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The Complete Book of Bridge Hands: Volume 1 Second Edition 2019
The Complete Book of Bridge Hands: Volume 1 Second Edition 2019
The Complete Book of Bridge Hands: Volume 1 Second Edition 2019
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The Complete Book of Bridge Hands: Volume 1 Second Edition 2019

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This book is meant to be a comprehensive book on all the various types of bridge hands. Each type of hand is categorized in a separate chapter. Volume One contains a partial compilation of my three books on tournament bridge. These three books are Tournament Bridge for Beginning Players, Tournament Bridge for Intermediate Players, and Tournament Bridge for Advanced Players. All three of these books were revised in 2018.

Volume Two contains a partial compilation of my two books on playing notrump hands and on playing defense. These two books are entitled Playing the Notrump Hand in Bridge and Tips on Bridge Defense. Both of these books were also revised in 2018.
LanguageEnglish
PublisherXlibris US
Release dateJun 19, 2019
ISBN9781796039894
The Complete Book of Bridge Hands: Volume 1 Second Edition 2019
Author

Ken Casey

Ken served as a Russian interpreter during the Vietnam War and then spent over 30 years practicing as a tax attorney. Ken also has an MBA in accounting and a CPA.

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    The Complete Book of Bridge Hands - Ken Casey

    Copyright © 2019 by Ken Casey.

    ISBN:                Softcover                        978-1-7960-3866-8

                              eBook                            978-1-7960-3989-4

    All rights reserved. No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage and retrieval system, without permission in writing from the copyright owner.

    The views expressed in this work are solely those of the author and do not necessarily reflect the views of the publisher, and the publisher hereby disclaims any responsibility for them.

    Any people depicted in stock imagery provided by Getty Images are models,

    and such images are being used for illustrative purposes only.

    Certain stock imagery © Getty Images.

    Rev. date: 06/19/2019

    Xlibris

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    CONTENTS

    DEDICATION

    INTRODUCTION

    TIMING

    1. COUNTING WINNERS

    2. HOLD OFF DRAWING TRUMPS; ESTABLISH SIDE SUIT 1ST

    3 CONCEDE SURE LOSER EARLY

    RUFFING

    4. THROW LOSER INSTEAD OF RUFFING 3RD CARD IN SUIT

    5. DO NOT OVERRUFF IF YOU CAN THROW A LOSER

    6. WITH NO LOSER TO TOSS, CONCEDE 1ST TRICK AND TAKE 2 TRUMPS

    7. BEFORE CROSSRUFFING, TAKE SIDE SUIT HONORS

    SETTING UP LONG SUIT

    8. SET UP LONG SUIT WITH EXCESS LOSERS

    9. SET UP LONG SUIT WITH INABILITY TO RUFF 4TH CARD

    10. WITH INSUFFICIENT ENTRIES TO SET UP LONG SUIT, CONCEDE 1ST TRICK

    11. WITH TOO FEW ENTRIES, HOPE YOUR INTERMEDIATE CARD SETS UP

    12. WITH RUNNABLE SUIT, PLAY THE A&K OF TRUMPS TO TOSS OFF LOSERS

    FINESSING UP TO LONE HONOR

    13. FINESSE UP TO LONE JACK

    14. LEAD UP TO LONE QUEEN

    15. LEAD UP TO LONE KING

    FINESSING WITH HONOR COMBINATIONS

    16. FINESSING WITH A-K COMBINATION

    17. FINESSING WITH K-Q COMBINATION

    18. FINESSING WITH K-J COMBINATION

    19. FINESSING WITH A-Q COMBINATION

    20. FINESSING WITH A-Q SPLIT; ENDPLAY DEFENDERS

    21. FINESSING WITH A-J COMBINATION

    FINESSING

    22. FINESSE INTO SAFE HAND WITH Kxx OR WITH TENACE (THE AVOIDANCE PLAY)

    23. USE REVERSE (OR BACKWARD) FINESSE WITH 4 HONORS

    24. USE RUFFING FINESSE WITH SINGLETON (VOID OR DOUBLETON)

    25. WITH 9 TRUMPS, FINESSE INTO SAFE HAND

    26. WITH 9 TRUMPS, DO NOT GO FOR DROP IF YOU CAN ENDPLAY OPPONENTS

    27. LET DEFENDER FINESSE FOR YOU BY ENDPLAYING HIM

    PLAY FOR DROP

    28. PLAY FOR DROP OF Ax OR Axx

    29. PLAY FOR DROP OF Kx(x)

    30. PLAY FOR DROP OF KQx OR Qxx

    31. AT SLAM, TRY TO DROP Qx WITH AK; THEN FINESSE IN OTHER SUIT

    GET A COUNT OF POINTS OR DISTRIBUTION

    32. AT GAME, GET A POINT COUNT

    33. AT SLAM, GET A COUNT OF DISTRIBUTION

    INFERENCES

    34. INFERENCES FROM DEFENDER’S BID

    35. INFERENCES FROM DEFENDER’S OPENING LEAD

    36. INFERENCES FROM DEFENDER’S PLAY

    37. INFERENCES FROM DEFENDER’S DISCARDS

    USE DUMMY REVERSAL (DR)

    38. USE DUMMY REVERSAL TO AVOID RUFF OF 4TH CARD

    39. USE DUMMY REVERSAL IF YOU NEED YOUR LONG SUIT FOR DISCARD OF N’s LOSER

    40. USE DUMMY REVERSAL WITH 3 SURE LOSERS + TRUMP LOSER

    41. USE DUMMY REVERSAL WITH SINGLETON OR VOID

    42. USE DUMMY REVERSAL WITH DOUBLETON, HOLDING 3 SURE LOSERS + TRUMP LOSER

    SPURN FINESSE

    43. SPURN TRUMP FINESSE IF RUFF IS THREATENED

    44. SPURN FINESSE WITH VULNERABLE Kxx AND LONG SUIT

    45. SPURN FINESSE FROM DUMMY IF YOU ONLY HAVE ONE ENTRY IN DUMMY

    46. SPURN FINESSE OF W’s LEAD INTO DUMMY’s AQx

    47. SPURN FINESSE OF AK&J WITH FROZEN SUIT; STRIP HAND & CONCEDE JACK

    DUCKING

    48. DUCK 1st LEAD FROM KQxx WITH AJx-xx

    49. DUCK TO SET UP 5-3 OR 4-3 SUIT

    50. DUCK WITH DOUBLETON IF 2nd CARD IS A SURE LOSER

    51. DUCK TO PREVENT LOSS OF 2 TRICKS IN SUIT IF RUFF IS THREATENED

    AVOID DANGER HAND WITH TENACE OR Kx(x)

    52. DUCK LOW LEAD WITH TENACE OR Kx(x) IN DUMMY

    53. DUCK HIGH LEAD WITH TENACE IN S

    54. DUCK HIGH LEAD WITH Kx(x) IN S

    MISSING TRUMP ACE

    55. MISSING TRUMP ACE, LEAD OUT SINGLETON

    56. MISSING TRUMP ACE, DISCARD SINGLETON WITH DUMMY’s HONOR

    57. MISSING TRUMP ACE, LET E TAKE 1ST TRICK TO DEPRIVE E OF ENTRY

    58. MISSING TRUMP ACE, DISCARD LOSER TO AVOID RUFF

    AVOIDING A RUFF

    59. TO AVOID RUFF, DON’T LEAD OUT A&K; INSTEAD LEAD ACE, RETURN & LEAD UP TO K OR CONCEDE TRICK

    60. TO AVOID RUFF FROM LEAD OF A, AQ OR KQ, DUCK W’s LEAD FOR UP TO 3 ROUNDS

    61. IF E HAS x OR xx, TAKE DUMMY’s ACE, NOT YOUR K

    62. PRESERVE DUMMY’s HIGH TRUMP TO AVOID OVERRUFF

    63. WITH SPLIT AK&Q, LEAD UP TO YOUR QUEEN ON 3RD TRICK, e.g. Kxx-AQxx

    64. WITH LONG SUIT, CONCEDE SURE LOSER IN SUIT & TAKE OUT TRUMPS

    PITCHING A CARD

    65. WAIT TO SEE WHICH PITCH TO MAKE BY 1ST RUFFING

    66. USE PITCH TO SET UP 4-3 OR 5-3 SUIT

    67. USE PITCH TO GET RID OF LOSER

    68. USE PITCH TO EVEN UP SUIT FOR ENDPLAY

    69. USE PITCH TO DISCARD SINGLETON (OR xx) TO AVOID RUFF

    70. USE PITCH TO DISCARD SINGLETON WITH VULNERABLE Kx(x)

    71. USE PITCH FROM LONG SIDE SUIT IN S & RUFF IN N

    72. LEAD AWAY FROM DOUBLETON HONOR WITH PITCH FROM ACE (MORTON’s COUP)

    UNBLOCKING & JETTISIONING BLOCKING CARD

    73. UNBLOCK

    74. JETTISON BLOCKING CARD WITH TRUMPS

    75. DUCK 1ST OR 2ND TRICK TO JETTISON BLOCKING CARD

    76. JETTISON YOUR BLOCKING CARD WITH N’s LONGER SUIT

    DECEPTION

    77. FEIGN SINGLETON WITH HIGH DISCARD

    78. FEIGN WEAKNESS TO PREVENT LEAD OF WEAK SUIT

    79. FALSECARD HIGH TO MAKE E’s MEDIUM DISCARD LOOK LIKE COME ON SIGNAL

    TEMPTING DEFENDERS

    80. TEMPT DEFENDER TO COVER HONOR WITH HONOR

    81. TEMPT DEFENDER TO PLAY HIGH HONOR WITH x OR xx IF W LED AWAY FROM J OR 10

    82. TEMPT DEFENDER TO PLAY 2ND HAND LOW

    83. TEMPT E TO RUFF WITH ONLY 2 TRUMPS IN N

    SAFETY PLAY AT IMPs

    84. GUARD AGAINST BAD SPLIT

    TRANSPORTATION

    85. WITH INSUFFICIENT ENTRIES, CREATE EXTRA ENTRIES

    86. PRESERVE LOW SPOT CARD IN S TO REACH N

    87. TO GET TO DUMMY, LEAD J FROM Qx-AJxx, HOPING DEFENDER WILL TAKE HIS K

    88. LACKING ENTRIES, PLAY LOW FROM DUMMY

    89. WITH 1 ENTRY, LEAD AWAY FROM YOUR Kx TO SET UP DUMMY’s LONG SUIT

    90. TO GAIN ENTRY TO DUMMY, CONCEDE ONE OF N’s TRUMPS TO SET UP OTHER

    91. WITH NO ENTRY, CONCEDE 3RD OR 4TH TRUMP

    92. PREVENT BEING MAROONED IN DUMMY BY TAKING SINGLETON OR DUCKING

    93. USE THE DANGEROUS ENTRY FIRST

    94. OVERTAKE HONOR FOR ENTRY

    95. ENDPLAY DEFENDERS TO GET ENTRY TO DUMMY

    ENDPLAY WITH BOSS TRUMP OUTSTANDING

    96. STRIP HAND IF BOSS TRUMP IS OUTSTANDING WITH TENACE OR Kx(x)

    97. STRIP HAND WITH BOSS TRUMP OUTSTANDING & HOPE FOR RUFF-SLUFF

    ENDPLAY WITH J IN W’s LED SUIT

    98. STRIP HAND IF W LEADS K FROM KQ AND YOU HAVE J WITH TENACE OR Kx(x)

    ENDPLAY WITH FROZEN SUIT

    99. ENDPLAY WITH FROZEN SUIT OR 2-WAY FINESSE

    ENDPLAY WITH K-Q SPLIT

    100. STRIP HAND WITH K-Q SPLIT; LEAD THROUGH ACE & CONCEDE 2ND TRICK

    101. STRIP HAND WITH Kxxx-Q10x OR Qxxx-K10x; THEN LEAD K or Q IF W HAS A-J

    ENDPLAY BY HOPING FOR BLOCKAGE

    102. STRIP HAND WITH Axxx-xxx(x); PLAY ACE & HOPE FOR BLOCKAGE

    ENDPLAY WITH LAST LOSING TRICK IN SUIT

    103. STRIP HAND WITH LAST LOSING TRICK IN SUIT, e.g. Ax-xx

    104. STRIP HAND WITH Kxx-NONE; RUFF TWICE & CONCEDE K

    105. STRIP HAND WITH 4-3, 4-2 OR 4-1 SUIT; CONCEDE 4TH CARD

    106. STRIP HAND AND CONCEDE 2nd TO LAST CARD (OR MIDDLE CARD) WITH TENACE IN SUIT

    ENDPLAY BY DEEP FINESSE

    107. STRIP HAND WITH AQ9; THEN LEAD TO 9

    108. STRIP HAND WITH AJ8-Kxxx; THEN FINESSE UP TO 8

    109. STRIP HAND WITH AJ10 AND TENACE; THEN LEAD UP TO J

    SQUEEZE PLAY

    110. RECTIFY THE COUNT

    111. ESTABLISH A THREAT CARD

    112. WITH 2 THREAT CARDS IN N, SQUEEZE W

    113. WITH THREATS IN N & S, SQUEZE EITHER W OR E

    114. THE TRUMP SQUEEZE

    115. AT GAME, RUN YOUR LONG SUIT

    116. THE ENDPLAY SQUEEZE

    117. SQUEEZE TO LEARN IF GUARD HAS Qx OR K SINGLETON

    FORCING DEFENSE

    118. DON’T RUFF WITH LOSERS TO DISCARD

    119. CONCEDE 1ST TRUMP & PRESERVE 1 TRUMP IN DUMMY

    120. AFTER RUFF, LET OPPONENT RUFF YOUR STRONG SUIT

    121. WITH Axxx-x, CONCEDE 1ST TRICK

    122. USE DUMMY REVERSAL WITH SINGLETON IN OPPONENT’s SUIT

    TRUMP COUP & SMOTHER PLAY

    123. WITH 4-1 TRUMP SPLIT IN E, USE DR TO EVEN UP YOUR TRUMPS WITH E

    124. WITH 4-1 TRUMP SPLIT IN W, USE SMOTHER PLAY

    DEDICATION

    If I have seen further, it is by standing on the shoulders of giants.

    Issac Newton

    Normally I try to avoid showering praise on a single individual since most projects are a group effort. Nevertheless, I will make an exception here. Frank Stewart, a world-renowned bridge columnist has done more than anyone I know to advance the science of bridge and to inspire others. A large part of my learning has come from Frank even though we have never met nor even know each other. My books are infused with his teachings. There is no one to whom I owe more. Thank you Frank; I can never repay you for all you’ve taught me. Frank is the champion of counting points and distributions. My two favorite books of his are called Who Has the Queen? and Play Bridge With Me. Other award winning books published by Frank are Winning Defense for the Advancing Bridge Player, Frank Stewart’s Bridge Club and Frank’s World of Bridge.

    My second hero is Eddie Kantar. No one comes up with more interesting hands in the Bridge Bulletin. I avidly read his Chalk Talk and his Test Your Play in every edition. I love his books, Take All Your Chances at Bridge, Vol. 1 & Vol. 2. Some of his other great books are Eddie Kantar Teaches Modern Bridge Defense, Eddie Kantar Teaches Advanced Bridge Defense, and Eddie Kantar Teaches Topics in Declarer Play at Bridge. When it comes to defense, you will always find yourself immersed in Eddie Kantar’s hands. He is a genius at all aspects of bridge, not just defense.

    My third hero is David Bird. He is the king at giving tips. His 3 books, 52 Great Bridge Tips, Another 52 Great Bridge Tips, and 52 Great Bridge Tips on Declarer Play are 3 books that must be included in any expert’s bridge book collection. These 3 books alone would make David one of the greatest bridge authors. Then David published Winning Suit Contract Leads, and Winning Notrump Leads, two books which destroyed all previous thinking on leading. David would be my first to be included in any Bridge Hall of Fame for bridge authors. David has also written several other award winning books including Notrump Contracts, Miracles of Card Play, Win at Bridge in 30 Days, Secrets of Expert Card Play, Secrets of Expert Defense, and Defensive Signaling at Bridge. Two other excellent books are Squeezes for Everone, Yes, Even You and Bridge Endplays for Everyone, Yes, Even You.

    William Root is another favorite author of mine. Reading William Root’s books is like dancing with a fine dancer. He anticipates your every move. He anticipates your questions before the question even arises in your mind. His explanations are always succinct and to the point. At one point, bridge players wanting to learn how to play bridge would read Louis Watson’s book, Watson’s the Play of the Hand. Today that honor goes to William Root for his book, How to Play a Bridge Hand. He has also written three other fine award winning books: Modern Bridge Conventions, Commonsense Bidding, and How to Defend a Bridge Hand."

    My favorite books on bidding are Betty Starzec’s Bidding in the 21st Century, Audrey Grant’s Better Bridge Bidding, and Audrey Grant’s Opening the Bidding.

    My favorite books on conventions are Barbara Seagram & Marc Smith’s, 25 Bridge Conventions You Should Know, William Root & Richard Pavlicek’s Modern Bridge Conventions, and Audrey Grant’s Popular Conventions.

    My favorite books on the 2/1 System are Audrey Grant and Eric Rodwell’s 2 Over 1 Game Force, Mike Lawrence’s Workbook on the Two-Over-One System, Max Hardy’s Two-Over-One Game Force, Max Hardy’s Standard Bridge Bidding for the 21st Century, Paul Thurston’s 25 Steps to Learning 2/1, and Marty Bergen’s Understanding 1NT Forcing.

    My favorite books on slam bidding are Marty Bergen’s Slam Bidding Made Easier, Ron Klinger & Andrew Kambites’ Understanding Slam Bidding, and Eddie Kantar’s Roman Keycard Blackwood. If you buy Marty Bergen’s book on Slam bidding, you also get a full explanation of the Bergen point count system, which I find to be the best point count system.

    Some other favorite books of mine are Ned Downey & Ellen Pomer’s Standard Bidding with SAYC, David Berkowitz & Brent Manley’s Precision Today, Andy Stark’s The Weak Notrump, Ron Andersen’s The Lebensohl Convention Complete, and Ruth Harrison’s The Player’s Guide to the Rules of Duplicate Bridge.

    INTRODUCTION

    In playing a tournament, be aware that the hands are designed to thwart the average player. You cannot depend on a finesse working 50% of the time. In most cases, the finesse will fail. For example, if dummy has the ♥AQxx and you, as declarer, have 4 hearts, your best bet is to concede the 1st trick in the suit, expecting E to have a doubleton ♥Kx. If you can win the contract without depending on a finesse, go with that approach; this often involves setting up a long suit.

    If there is no alternative, finesse, and if successful, plan on the other defender as having the key honor. If you have a doubleton honor, e.g. A&Q, take that finesse first since it may help with the endplay or at least remove one exit card from the defenders. Of course, if you have a frozen suit, take the Ace and concede the Q. If the contract looks too easy, plan on trumps splitting 4-1. If you have a two-way finesse, the average person will lead up to the hand with the longer suit. It is best to lead up to the shorter hand or lead your J from your J10 combinations, e.g. AJ10x-Kxx (lead your Jack). Sometimes, you will simply have to make a reverse finesse with 4 of the top 6 honors.

    You should be alert to inferences. If W bid a major suit, he probably has two honors in that suit as well as a 5-card suit. If W opened, W probably has two Aces and a King. Knowing W has points can help you endplay W. You may also want to take a deep finesse of dummy’s suit if W has bid and shows length in a minor. Or you may wish to try for a drop of W’s doubleton honor. If W fails to open and shows 11p, you can be sure E has the missing Ace. If W preempts, he is probably short in trumps so finesse E for the trump Queen.

    You can also draw a lot of inferences from W’s opening lead. If W leads a weak suit or leads trumps, it means W may have the missing Ace. If W must have a particular Ace for you to make the contract, then plan your play accordingly. If you and dummy have 8 combined cards in a suit and W leads that suit, assume that W has led a singleton. If you and dummy have 7 combined cards in a suit that W leads, assume W has a doubleton (and E has 4). If W has two singletons, finesse him for length in the other key suit. If W leads a poor suit and E shows several honors, plan for W to have the missing Queen. If W leads a long suit in a Notrump contract, he probably has an entry in another suit.

    If E starts discarding cards in a suit, it probably means that E is not protecting the Q of that suit. If E discards a card in a suit on S’s trumps, it probably means that E is discarding from a long suit. If dummy has 4 cards in that suit, E probably started with 5 cards in the suit and is try to keep parity with dummy. If you want more information on inferences, see Chapters 57-60 of my book, Playing Intermediate Bridge.

    You should be mindful not only of points but also of distribution. If a defender shows out, stop for a moment to recalculate the distribution. Try to concentrate just on W’s distribution; it will make it easier for you. If one defender shows more than 7 points at a game contract, assume that the other defender has the remaining top outstanding honors; plan on each defender holding about 7p in a game contract.

    The programmers who make up the hands, prearrange the hands based on the average player’s habits. For example, most players play 2nd hand low and 3rd hand high. Most players also cover an honor with an honor. There are exceptions for all these rules and you should be aware of those exceptions. For example, if dummy leads a suit from a sequence, you should not cover the 1st card in the sequence. Everyone has rules of thumb. If you need to speed up your game or you are feeling tired after playing both the morning and afternoon sessions, you will find yourself relying on rules of thumb. This is sometimes referred to as the heuristic approach to bridge. Here are some common rules of thumb.

    With respect to ruffing, always throw a loser instead of ruffing if you can. The same is true for overruffing; throw a loser instead. With no loser to throw in dummy and a sure loser in your suit, e.g. AKxx-xxx, take out 2 trumps and concede loser if the trump split is 3-2 and hope that the defender with the 3 trumps also has 4 cards in the key suit; this assumes you have no boss trump in dummy. This will allow you to ruff the 4th card in the suit.

    With respect to setting up a long suit, if you have just one entry in the dummy, concede 1st card in the long suit. If you have 2 losers to discard, also concede the 1st card in the long suit even with 2 entries. If you have a 4-card runnable suit and the A&K of trumps, take out the A&K of trumps and run the suit, throwing off a loser.

    With respect to finessing, always finesse up to a lone Jack, lone Queen or lone King. With a split A-Q combination or a frozen suit, try to endplay opponents. With a split K-Q combination, take finesse of 10 if you have to break the suit yourself, e.g. K10xx-Qxxx (lead up to Q and finesse 10). If you can finesse in either direction, finesse into the safe hand with a tenace or Kxx, e.g. finesse K9x combination. If you have 4 of the top 6 honors in a suit, plan on a backward finesse or a deep finesse. With a singleton, use a ruffing finesse if defenders have been silent in their bidding. With 9 trumps, finesse into the safe hand; otherwise go for the drop. If W leads a suit, hope E’s Q will drop as Qxx or hope E’s Ace will drop as Axx. With a singleton in your hand, always use the dummy reversal.

    If you have 6 cards in a suit and W leads high, assume it is a doubleton. If you have 7+ cards in the suit, assume W’s lead is a singleton. Spurn trump finesse, e.g. AQxx, if ruff is threatened; lead out A&K of trumps even with only 8 combined cards in the trump suit. Also spurn trump finesse if you have a vulnerable Kxx and can set up a long suit.

    With respect to ducking, if you have a sure loser in your doubleton, duck W’s lead; it will cut communication between the defenders. If you have a singleton and dummy has the Ace, plan on ducking the 1st lead. If W leads his King or Queen, duck if you have a tenace in your hand, e.g. if W leads K, duck with your AJxx. If W plays a low card, duck the trick to E if you have a tenace in N. If you have a 5-3 suit, always duck lead with singleton or void in your hand; you may be able to set up the suit if it splits 3-3.

    If you have a solid suit, try to lead it out after taking any necessary finesses. Defenders may throw a key card which lets you run another suit or lets you endplay the defender by allowing you to strip that suit. If you have a singleton, lead that card out early; it will often cut communication between the defenders or prevent you from being marooned in dummy before all the trump have been drawn.

    If you lack the trump Ace, always lead out your singleton or dummy’s singleton right away before touching trumps. If W has led from an apparent doubleton, let E take the 1st trick to deprive E of a later entry. If W leads from an apparent singleton and you have the A-K split, take the Ace in your hand; don’t take dummy’s King.

    If you have a blocked suit in dummy, always duck W’s first lead. If the blocked card is in dummy, run your trumps and unblock the key card with your 3rd or 4th trump (you may need to ruff once in dummy). If the blocked card is in your hand and dummy has a longer suit than you have, use dummy’s suit to unblock your card.

    With respect to transportation to a dummy with few entries, always preserve your lowest card in the trump suit. If trumps split, you will be able to get over to dummy with your preserved low trump. If you can’t reach dummy and dummy has some winners, consider using trumps as an entry by conceding a trump. If you have a singleton, play it early. You may need that suit for later transportation.

    At a makeable game, you will normally find you have 4 potential losers. Your first hope is that you can ruff a potential loser or set up a long suit to discard the loser. Your 2nd hope is that a finesse may establish an extra trick. A finesse may constitute leading up to a lone Jack, Queen or King or KQ combination. If these options are not available, your next best bet is to look for an endplay. If that is unavailable, then you have to fall back on the squeeze play, especially if you have a 6-card suit of you have two suits headed by the AK&Q.

    Many teachers will not even bother to teach advanced techniques such as endplays and squeeze plays. If you use rules of thumb, you can play these techniques without even knowing it. You will win an extra trick and wonder how you did it. Typically, you will endplay the opponents without knowing you did so. If you have a hand with 9 trumps, such as 5 trumps in your hand and 4 trumps in the dummy, start stripping right away. This may mean you are playing a dummy reversal.

    Try to eliminate at least two cards in each suit to establish an endplay. In other words, assume the player who is endplayed will have two cards in that suit. For example, if you have Axxx-xxx, you will want to concede one trick in the suit and then take your Ace. To be on the safe side, you may want to concede two cards in the suit before you execute the endplay. If you have the A&K of trumps, draw both of them hoping to drop the Queen. If you have a triple tenace, such as AQ9, AJ10 or K108, play that suit last and take a deep finesse. If you have a frozen suit and a suit with AK&J, play the A&K and concede the Jack. If dummy has 4 cards in W’s led suit, strip 3 of these cards and concede the fourth. With a loser in doubleton or tripleton suit, concede last card.

    A frozen suit is one in which you are missing at least two of the top six honors. If you play the suit, you will only win one trick but if defenders play suit you may win 2 tricks. The typical combination of a frozen suit is Jxx-Qxx, AJx-10xx (as above), AJx-K10x, AJx-K9x, A10x-Jxx, A9x-Q8x, Qxx-K109, Q9x-K8x, and Jxx-Kxx. If you try to play the club suit yourself, you will lose 2 tricks. The solution to a frozen suit is to let the opponents break the suit. If E leads a spade, W will win the 1st trick and you can then finesse E for his Q. If W wins and leads a spade, you can take the 1st spade and simply concede one spade making the contract.

    With respect to squeeze plays, always squeeze with a 6-card trump suit; opponents often throw a key card. If you have a 4-1 or 4-2 suit with the length in dummy and two honors in the suit, plan on a trump squeeze, i.e. run all but the last trump. Assume W will be the guard and plan on winning a card in your 4-card suit, e.g. AKxx-Qxx. If you have a suit with a tenace, plan on conceding the other threat card to W, e.g. if you think defender has bared his Ace, throw the defender in with that suit.

    With respect to a forcing defense (one in which the opponents have a solid suit), throw losers instead of ruffing. If you have to ruff in your hand, concede one trump keeping at least one trump in dummy. Then start running your long solid suit, letting the defender ruff, i.e. take out trumps with your solid suit. The defender who ruffs will have the long trump suit, so you will be safe. If you are faced with a 4-1 trump split with 4 trumps in E, play a dummy reversal.

    In playing a Notrump hand, take W’s 2nd lead with 6 cards in the suit or take W’s 3rd lead with only 5 cards in the suit. Take your finesse into W first. If you have a suit with K-Q split, play that suit 1st if you have no finesse into W. If you need a 9th trick and you have a suit with K-Q split, play through the defender with the Ace in that suit; when in doubt, play E for the Ace. With 2+ stoppers in W’s suit and another suit with AQxx, concede a trick 1st in the other suit. If you have a suit with AJxx-Kxx or KJxx-Axxx, play A&K and lead up to J (the Jack must be in a suit with 4 cards). With an 8+-card suit and Jxxx-Axxx, lead Ace and hope Qx or Kx drops; otherwise play Ace and concede a trick, then lead to dummy’s Jx if W has the remaining honor. If you have a solid suit, play it out first unless you need the entries; you may squeeze the opponents. If W leads from a 4-card suit and you have a tenace, throw W into the lead with his led suit after stripping W’s other suits. After considering the above rules, try to set up your long suit as soon as possible. The top board will invariably go to the declarer who can set up a long suit.

    When I discuss a hand, I try to present the hand with more than one way to play it. Being a good player means you have to make good choices. Some of these choices are based on lots of experience or lots of hard work reading books on how to play hands. When you start making mistakes, you will often feel frustrated. You may want to blame your partner. Try to avoid that scenario. Oftentimes a partner can help you from making mistakes, so be good to your partner.

    When in doubt as to how to play a hand, let the opponents take your sure losers. It is amazing how often an opponent will lead into your strength or make a mistake such as giving you a ruff and sluff. If you have a long, solid suit, lead it out. It may squeeze the opponents. If you are in a possible endplay situation, lead out the A&K of a suit, hoping that this strips the defender of that suit. Oftentimes, your solid suit will cause a defender to throw the 3rd card in a suit allowing you to strip the defender of that suit with your A&K.

    When you first look at your hand, count sure losers and potential losers. If you are at a slam contract, also count winners as a double check. Always treat a suit with AKx, as being a potential loser, not a sure loser; you may be able to endplay the opponents. The same is true of a suit with Axxx-xxxx; one of the defenders may be blocked. If there is a long suit to set up, start there, rather than ruffing, if you have to ruff more than 2 times. If you have too many losers, look for a long suit, i.e. any suit with 4-3 or longer distribution (an unbalanced long suit). If you have decided to set up dummy’s long suit, check to see whether it might be blocked, e.g. AK5432. Also make sure you have enough entries to that suit; if not, concede a trick in the long suit.

    TIMING

    CHAPTER 1

    COUNTING WINNERS

    When playing a suit contract, you are always told to count losers; this determines the order of your play. You can usually do this quite rapidly. If you have a singleton (or void) in your hand (or vice versa), hold up the play of dummy’s Ace. After playing a card from dummy, you next count winners, while E ruminates on what card to play. I have found that when you count winners, you know what the optimal contract will be. When I count winners, I first assume that all finesses will fail. If I have insufficient winners, I then check to see if a dummy reversal might work or look to see whether a long suit might set up. I then go to the finesse as my default plan. Lastly, I hope for an endplay to obtain an extra trick (or even a squeeze).

    When you are in a hurry, it is easy to miss that extra trick. For example, suppose W bids and dummy has the ♠KQxx. Do you give that sequence one trick or two? Give it two tricks and reevaluate after you play the suit. Another sequence that is easy to miss is the double finesse. Dummy has 109xx and you have AKxx. This sequence should count for 3 tricks; you have a 75% chance that W does not have the QJ. The same holds true if you have AK109. If you have the AJ10x, count it as 2 tricks; you have a 75% chance of success. You can even protect against a holding of the K&Q by E if you first strip the hand.

    Sometimes the programmers will try to induce you to take a finesse with the Jack. For example, suppose you have AKJ109. You would love to take that finesse since you have top board if it makes. In a tournament, this finesse is a sure loser. Instead, set up another suit for a winner. For example, suppose dummy has J10x and you have Qxx. You have a certain extra trick. The same holds true if you hold KJ10x and no entry to dummy. Just concede the Jack and then the King; the 10 is a sure winner.

    What happens if you have a trump suit with AKxxxxx and dummy has xx? I count this as 6 tricks initially since a 2-2 split is only a 36% probability. Nevertheless, after you lead out the A&K, you should reevaluate. If the even split works, you may not have to take that losing Jack finesse.

    With ♠A-xxxx, you have 2♠s (1 ruff), 6♥s, 4♦s & 1♣

    Here the contract is 7♥ and W leads the ♠K. You have 6 hearts, 2 spades (including 1 ruff), 4 diamonds (once you ruff out a diamond) and 1 club. Your 1st step is to unblock your ♦Q, after taking the ♠Ace. Now you can ruff a spade, ruff a 2nd spade and draw trumps. You lead to dummy’s ♣Ace and cash dummy’s ♦AKx. You next run your hearts for the grand slam. Note that some of your tricks will come from ruffs and others from setting up a long suit.

    With ♦A-Jxx, you have 7♥s, 2♠s (5th sets up), 2♦s (1 ruff) & 1♣

    Here the contract is 6♥ and W leads the ♥4. You take dummy’s ♥Ace. You have 7 hearts, 2 spades (setting up the 5th spade), 1 club and 2 diamonds (including a ruff). Whenever I have 5 cards in a side suit, here spades, I automatically count an extra trick for the 5th card, even before I have checked to see if I have enough entries (usually through ruffs and the 3rd trump). In order to set up the 5th spade, here, you need 3 entries to dummy after the initial lead. You take dummy’s ♠Ace and ruff a spade. You return to dummy with the ♦Ace and ruff a 2nd spade. You next ruff a diamond in dummy and ruff dummy’s 3rd spade in your hand with a high trump. Dummy’s 5th spade is now set up. You reach it with the ♣Ace.

    With ♥Kxxxx-Ax, count the 5th heart as part of your winners as long as you have 2 entries to N

    Here the contract is 6♠ and W leads the ♦5. You have 5 spades, 3 hearts (including the 5th heart) and 4 diamonds (with 1 ruff). You win your ♦J, lead the ♠K and get the bad news concerning the 3-0 trump split. You next play the top hearts ending in dummy with the ♥K. You play a 3rd heart. If E ruffs, you throw your losing club. If E declines to ruff, you ruff and go back to dummy’s ♠Ace and play a 4th heart. Again, if E ruffs, you throw your losing club. If E discards again, you ruff, ruff a diamond and play the 5th heart (now good) to throw your club loser. You end up losing the ♠Q, making the slam. Your losing club is effectively thrown on your 5th heart. The moral of the story is that a 5-card side suit will almost always yield the extra trick you need with the 5th card of the suit.

    With a void or singleton in S, pick up an extra trick using the dummy reversal

    Here the contract is 7♠ and W leads the ♥Ace, which you ruff. You count 5 spades, 1 diamond and 5 clubs. You need 2 more tricks. If trumps split 2-2, you could draw trumps, run your clubs and discard 2 diamonds from dummy. You could then ruff 2 diamonds in dummy for the 13th trick. This will not work here since you would have to take out 3 trumps in order to run your clubs. Are you doomed? No, always think dummy reversal whenever you have a void or singleton. Secondly, think endplay or squeeze play to win that extra trick. Here you have a void; the perfect hand for a dummy reversal. View the hand from the perspective of a dummy reversal. You have 4 spades, 3 hearts (all with ruffs in your hand), 1 diamond and 5 clubs. Voila, you have 13 tricks. It always pays to use the dummy reversal if after ruffing, dummy has more trumps than S; you pick up an extra trick in such case, e.g. ♠KJxx-AQ10xx (you end up with 7 trump tricks; 4 trumps in dummy and 3 ruffs). If you need to get to dummy for an extra trick or you need a ruff-sluff, let the defenders get you there by an endplay even if you do not pick up an extra trump trick. Don’t worry about entries to dummy at a slam contract; you will always have enough.

    With 3 losers in the minors & 2 trump losers, use dummy reversal to win low trumps in S; defenders’ trump winners will fall on their club winners

    Here the contract is 4♥ and W leads the ♠K. You win dummy’s ♠Ace and ruff a spade. You have 10 winners: 4 spades (with 3 ruffs), 3 hearts, 2 diamonds and 1 club. You have 2 club losers and a diamond loser. Once E shows out in hearts, you have a 4th & 5th trump loser. However by trumping 3 spades in your hand, you can win 6 hearts, 1 spade, 1 club and 2 diamonds, making the contract. Amazingly, W’s last 2 hearts will end up on your 2 losing clubs. It is always good to count winners; don’t concede just because you have too many losers.

    Reverse the dummy & hope for drop of W’s ♦Jxx or for a successful ♣10 finesse to earn your 12th trick

    Here the contract is 6♥ and W leads the ♠K. Viewed as a dummy reversal, you have 11 tricks: 3♠s (2 ruffed in S), 5♥s, 1♦ & 2♣s. Where do you get the 12th trick? Always look to set up an intermediate card. Your 1st hope is that W has the ♦Jxx. If the ♦J drops on the ruff of your 3rd diamond, your ♦10 is the 12th trick. If it doesn’t drop, then you need to try for a double finesse of your ♣10, hoping that E has the ♣Q&J.

    Needing an extra trick with the ♠A&K in S, run your trumps (or long suit) and hope E discards a ♠, setting up your ♠10; also hope the ♦J finesse works

    Here the contract is 7♥ and W leads the ♣J, taken by dummy’s ♣Ace. You would love to play a dummy reversal but you do not have enough entries to dummy since you need those entries. You have 2 spades, 5 hearts, 4 diamonds (if the ♦J finesse works) and 1 club. You need W to have 1 diamond for the 13 trick. After the opening lead, you only have 2 entries to dummy. You will need to finesse your ♦J&10 with each of these entries. You have 8 combined diamonds. They are probably splitting 3-2 or 4-1. Either way you will have to draw trumps so you might as well do it right away. You take your ♥K&Q and lead to dummy’s ♥Ace (E throws a spade). You now take the 1st of the diamond finesses, winning with your ♦J. W is void. This means that your 5th diamond will not be good. It looks like your only hope is a squeeze: your 5th diamond and dummy’s ♠10 are the threat cards. You draw the rest of your hearts and E throws a spade. You next lead your ♠A&K and E drops his ♠J&Q. You now lead to dummy’s ♦K and cash dummy’s ♠10. You then finesse your ♦10 successfully and cash your ♦Ace. You make 5 hearts, 3 spades, 4 diamonds and 1 club for the slam. Always squeeze your opponents with your trumps if you have the A&K of a side suit; your J or 10 may set up if a defender makes the wrong discard.

    Needing an extra trick in ♦s, hope that W has a doubleton honor and that you can set up N’s ♦8 with a ruffing finesse

    Here the contract is 7♣ and W leads the ♥K. You have 3 spades (1 ruff), 1 heart, 2 diamonds and 6 clubs. Where are you going to get the extra trick? You could always run your 6 clubs and hope that E will throw 4 diamonds. Fat chance. You have to hope that W has the doubleton ♦QJ, ♦Q9 or ♦J9. It’s a small chance but at least it’s a chance. You draw trumps (unblocking dummy’s ♠K), cash your ♦A&K, strip spades, and lead the ♦10 from dummy for a ruffing finesse. When E plays his ♦J, you ruff, get back to dummy with a trump and lead the good ♦8 to discard your losing heart, making the slam. You end up winning a 3rd diamond with the ruffing finesse. The moral of the story is that intermediate cards may give you your extra trick.

    With ♠xxx-AQ10x, ruff your 4th ♠ with N’s high ♥Q for the 10th trick

    Here the contract is 4♥ and W leads the ♦Q. You have 5 hearts, 2 diamonds and 1 club. You need 2 spades. It looks like you have a 75% chance of success by finessing 1st with your ♠10 and secondly with your ♠Q. Do you lead a trump to dummy’s ♥Q and start finessing? When W gets in with his ♠J, he will lead a trump and then a second trump when he wins his ♠K. You will have no way to ruff your 4th spade since dummy will be out of trumps. Because of your solid trumps, you have a sure 10th trick; you simply concede the ♠J and ♠K. You then ruff your 4th spade with the high ♥Q in dummy. The moral of the story is to try to ruff as many losers as you can when you have no long suit to run.

    Concede your ♣J&10; you ruff your 4th ♣ with N’s ♠Ace

    Here the contract is 4♠ and W leads the ♥Q. You have 9 tricks: 5 spades, 1 heart, 2 diamonds and 1 club. You can finesse clubs twice with a likelihood of winning an extra trick 75% of the time. Is there a way to win an extra trick with 100% probability? Yes, you need to ruff your 4th club with dummy’s trump ♠Ace. You have 2 sure club losers, with the ♣K&Q offside. Lead your ♦A&K, discarding a heart in your hand. Then lead your ♣Ace followed by your ♣J&10. Even if the defenders play trumps right away, the ♠Ace will still be available for the ruff of your 4th club. You end up winning 2 club tricks for the contract.

    With ♠AQJxx-Kx, draw 2 trumps, discard S’s 2♦s with N’s ♠s and ruff a ♦ in S with the ♥Q

    Here the contract is 6♥ and W leads the ♣Ace. Viewed as a dummy reversal, you have 5 spades and 6 hearts. Where is the extra trick? Always look to see if the hand opposite the long trumps can provide a ruff. Here N has the requisite strong side suit, spades, with which S can discard losing diamonds in his hand. After drawing 2 rounds of trumps, S can run spades throwing off S’s two diamond losers. S can then then ruff one of N’s diamonds with S’s ♥Q for the 12th trick. If trumps split 3-1, you have to hope the defender with 3 hearts also has 4 spades, i.e. the defender with only 1 trump must have 2 spades. You can then draw one round of trumps and run 4 spades throwing 2 diamonds in S. You next ruff N’s two diamond losers in S. The 3-1 trump split is 50% but the odds on the defender with 1 trump holding only 2 spades is 12% so don’t hold your breath thinking you will get 2 diamond ruffs.

    With ♣xx-K10x, finesse ♣10 and hope you can ruff your 3rd ♣ for the 10th trick

    Here the contract is 4♥ and W leads the ♠J. You have 3 spades and 6 hearts. Where is your 10th trick? You note that you have 3 clubs and could conceivably ruff the 3rd club. If you lead a low club, however, the defenders will assuredly win and lead a trump. How about trying to finesse the ♣10. Let’s suppose W wins. If W leads a trump, he traps E’s ♥Q. On a diamond or spade return, you will win and lead a 2nd club; you will win the return and ruff your 3rd club in dummy, making your 10th trick. The moral of the story is to try for a ruff on your 10th trick, even if it looks like it won’t work.

    S needs to ruff 3 times to make the contract; therefore S can only take out 1 round of trumps and must hope W has a singleton trump

    Here the contract is 5♣ (E having opened 2♠) and W leads the ♠J. E wins with his ♠A and returns the ♠K, followed by a diamond to your ♦Ace. You have 6 clubs, 3 diamonds (2 ruffs) and 2 spades (1 ruff). You are fortunate that E led his ♠K on the 2nd trick. This sets up your ♠Q for a discard of a diamond in dummy. You can then ruff 2 diamonds. The actual S took out 2 trumps after winning his ♦Ace. Only afterwards did he count his winners. Down one. The moral of the story is that you should count your winners before taking out trumps.

    With ♠Axx-KQxx, lead out all but one trump and hope E discards a spade; otherwise take out 1 trump and try to ruff your 4th spade

    Here the contract is 6♥ and W leads the ♦Ace. You have 3 spades, 7 hearts and 1 club. You need an extra trick. It looks like your 4th spade will have to be the answer. What should you do? My reaction is to lead out 6 hearts and hope E throws a spade. This was what the actual S did. On the 2nd heart, W played a small diamond, a suit preference signal indicating a high card in clubs. Then on the 3rd & 4th hearts, W played the ♠10&x, showing even count. E now knew that S had 4 spades so, on the squeeze, E held on to his 4 spades, setting the contract. The alternative solution is to try to ruff your 4th spade. Spades are bound to split 4-2, so this means that you have to take out the trumps held by the defender with the doubleton. There are 4 trumps outstanding and W must hold a singleton for

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