FOURTH HAND. There is only one difference from the usual methods in playing fourth hand, and that is in indicating sequences by winning with the best and returning the lowest to show the intermediate cards. For instance: Fourth player, holding K Q J x, wins with King and returns the Jack. Or with A K Q, wins with Ace and returns the Queen. The reason for this is that the declarer gains nothing by the information, for he knows from the first what cards are out against him; but the information may be valuable to your partner, the second hand. If it is not the intention to return the suit at once, the lowest of the sequence should be played.

PLAYING TO THE SCORE. This is a most important element, and there is no surer indication of a careless or weak player than his inattention to the score.

One cannot be too early impressed with the importance of saving the game before trying to win it; although great risks may be taken to win a game that cannot be lost that hand.

Never risk a sure contract in the hope of making more; unless the two will win the game, and the odd trick will not win it. Never risk a trick that will save the game in the hope of winning more, and always set a contract while you can.

DISCARDING. This is one of the still unsettled questions of bridge tactics, some believing in discarding the weak suit always; others the strong suit always, and others one or the other according to the declaration. Against a trump declaration almost every one agrees that it is best to discard the best suit, so that if your partner gets in before you do, he may have something to guide him as to what your best chance is for any more tricks.

Against no-trumpers, the majority of players hug every possible trick in their long suit and discard their weak suits, on the ground that it is folly to throw away cards that might win tricks. While this is true, it is also true that in discarding their weak suit they too often enable the declarer to win tricks that they might have stopped. For this reason, many players discard the suit they are not afraid of; that is, their best protected suit, and keep what protection they have in the weak suits, even if it is nothing but three to a Jack or ten. Unfortunately, no one has yet been able to advance any argument sufficiently convincing for either system to demonstrate that it is better than the other. Some of the best teachers of the game advocate the discard from strength against no-trumps; others teach the weak discard.

ENCOURAGING DISCARDS. In order to distinguish between discards from weakness and those from strength, many players use what is called an encouraging card. This is anything higher than a six, if they have protection in the suit, or want it led. A player with an established suit, and A 8 2 of another suit, for instance, would discard the 8, to encourage his partner to lead that suit and put him in. In case there is no card higher than the six, the reverse discard is used. With A 4 2, the play would be the 4 and then the 2. Some use this reverse or encouraging card to induce the partner to continue the suit he is leading, but the practice is confusing.

THE DECLARER’S PLAY. The chief difference between the play of the Dummy and partner, and that of their adversaries, is that there is no occasion for the former to play on the probability of partner’s holding certain cards, because a glance will show whether he holds them or not. There is no hoping that he may have certain cards of re-entry, or strength in trumps, or that he will be able to stop an adverse suit, or anything of that sort, for the facts are exposed from the first. Instead of adapting his play to the slowly ascertained conditions of partner’s hand, the declarer should have it mapped out and determined upon before he plays a card. He may see two courses open to him; to draw the trumps and make a long suit, or to secure such discards as will give him a good cross-ruff. A rapid estimate of the probable results of each line of play, a glance at the score, and his mind should be made up. Several examples of this foresight will be found in the example hands.

Another point of difference is, that the declarer should play false cards whenever possible. He has not a partner who, if he plays the King, might jump to the conclusion that he can trump a suit, or has not the Queen. The more thoroughly the adversaries are confused, the greater the advantage to the declarer, especially in the end game.