FREE BOOKS

Author's List




PREV.   NEXT  
|<   93   94   95   96   97   98   99   100   101   102   103   104   105   106   107   108   109   110   111   112   113   114   115   116   117  
118   119   120   121   122   123   124   125   126   127   128   129   130   131   132   133   134   135   136   137   138   139   140   141   >>  
can take a trick or tricks that would, of necessity, be lost if he immediately exhausted all the Trumps. The Declarer, therefore, should first look for a chance to ruff losing cards with his weak hand; when he does not find that opportunity, he should realize that the adversaries will attempt to do some ruffing themselves, and in nine cases out of ten, should exhaust the Trumps. When the Declarer has a holding which makes him anxious that the Trump lead should come from the other side, and the Dummy contains short Trumps and a short suit (which short suit the Declarer cannot arrange for the Dummy to ruff, either because he has the same number as the Dummy, or because he has winning cards), he can sometimes induce an adverse Trump lead by opening the short suit, thus conveying to his adversaries the impression that he desires to ruff with the short Trumps. If the Declarer have sufficient Trump length in his weak Trump hand to exhaust the adverse Trump holding, and still remain with sufficient Trumps for all possible ruffs, he should lead Trumps before taking the ruff, so as to avoid any chance of an over-ruff. An obvious case will exemplify this principle:-- The Declarer holds Ace, King, Queen, and one small Trump; the Dummy, four small; the Declarer, King, Queen, and two small Clubs, in which suit the Dummy has Ace and one small. Part of the Declarer's original scheme of play is to have the Dummy ruff his losing Club, yet to lead that suit before three rounds of Trumps would be the height of folly, as a winning card might be ruffed by an adversary or the Dummy over-ruffed. Managing the Dummy so as to utilize all his small Trumps to the greatest advantage is one of the tests of the skill of the player of the combined hands. A simple example follows: With Hearts Trump, the Dummy puts down one small Club, and three worthless Trumps. The Declarer wins the first trick, has Ace at the head of his long Trumps; also, Ace, King, and two losing Clubs. His play is plain. He should lead his Ace and then a small Club; ruff the latter, lead a Trump from Dummy, and then the remaining losing Club, for Dummy to ruff with his last Trump. PLAY BY DECLARER'S ADVERSARIES The adversaries of the Declarer must realize that they are at some disadvantage in the play. The Declarer knows every card in the Dummy, but each of his opponents can at best only guess the holding of his partner. They should, therefore, strive by every me
PREV.   NEXT  
|<   93   94   95   96   97   98   99   100   101   102   103   104   105   106   107   108   109   110   111   112   113   114   115   116   117  
118   119   120   121   122   123   124   125   126   127   128   129   130   131   132   133   134   135   136   137   138   139   140   141   >>  



Top keywords:
Declarer
 

Trumps

 

losing

 

holding

 

adversaries

 
ruffed
 
adverse
 

winning

 
sufficient
 

chance


realize

 

exhaust

 
height
 

simple

 
rounds
 

worthless

 
Hearts
 
combined
 

necessity

 

utilize


Managing

 

greatest

 

player

 

advantage

 

adversary

 

disadvantage

 

opponents

 

strive

 

partner

 

remaining


ADVERSARIES

 
DECLARER
 

tricks

 

original

 

attempt

 
number
 

induce

 
opportunity
 

impression

 
desires

conveying
 

opening

 
arrange
 
anxious
 

ruffing

 

principle

 
exemplify
 

immediately

 
exhausted
 

scheme