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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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