If at any later stage of the hand, a player finds himself with an established suit and a card of re-entry, he should lead trumps if he has four. For instance: The player with the last example should lead trumps if the first round of Clubs either forced the Ace out of his way, or found it with his partner.
Rules for Leading Plain Suits. It is safest for the beginner to select his longest suit for the original lead; unless he has a four-card suit which is much stronger. Length and high cards, the two elements of strength, are often very nearly balanced. In the following examples the player should begin with the longest suit:—
| ♡ A 4 3; | ♣ J 10 9 8 3; | ♢ A K Q; | ♠ K 2. |
| ♡ K 10 8 3; | ♣ 4 2; | ♢ K Q 10 8 2; | ♠ A Q. |
In the following the four-card suit should be selected:—
| ♡ J 3; | ♣ 6 5 4 3 2; | ♢ J 10 5 3; | ♠ Q 8. |
| ♡ Q 4 2; | ♣ 7; | ♢ 10 6 4 3 2; | ♠ A K Q 10. |
The principle which should guide in the selection of a plain suit for the original lead is, that if there are a number of small cards in one suit, and a few high cards in another, by leading the long suit first, the higher cards in it are forced out of the way, and the high cards in the shorter suit will then bring the holder of the established small cards into the lead again. But if the high cards of the short suit are first led, the long suit of small cards is dead.
Having determined whether to lead the trump or the plain suit, the next point is to select the proper card of the suit to lead. At first the beginner need not trouble himself about making any distinction between trumps and plain suits; that will come later.
Rules for Leading High Cards. Having a strong suit, but without cards of re-entry or trump strength to support it, the best policy is to make tricks while you can. With such a suit as A K Q 2, no one need be told not to begin with the deuce. Whenever a player holds two or more of the best cards of a suit he should play one of them. If he holds both second and third best, playing one of them will force the best out of his way, leaving him with the commanding card.
The cards which are recognised by whist players as high, are the A K Q J 10, and if we separate the various combinations from which a player should lead each of them, a study of the groups so formed will greatly facilitate our recollection of them.