Bridge; its Principles and Rules of Play - BestLightNovel.com
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Showing all of the different combinations between dealer and dummy and their play. The second hand is the hand that is led through, it being supposed that a small card is led.
+------------+-------------+--------------------+ _2d Hand._ _4th Hand._ _Play._ +------------+-------------+--------------------+ A K x J x x K, _or_ Low A K x 10 x x King (T) Low (N T) A Q x J x x Low A Q x 10 x x Low A Q x x x x Queen A J x Q x x Low A 10 x J x x Low A x x Q x x Low K Q x x x x Queen K J x x x x Low K J x x x Jack (T) K (N T) K J A x x Jack K J x 10 x x Low K 10 x J x x Low K x x Q x Low K x x x Low (T) K (N T) K x J x x Low K x Q x x Low (T) K (N T) K x Q 10 x Low K x A 10 x Low K x A J x Low Q J x x x x Jack Q J x A x x Jack Q 10 x A x x Low Q x x K x x Low Q x x x x x Low Q x A x x Queen Q x A 10 x Low Q x A J x Low Q x K x x Low (T) Q (N T) Q x J x x Low Q x x x x Queen J 10 x A K x Ten J 10 x A x x Ten J 10 x K x x Ten J x K 10 x Low J x K x x Jack J x Q x x Low J x A K x Jack J x A Q x Low 10 x A K x Ten 10 x A Q x Ten 10 x A J x Low +------------+-------------+--------------------+
(T) means with a declared trump.
(N T) means with no trumps.
[Ill.u.s.tration: ILl.u.s.tRATIVE HANDS]
NOTES ON ILl.u.s.tRATIVE HAND NO. 1
TRICK 1.--The dealer refuses to give up the A of spades, as he wishes to exhaust the spades in one hand before he attempts to clear his club suit.
TRICK 4.--B, hoping to take the last club from the dealer's hand, refuses to part with the A of clubs.
TRICK 6.--B tries to put his partner in the lead so that he may make the spades.
ILl.u.s.tRATIVE HAND NO. 1
_Keeping the Command of the Adversaries' Suit._
The score is love-all, rubber game. The dealer, Z, makes it no-trump. A leads for the first trick. The underlined card wins the trick and the card under it is the one led for the next trick.
[S] 9 [C] K Q J 5 4 2 [D] Q 6 5 [H] 7 6 3 +---------+ [S] K Q J 8 6 2 Y [S] 10 7 5 [C] 9 8 [C] A 7 [D] 9 4 A B [D] J 10 8 7 [H] 10 8 2 [H] A J 9 5 Z +---------+ [S] A 4 3 [C] 10 6 3 [D] A K 3 2 [H] K Q 4
+-------+---------------+---------------+---------------+---------------+
TRICK
A
Y
B
Z
+-------+---------------+---------------+---------------+---------------+
1
The dealer wins ten tricks.
NOTES ON ILl.u.s.tRATIVE 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, pa.s.ses 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.
ILl.u.s.tRATIVE 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]
The dealer wins nine tricks.
NOTES ON ILl.u.s.tRATIVE 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.
ILl.u.s.tRATIVE 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
The dealer wins ten tricks.
NOTES ON ILl.u.s.tRATIVE 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.