THE FOURTH HAND.
The fourth player having, with a few exceptions, merely to win the trick, if against him, his play involves no further development of general principles.
The exceptional cases, where the fourth hand should not win the trick though he can, or should win his partner's trick in order to get the lead, depend so much on the previous fall of the cards, that they can best be illustrated in the hands.
THE COMMAND OF SUITS.
(See also Appendix B., pp. [287]-8.)
In the foregoing chapters it has been incidentally stated that you should
9. KEEP THE COMMAND OF YOUR ADVERSARY'S SUIT: AND
10. GET RID OF THE COMMAND OF YOUR PARTNER'S SUIT.
The reasons will be obvious to those who are familiar with the previous pages; in the first case, you obstruct the adversaries' suits, and prevent their establishing them; in the second case, you assist in clearing the suit for your partner.