- B Knv♣, Knv♦, 10♦, 4♦
- Z 6♠, 7♣, 5♦, 2♦
- A Qn♠, 10♠, Knv♥, 7♥
- Y Knv♠, 3♠, Kg♥, 9♥
Spades trumps. Y can count two hearts, and queen, ten of spades in A's hand, and a small spade in Z's hand. A to lead.
The Play and Remarks.—A leads the seven of hearts. Y should put on the king, though certain of being able to win with the nine. For, if Y wins with the nine, he compels Z to play a coup, viz., to trump the best heart, in order to get the lead through the queen, ten of spades; but, if Y wins with the king and leads the losing heart, it requires no ingenuity on Z's part to trump it.
COUPS.
There is no Whist principle which should not be occasionally violated, owing to the knowledge of the hands derived from inference during the play. Some of the more frequent of the cases, where a general rule can be given for departing from rule, may advantageously close this Section.
LEADING FROM WEAKEST SUIT.
It is advisable in most cases where the game is desperate, and where it is clear that your partner must be strong in your weak suit to save the game, to lead your weakest suit, notwithstanding Principle 1 (p. [56]). Your partner should finesse deeply in the suit you lead him, and should not return it, but, actuated by motives similar to yours, should lead his weakest suit, in which you should finesse deeply, and continue your weak suit, and so on.