xasperating, while on the other hand to double for
a big score, instead of taking in a sure game, only to have the double
fail, is equally heart-breaking.
The player who takes either horn of this dilemma must be sure of his
ground and must figure the chances with the greatest care.
WHEN TO REDOUBLE
The question of when to redouble is so intricate that it is hard to
consider, except when the specific case arises. Some players frequently
redouble, as a kind of bluff, when convinced their declaration will
fail, the intent being to frighten either the doubler or his partner
into another declaration. Against a very timid player, this is
sometimes successful, but unless it catch its victim, it is expensive
bait.
Nine out of ten redoubles, however, are _bona fide_, and made because
the fulfilment of the contract seems assured. Even then, however, a
player should not redouble unless practically positive that neither of
his adversaries can get out of the redouble by making a higher bid.
The player who has been doubled and is sure of his contract is in a
most enviable position; game and a handsome bonus both are his, and it
would be most foolish for him to risk so much merely for the chance of
the extra score. If, however, there be no escape for the doubler, the
redouble is most valuable, and a real opportunity for it should never
be overlooked.
WHAT TO DO WHEN THE PARTNER IS DOUBLED
The player who, whenever his partner's declaration is doubled, becomes
frightened, concludes that the worst is sure to happen, and that it is
his duty to come to the rescue by jumping headlong into some other
declaration, even if it require an increased number of tricks, is a
most dangerous _vis-a-vis_. A double does not justify the assumption
that the Declarer is beaten, especially when the partner has any
unannounced help. If the partner be weak, it is folly for him to go
from bad to worse; if strong, he may enable the Declarer to make a
large score. In any event, in nine cases out of ten, "standing pat" is
his best policy.
VIII
LEADING
The selection of the correct lead in Auction is not attended with so
many difficulties as in Whist, or even in Bridge. In Whist, the
original leader is obliged to begin the play in the dark, the turn-up
constituting his entire knowledge of the strength or weakness of the
other players. In Bridge, the extent of his information is limited to
the inferences that can be drawn from the
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