The Declarer, especially if brought up in the Whist school, should bear in mind that he now has no partner anxiously seeking information regarding the contents of his hand, but that he has two adversaries from whom he should withhold, as long as possible, knowledge of his strength, weakness, aims, and schemes. When any method of play suggests itself which seems more deceptive than another, and yet produces the same result, it should be adopted. False cards should be used whenever possible, as they are less informatory than the conventional lowest of a sequence. The Declarer should worry his opponents in this way whenever the opportunity offers. In playing small cards, the higher should frequently precede the lower, and every means should be used to make it as difficult as possible for the adversaries to place the cards.
DECLARER'S PLAY OF NO-TRUMP
The Declarer will find that he is obliged to use different tactics when playing a No-trump from those he employs when a Trump has been named. In the former case, his main object should be to establish his long suit or suits, and to shut out those of the adversary. When he has the Ace (without any other stopper) of an adverse suit, unless there be some other he fears more, he should refrain from playing the Ace until the third round, or until sure that the partner of the long hand has exhausted his holding of that suit. The reason for this is obvious. If the holder of the long suit can be kept from the lead, the suit will not be made. He may be without a reëntry, so it is important that his partner be unable to put him in by leading that suit. In this case, the Declarer should take any doubtful finesse, which he has the opportunity of taking either way, so that, if it lose, the holder of the long suit will not be in the lead.
The Declarer should postpone as long as possible leading a suit of four cards in one hand and three in the other, headed by Ace, King, and Queen, but not the Knave, unless he be afraid of a long, adverse run which will force him to awkward discards. The reason is that, should either of the adversaries be long in that suit, three rounds will establish for him one or more cards which otherwise would not be made good. Leading even two rounds will be a warning not to discard from that suit. It should, therefore, be avoided, except for the purpose of placing a lead, until the other strength of the Declarer is exhausted, or until it becomes evident that, when next he loses the lead, the adversaries will control the situation. Then, and not until then, should he lead such a suit with the realization that, having postponed its establishment as long as possible, he has adopted the most probable method not only of shutting out adverse long cards, but also of making an extra trick for himself.
While the probability of establishing an adverse trick is not nearly so great when the Declarer has four cards of such a suit in each hand, it is still possible, and the method of handling it above advised, when the total holding is seven, should be followed even with eight. A thoughtless Declarer who has nothing to fear from an adverse run will often as soon as he gets in (and before he establishes some suit that demands attention) start with a suit of this character. Such tactics sometimes cost a declaration—sometimes a game; yet the thoughtless one rarely appreciates his folly.
An example may make this more evident:—
| DUMMY | DECLARER | |
| Spades | X, X | Ace, Queen, X |
| Hearts | Ace, X, X, X | King, Queen, X |
| Diamonds | X, X | Ace, Queen, X |
| Clubs | Knave, 9, X, X, X | Queen, 10, X, X |
The 2 of Spades is opened, and the Declarer wins the first trick with the Queen. He now has assured two Spade, three Heart, and one Diamond tricks, with a chance of one more in both Hearts and Diamonds; six sure and eight possible, without the Clubs. If he establish his Clubs, he can make 3 tricks in that suit, which will insure game.
If he open his Hearts, he may establish one or more for the adversaries and thus give up all chance of the game, as he is at best practically sure to lose two Spades and two Clubs.
It is impossible to gain any advantage by running the four Hearts before the Clubs, even if they all be good; in other words, it is a play which may cost the game and cannot by any possibility gain anything whatever.