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INTERMEDIATE BRIDGE COURSE
PLAY OF THE
HAND
LESSON 1‑B
MAKING A
PLAN ‑ We
previously discussed, although in general terms, that the objective for declarer
play in a Suit Contract centered around focusing upon potential losing tricks
and their elimination, and around potential winning tricks in a No Trump
contract and their possible supplementation.
Before a declarer initiates his/her declarer play, however, it is
essential to organize the play of the hand.
Four basic steps are indicated and necessary to accomplish these goals:
Pause To Consider The
Objectives
‑ What is the contract, who are my opponents, what card
was led and what
is its significance to me and to my
opponents need I play conservatively or aggressively as
a result
of the lead. What is the number of acceptable
winners or losers in order to fulfill the contract.
Look At The Projected
Winners Or Losers ‑ Dependent upon either a No Trump or suit
contract respectively.
(A) In a No Trump Contract, playing techniques include:
(1) Promotion of high cards
(Developing a sure trick when holding a suited KQ)
(2) Suit establishment (Developing
tricks through length)
(3) Finessing (Attempting to
develop a second trick when holding a tenace
(B) In a Suit Contract
all of the above apply plus:
(1)
Trumping Losers
(2) Discarding losers on extra
winners
Analyze The Alternatives ‑ Need you play
conservatively or aggressively based upon such
variables as; the skill of the opponents, the quality of your game
so far that event, what
you believe the rest of the field is likely to
have
been faced as to their suspected contract and its probability
of
success.
Now Put It All Together ‑ Using the above
information along with factors such as being
aware of
entries, avoiding the dangerous opponent, using the
hold‑up‑play,
inferences and probable placement of missing high
cards,
trump pieces and suit distribution all deduced from
previous
bidding or lack of same
Exercise 1: Counting Objective of Winners/Losers
3C (4 Losers) 6NT
(12 Winners) 4S (3 Losers) 1NT (7 Winners)
2D (5 Losers)
Exercise 2: Counting Sure Winners (Sure Tricks = ones
capable of being taken without giving up the
lead to the opponents.
N - AKQ (3) AK (2) JX (5) KQX
(0) AXXXX (5) AKQ (3) AXXX (2)
S - XXX QX AKQ10X JXX KQXXX XX KXX
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Conclusion: Winners are
counted by looking at the combined holding in each suit. A winner is a card
that will take a trick without giving up
the lead to the opponents. The maximum
number of
winners one can count is the number of cards in
the longer hand. If one have
enough cards
in the suit such that the opponents will have
none left after your top cards are played, you
do not
need all the honors in order to run the suit.
Exercise
3: Counting Losers ‑ defined as the number of tricks the opponents are
likely to take.
N (Dummy)
KQ KQ QJ10 XXXXX AK XXX KJ10
S
(Declarer) AXX (2/0) XX (2/1) XX (2/2) AK (O) XXXXX (5/3) AQJ (1/1) XXX (3/2)
There are two basic typos of
losers; quick losers, and slow losers. Quick losers are those that the opponents
can take immediately if they have the lead.
Slow losers are those which the opponents can never take immediately
because they must first give one the lead back first.
Exercise 4: Counting both quick and slow losers:
DUMMY KQJX J1098 XXXX AX KXK QX
DECLARER XX (1 Quick) XXXX (3 Quick)
AX (1 Slow) XXXX (3 Slow) XX (2 Quick XXX (lQ,lS)
If the cards in the dummy
and declarer's hand are unevenly divided, the order in which the cards are
played; the first trick(s) should be won by the high card(s) from the short
side.
Exercise
5: Which high card would you win the first trick with in each following
combination:
DUMMY
AQJ1OX AX AJX QX KQX
DECLARER KX (King) KQX (Ace) KQXX (Ace/Jack) AKJX (Queen) AJX (Any)