Notes on Illustrative Hand No. 7

Trick 1.—The scheme which the dealer must adopt for the play of the two hands is to exhaust trumps and to establish the club suit. Holding the A, Q, and J of diamonds, in order to catch the K, the lead must come from the dummy; and so that he may lead up to his tenace in trumps, the dealer trumps the Q of hearts.

Trick 2.—As the finesse succeeds the dealer must place the lead in dummy so that he may again lead through the K of diamonds.

Trick 3.—The dealer holds too many clubs, so must use the A of spades to get the lead in dummy, even though it clears the spade suit for the adversaries.

Tricks 4 and 5.—The trumps fall evenly, leaving the dealer with the last trump.

Trick 6.—The K of clubs, being guarded, must make.

ILLUSTRATIVE HAND NO. 7

Trumping Your Own Trick to get the Lead into the Right Hand.

The score is 18 to 0 in favour of the dealer, Z, who has a game in and makes it diamonds, having four honours.

♠ A 8 7 6 5
♣ A Q 10 5 4
♦ 8 7 6
♥ None
♠ K J 9 3
♣ None
♦ 5 4 3
♥ K J 10 8 4 2
Y ♠ Q 10 4
♣ K 7
♦ K 9 2
♥ 9 7 6 5 3
A B
Z
♠ 2
♣ J 9 8 6 3 2
♦ A Q J 10
♥ A Q