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Bridge; its Principles and Rules of Play Part 12

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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.

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Bridge; its Principles and Rules of Play Part 12 summary

You're reading Bridge; its Principles and Rules of Play. This manga has been translated by Updating. Author(s): J. B. Elwell. Already has 701 views.

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