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 | ||||||