------+
[S] K J
[C] 5 2
[D] K Q 5 3
[H] A K Q J 8
+-------+---------------+---------------+---------------+---------------+
| TRICK | A | Y | B | Z |
|-------+---------------+---------------+---------------+---------------|
| 1 | 2[D] | <f>A[D]</f> | 6[D] | 3[D] |
| 2 | 7[D] | 4[D] | 8[D] | <f>K[D]</f> |
| 3 | 9[D] | <f>[H]5</f> | 10[D] | 5[D] |
| 4 | [H]4 | [H]9 | [H]2 |<f>[H]A</f> |
| 5 | [H]6 | [C]3 | [H]3 |<f>[H]K</f> |
| 6 | [H]7 | [C]4 | [H]10 |<f>[H]Q</f> |
| 7 | [C]6 | [C]9 | [C]10 |<f>[H]J</f> |
| 8 | J[D] | [C]J | 2[S] | <f>Q[D]</f> |
| 9 | 5[S] | 3[S] | 7[S] | <f>K[S]</f> |
| 10 | Q[S] | <f>A[S]</f> | 8[S] | J[S] |
| 11 | 10[S] | 4[S] | 9[S] |<f>[H]8</f> |
| 12 | [C]7 | <f>[C]A</f> | [C]Q | [C]2 |
| 13 | [C]8 | <f>6[S]</f> | [C]K | [C]5 |
+-------+---------------+---------------+---------------+---------------+
The dealer makes a grand slam.
NOTES ON ILLUSTRATIVE HAND NO. 7
TRICK 1.--The scheme which the dealer must adopt for the play of the two
hands is to exhaust trumps and to establish the club suit. Holding the
A, Q, and J of diamonds, in order to catch the K, the lead must come
from the dummy; and so that he may lead up to his tenace in trumps, the
dealer trumps the Q of hearts.
TRICK 2.--As the finesse succeeds the dealer must place the lead in
dummy so that he may again lead through the K of diamonds.
TRICK 3.--The dealer holds too many clubs, so must use the A of spades
to get the lead in dummy, even though it clears the spade suit for the
adversaries.
TRICKS 4 AND 5.--The trumps fall evenly, leaving the dealer with the
last trump.
TRICK 6.--The K of clubs, being guarded, must make.
ILLUSTRATIVE HAND NO. 7
_Trumping Your Own Trick to get the Lead into the Right Hand._
The score is 18 to 0 in favour of the dealer, Z, who has a game in and
makes it diamonds, having four honours.
[S] A 8 7 6 5
[C] A Q 10 5 4
[D] 8 7 6
[H] None
+---------+
[S] K J 9 3 | Y | [S] Q 10 4
[C] None | | [C] K 7
[D] 5 4 3 |A B| [D] K 9 2
[H] K J 10 8 4 2 | | [H] 9 7 6 5 3
| Z |
+---------+
[S] 2
[C] J 9 8 6 3 2
[D] A Q J 10
[H] A Q
+-------+---------------+---------------+---------------+---------------+
| TRICK | A | Y | B | Z |
|-------+---------------+---------------+---------------+---------------|
| 1 | [H]10 | <f>6[D]</f> | [H]3 | [H]Q |
| 2 | 3[D] | 7[D] | 2[D] | <f>Q[D]</f> |
| 3 | 3[S] | <f>A[S]</f> | 4[S] | 2[S] |
| 4 | 4[D] | 8[D] | 9[D] | <f>J[D]</f> |
| 5 | 5[D] | 5[S] | K[D] | <f>A[D]</f> |
| 6 | [H]2 | [C]10 |<f>[C]K</f> | [C]2 |
| 7 | [H]4 | 6[S] | [H]5 |<f>[H]A</f> |
| 8 | [H]8 |<f>[C]Q</f> | [C]7 | [C]3 |
| 9 | [H]J |<f>[C]A</f> | [H]6 | [C]6 |
| 10 | [H]K | [C]5 | [H]7 |<f>[C]8</f> |
| 11 | 9[S] | [C]4 | [H]9 |<f>[C]9</f> |
| 12 | J[S] | 7[S] | 10[S] |<f>[C]J</f> |
| 13 | K[S] | 8[S] | Q[S] |<f>10[D]</f> |
+-------+---------------+---------------+---------------+---------------+
The dealer makes a little slam.
NOTES ON ILLUSTRATIVE HAND NO. 8
TRICK 1.--By playing the king of spades second in hand, the dealer hopes
to win two tricks in that suit.
TRICK 2.--As the adversaries must make one trick in the club suit, Z
tries to place the lead in A's hand so that the queen of spades may be
led up to.
The eight of clubs is a clever play. If the king were led, A would know
positively that Z held the ace.
TRICK 3.--The leader has but little information to guide him in his next
play. He does not dare to lead the hearts, as it may establish that suit
against him; the lead of the queen of clubs is tempting; but judging
from the development of the hand the ace of spades is probably his best
play.
ILLUSTRATIVE HAND NO. 8
_Throwing the Lead and Refusing to take First Trick in Long Suit._
The score is 22 to 0 against the dealer, Z, who makes it no-trump. A
leads for the first trick.
[S] K 7
[C] K 8
[D] Q 10 7 3
[H] Q 10 5 4 3
+---------+
[S] A J 6 4 3 | Y | [S] 10 8 2
[C] Q 10 | | [C] J 4 2
[D] 8 6 4 2 |A B| [D] 9 5
[H] 8 7 | | [H] A K J 9 2
| Z |
+---------+
[S] Q 9 5
[C] A 9 7 6 5 3
[D] A K J
[H] 6
+-------+---------------+---------------+---------------+---------------+
| TRICK | A | Y | B | Z |
|-------+---------------+---------------+---------------+---------------|
| 1 | 4[S] | <f>K[S]</f> | 2[S] | 5[S] |
| 2 | <f>[C]10</f> | [C]8 | [C]2 | [C]3 |
| 3 | <f>A[S]</f> | 7[S] | 8[S] | 9[S] |
| 4 | 3[S] | [H]3 | 10[S] | <f>Q[S]</f> |
| 5 | [C]Q |<f>[C]K</f> | [C]4 | [C]5 |
| 6 | 2[D] | 3[D] | 5[D] | <f>A[D]</f> |
| 7 | 6[S] | [H]4 | [C]J |<f>[C]A</f> |
| 8 | J[S] | [H]5 | [H]2 |<f>[C]9</f> |
| 9 | 4[D] | [H]10 | [H]9 |<f>[C]7</f> |
| 10 | 6[D] | [H]Q | [H]J |<f>[C]6</f> |
| 11 | 8[D] | 7[D] | 9[D] | <f>K[D]</f> |
| 12 | [H]7 | <f>Q[D]</f> | [H]K | J[D] |
| 13 | [H]8 | f>10[D]</f> | [H]A | [H]6 |
+-------+---------------+---------------+---------------+---------------+
The dealer wins eleven tricks.
NOTES ON ILLUSTRATIVE HAND NO. 9
TRICK 1.--The correct second in hand play of this combination is the
queen, hoping to win two tricks in the suit. Z, in order to win three
by-cards and the rubber, must take a finesse in spades; and so not only
refuses to play the queen second in hand, but will not take the trick
fourth in hand. His object is to wait until B's last heart has been
played.
TRICK 2.--If B starts the diamond suit, the dealer cannot make more than
the odd trick; but the situation looks as if A holds both ace and king
of hearts.
TRICK 3.--A, having a possible re-entry card, must establish his suit.
TRICK 4.--Z leads the club suit in order to force discards, and arranges
the lead so that his tenace in spades may be led up to.
TRICK 9.--Z cannot afford to let A get the lead.
ILLUSTRATIVE HAND NO. 9
_Refusing to Win Either the First or the Second Round of the
Adversaries' Suit._
It is the rubber game. Score 24 to 0 against the dealer. Z, the dealer,
makes it no-trump, and A leads for the first trick.
[S] A Q 8 7 3
[C] K J 8 5
[D] J 9
[H] Q 5
+---------+
[S] 6 4 | Y | [S] K 9 5
[C] 7 3 | | [C] 9 6 4
[D] K 10 5 |A B| [D] Q 8 6 4 2
[H] A J 9 7 4 3 | | [H] 10 8
| Z |
+---------+
[S] J 10 2
[C] A Q 10 2
[D] A 7 3
[H] K 6 2
+-------+---------------+---------------+---------------+---------------+
| TRICK | A | Y | B | Z |
|-------+---------------+---------------+---------------+---------------|
| 1 | [H]7 | [H]5 |<f>[H]10</f> | [H]2 |
| 2 |<f>[H]A</f> | [H]Q | [H]8 | [H]6 |
| 3 | [H]3 | [C]5 | 2[D] |<f>[H]K</f> |
| 4 | [C]3 |<f>[C]K</f> | [C]4 | [C]2 |
| 5 | [C]7 |<f>[C]J</f> | [C]6 | [C]10 |
| 6 | 4[S] | [C]8 | [C]9 |<f>[C]Q</f> |
| 7 | 5[D] | 9[D] | 5[S] |<f>[C]A</f> |
| 8 | 6[S] | 3[S] | <f>K[S]</f> | J[S] |
| 9 | 10[D] | J[D] | 4[D] |<f>A[D]</f> |
| 10 | [H]4 | 7[S] | 9[S] |<f>10[S]</f> |
| 11 | [H]9 | <f>A[S]</f> | 6[D] | 2[S] |
| 12 | [H]J | <f>Q[S]</f> | 8[D] | 3[D] |
| 13 | K[D] | <f>8[S]</f> | Q[D] | 7[D] |
+-------+---------------+---------------+---------------+---------------+
The dealer wins ten tricks.
NOTES ON ILLUSTRATIVE HAND NO. 10
TRICK 1.--As A may have both king and queen of diamonds, Z passes the
first trick, hoping to win with his ten.
TRICK 2.--Many players would lead the club suit because of dummy's
weakness; but in the original play of this hand B led the queen of
hearts.
TRICK 3.--Z starts the spade suit and finds the queen is guarded in A's
hand.
TRICK 4.--In order to prevent the queen of spades from winning, Z must
get the lead in his own hand. If he takes the finesse in clubs and it
loses, the adversaries must make the entire heart suit. The finesse can
win only _one_ trick, and it might lose five or six tricks.
TRICK 5--To catch the queen of spades is now easy.
TRICK 7--- A clever play to get the lead and to play through the king of
diamonds.
ILLUSTRATIVE HAND NO. 10
_Leading Through._
The score is love-all. The dealer, Z, passes the make. Y declares
no-trump. A leads for the first trick.
[S] A K J 10 5 2
[C] 2
[D] A J 9 4 3
[H] A
+---------+
[S] Q 8 3 | Y | [S] NONE
[C] K 8 4 | | [C] J 10 9 7 6 5
[D] K 8 6 2 |A B| [D] Q
[H] K 5 4 | | [H] Q J 10 9 8 7
| Z |
+---------+
[S] 9 7 6 4
[C] A Q 3
[D] 10 7 5
[H] 6 3 2
+-------+---------------+---------------+---------------+---------------+
| TRICK | A | Y | B | Z |
+-------+---------------+---------------+---------------+---------------+
| 1 | 2[D] | 3[D] | <f>Q[D]</f>| 5[D] |
| 2 | [H]4 | <f>[H]A</f> | [H]Q | [H]2 |
| 3 | 3[S] | <f>K[S]</f>| [C]5 | 4[S] |
| 4 | [C]4 | [C]2 | [C]9 | <f>[C]A</f> |
| 5 | 8[S] | <f>10[S]</f>| [C]6 | 6[S] |
| 6 | Q[S] | <f>A[S]</f>| [H]7 | 7[S] |
| 7 | [H]K | 2[S] | [C]7 | <f>9[S]</f>|
| 8 | 6[D] | 4[D] | [H]8 | <f>10[D]</f>|
| 9 | 8[D] | <f>9[D]</f>| [C]10 | 7[D] |
| 10 | K[D] | <f>A[D]</f>| [H]9 | [H]3 |
| 11 | [C]8 | <f>J[D]</f>| [C]J | [H]6 |
| 12 | [H]5 | <f>J[S]</f>| [H]10 | [C]3 |
| 13 | [C]K | <f>5[S]</f>| [H]J | [C]Q |
+-------+---------------+---------------+---------------+---------------+
The dealer makes a little slam.
NOTES ON ILLUSTRATIVE HAND NO. 11
TRICK 1.--A leads from his long suit, and Z wins the trick with the
singleton ace.
TRICK 2.--The dealer, having eight clubs and eight spades in the two
hands, has now a choice of suits. The king of spades _must_ make against
him while he has a finesse in the club suit. If he leads the clubs first
he is compelled to guess in which hand to take the finesse; he therefore
leads the spade, hoping by establishing that suit to force discards and
find out where the two queens are.
TRICK 3.--B might make it more difficult for A by not playing the king
of spades.
TRICKS 5, 6, 7, AND 8.--A's two discards of clubs show that the queen is
not in his hand, while B's heart discard indicates that he does not hold
the queen of hearts. The queen of hearts is also marked in A's hand by
the fact that he is discarding his winning diamonds and protecting
hearts.
ILLUSTRATIVE HAND NO. 11
_Choice of Suits.--Watching the Adversaries' Discards._
The score is love-all. The dealer, Z, makes it no-trump, and A leads for
the first trick.
[S] A 9 7 5
[C] K J 3 2
[D] K 8
[H] K 10 7
+---------+
[S] J 3 | Y | [S] K 6 4
[C] 6 5 | | [C] Q 9 7
[D] Q 9 7 6 5 4 |A B| [D] J 10 3 2
[H] Q 9 3 | | [H] 6 5 4
| Z |
+---------+
[S] Q 10 8 2
[C] A 10 8 4
[D] A
[H] A J 8 2
+-------+---------------+---------------+---------------+---------------+
| TRICK | A | Y | B | Z |
+-------+---------------+---------------+---------------+---------------+
| 1 | 6[D] | 8[D] | 10[D] | <f>A[D]</f>|
| 2 | 3[S] | <f>A[S]</f>| 4[S] | 2[S] |
| 3 | J[S] | 5[S] | <f>K[S]</f>| 8[S] |
| 4 | 4[D] | <f>K[D]</f>| J[D] | [C]4 |
| 5 | [C]5 | 7[S] | 6[S] | <f>Q[S]</f>|
| 6 | [C]6 | 9[S] | [H]4 | <f>10[S]</f>|
| 7 | 5[D] | <f>[C]K</f> | [C]7 | [C]8 |
| 8 | 7[D] | [C]2 | [C]9 | <f>[C]10</f> |
| 9 | 9[D] | [C]3 | [C]Q | <f>[C]A</f> |
| 10 | [H]3 | <f>[H]10</f> | [H]5 | [H]2 |
| 11 | Q[D] | <f>[C]J</f> | 2[D] | [H]8 |
| 12 | [H]9 | <f>[H]K</f> | [H]6 | [H]J |
| 13 | [H]Q | [H]7 | 3[D] | <f>[H]A</f> |
+-------+---------------+---------------+---------------+---------------+
The dealer makes a little slam.
NOTES ON ILLUSTRATIVE HAND NO. 12
TRICKS 1 AND 2.--A leads high, hoping in three leads to drop all the
diamonds.
TRICK 3.--B discards a spade, plainly indicating the suit he wishes A to
lead.
If the discard of a heart is made, indicating weakness, A is compelled
to choose between the clubs and spades, and as he cannot afford to lead
from the king of spades once protected will undoubtedly lead the jack of
clubs.
The discard from weakness in this hand, should A guess the wrong suit,
may lose six or seven tricks.
ILLUSTRATIVE HAND NO. 12
_The Discard of Strength versus Weakness._
The score is 24 to 0 against the dealer on the rubber game. The dealer,
Z, makes it no-trump, and A leads for the first trick.
[S] 9 8 7 6
[C] 8 3 2
[D] 9 6 2
[H] 10 5 2
+---------+
[S] K 10 | Y | [S] A Q J 5 4 3 2
[C] J 10 5 | | [C] None
[D] A K Q 4 |A B| [D] 7 5
[H] 7 6 4 3 | | [H] K J 9 8
| Z |
+---------+
[S] None
[C] A K Q 9 7 6 4
[D] J 10 8 3
[H] A Q
+-------+---------------+---------------+---------------+---------------+
| TRICK | A | Y | B | Z |
+-------+---------------+---------------+---------------+---------------+
| 1 | <f>K[D]</f>| 2[D] | 5[D] | 3[D] |
| 2 | <f>Q[D]</f>| 6[D] | 7[D] | 8[D] |
| 3 | <f>A[D]</f>| 9[D] | 2[S] | 10[D] |
| 4 | <f>K[S]</f>| 8[S] | 3[S] | [H]Q |
| 5 | 10[S] | 7[S] | <f>A[S]</f>| [C]4 |
| 6 | 4[D] | 8[S] | <f>Q[S]</f>| [C]6 |
| 7 | [H]3 | 9[S] | <f>J[S]</f>| [C]7 |
| 8 | [H]4 | [C]2 | <f>5[S]</f>| [C]9 |
| 9 | [H]6 | [C]3 | <f>4[S]</f>| [C]Q |
| 10 | [H]7 | [H]2 | [H]8 | <f>[H]A</f> |
| 11 | [C]5 | [C]8 | [H]9 | <f>[C]A</f> |
| 12 | [C]10 | [H]5 | [H]J | <f>[C]K</f> |
| 13 | [C]J | [H]10 | [H]K | <f>J[D]</f>|
+-------+---------------+---------------+---------------+---------------+
The dealer loses three by-cards and the rubber.
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 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 re-double.
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 dummy hand and
lead from it before seeing his own cards; and dummy alone has the right
to double.
DUPLICATE BRIDGE
Bridge, when first introduced, was played almost entirely for a stake;
but, in the last few years, many players have taken up the game--_per
se_--on account of its interesting possibilities and the intellectual
pleasure it gives. Duplicate and Progressive Bridge have, therefore,
become very popular.
The object of Duplicate Bridge is to eliminate, as nearly as is
possible, the element of luck, and to make the game not so much a
question of holding good cards as a comparative test of skill between
players. A perfect test cannot be made by a single trial, as an unusual
distribution of the cards might defeat two strong players, but in a
series of duplicate games, good makes and good plays will undoubtedly
mark the better Bridge players.
As Duplicate Bridge is played for points, not games or rubbers, the
honour score requires as much attention as the trick score.
Remember that holding three red honours you can stand the loss of two
odd tricks (unless the mate is doubled) without losing on the deal, and
that there is almost an even chance that your partner will hold another
honour.
It you make it red with but one honour, your adversaries will probably
secure the honour score.
If you declare "no-trump" with but one ace the honours will probably be
even; but you may find three aces against you.
Remember that four honours in clubs count as much as the average deal is
worth.
PROGRESSIVE BRIDGE
Progressive Bridge may be played in much the same manner as Progressive
Euchre. While to win at this game is very largely a matter of holding
good cards, it forms an interesting social amusement; and, to players
who are unaccustomed to the arrangement of the cards in Duplicate
Bridge, is much less confusing.