A no-trump make that is weak in Hearts is liable to be doubled.
When a game ahead be conservative. When a game behind be bold.
Endeavour to prevent the adversaries from winning the first game on your deal. When the adversaries have won a game and have the first deal on the second, they hold an advantage you will find most difficult to overcome.
If your hand is worth less than four tricks don't make the trump red.
If your hand is worth less than four tricks make the trump to lose as little as possible.
EXAMPLES OF ORIGINAL MAKES
| NO-TRUMPERS WITH 3 ACES. |
| ♣ | ♦ | ♠ | ♥ |
| A 10 5 3 | A J 9 | K 8 | A 10 6 5 |
| A K | Q 10 6 4 2 | A J 6 5 3 | A |
| 8 5 4 | A 8 3 | A 3 2 | A 9 7 5 |
| WITH 2 ACES AND 2 GUARDED SUITS. |
| ♣ | ♦ | ♠ | ♥ |
| A K | K Q J 8 4 | K 9 5 | A 8 3 |
| A 7 6 3 | K J x | Q J 3 | A 10 9 |
| K Q 10 5 4 | A | K 5 4 | A 8 7 4 |
| A K Q | A 9 | Q 9 7 6 5 | Q 10 8 |
| A 10 3 | Q 10 5 3 | A 9 6 | Q 9 6 |
| Q J 10 9 | A 7 | J 10 8 6 | A 10 2 |
| WITH 2 ACES AND 1 PROTECTION. |
| ♣ | ♦ | ♠ | ♥ |
| K J 8 7 5 | J 3 | A 6 | A K 9 6 |
| A 9 8 | A 8 6 | K J 4 3 | 8 5 4 |
| A Q 7 | K J 10 4 | Q 5 | A Q J 5 |
| A K J 8 | A Q | Q 9 7 6 | 10 4 2 |
| A 9 6 | 10 4 | K 10 8 6 | A J 6 2 |
| A J 4 | 9 5 | A 10 2 | Q 10 9 6 5 |
| A 10 8 6 5 | A Q 3 | 8 | Q J 10 4 |
| WITH 1 ACE AND 3 PROTECTIONS. |
| ♣ | ♦ | ♠ | ♥ |
| A 5 4 | K 8 | K Q 9 8 4 | K Q 3 |
| Q J 3 | A 3 2 | K 7 6 5 | K 10 4 |
| A 10 4 | A J 10 | Q J 3 | K 9 8 7 |
| Q 9 6 | K J 8 | A K 8 | J 10 8 4 |
| A Q 5 | Q 7 4 | K 9 5 3 | Q 10 9 |
| DOUBTFUL NO-TRUMPERS. |
| ♣ | ♦ | ♠ | ♥ |
| J 9 7 3 | A 10 9 4 | J 5 | A 9 6 |
| 10 6 | A Q 5 | A 10 7 2 | J 10 8 3 |
| 10 5 | A Q 6 4 | J 8 6 | A K 9 6 |
| A J 5 3 | K 8 2 | 8 6 | K Q 7 2 |
| 9 | A J 10 | Q 10 8 6 4 | K J 8 6 |
| 8 | 10 9 | A K Q 9 7 6 4 | K 10 4 |
| A K Q 9 5 | —— | J 10 5 3 | Q 10 8 6 |
| HEARTS, NOT "NO-TRUMPS." |
| ♥ | ♠ | ♦ | ♣ |
| K Q 10 5 4 | A K Q | 2 | A 5 4 3 |
| A K Q 8 6 | Q | A Q 5 | A K Q 4 |
| A K J 9 | K J 8 5 3 | Q | Q J 8 |
| Q J 10 9 7 6 | A 7 6 | A | A 5 3 |
| A Q J 9 7 | A J 9 8 6 | K x | Q |
| A K 10 9 6 | A 8 7 6 | 5 4 | K 9 |
| K J 10 7 2 | A 8 6 | Q 8 4 | K 10 |
| BAD "RED" MAKES. |
| ♣ | ♦ | ♠ | ♥ |
| 8 6 | 9 8 7 | J 5 4 | J 10 7 6 5 |
| 10 9 5 3 | 10 6 | 5 4 3 | A K Q 4 |
| Q 7 5 | J 10 2 | 6 2 | J 8 6 4 3 |
| 6 4 3 | K 10 7 6 3 | 8 6 | J 9 7 |
| 9 4 3 | 6 2 | 9 8 7 | Q 10 7 5 4 |
| Q 6 3 | 10 7 3 | 6 4 2 | K Q J 7 |
DOUBLING
If you—being the leader or his partner—are reasonably sure of the odd trick, it is decidedly to your advantage to increase its value; but to double "just for a gamble" rarely pays; it often results in a redouble, and you are apt to find the sport expensive and your partner very disagreeable.
In order to double with any degree of success, you must consider the state of the score, the possibility of a redouble, and your position in regard to the maker. Above all things, DEPEND ON YOUR OWN HAND and don't expect your partner to take MOST of the tricks.