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Bridge - Card Play
 A
fascinating and challenging card game 
THIS PAGE covers a range of important points on card play in Bridge.
Initially it relies heavily on Card Play Technique by Victor Mollo
and Nico Gardener. I recommend this book for any aspiring bridge player
even though it was first published in 1955, and some of its jargon is
a little dated. In time I expect this page will evolve to be less reliant
on this first source.
Declarer Play
- Wherever possible lead towards honours and honour sequences, or better
still with broken honour sequences wait until opponents lead the suit.
- A suit shortage opposite a finessing position often allows a choice
between a natural and ruffing finesse.
- Draw opponents' losing trumps at once if you fear opponents will ruff
your winners in side-suits, but don't draw trumps prematurely if you
need them to ruff a loser or losers in the hand with fewer trumps. There
is often no need to draw their winning trumps if these are the only
ones left.
- Before undertaking a cross-ruff, cash your winners in the side-suits
- otherwise opponents might short themselves in these suits and ruff
your winners.
- Refuse to be forced to trump opponents' winners when you may lose
control of the trump suit and you can play loser on loser (eg discard
a loser from another suit) or you can afford to lose the trick.
- With weak trump holdings, develop side-suits or ruffing positions
before drawing trumps to avoid losing control on a bad trump break.
Even if holding AKxx it is sometimes best to run a low trump to ensure
retention of control even trumps break badly.
- Take care ruffing if the trumps provide the only entries to a long
side-suit - a single ruffing trick is generally less valuable that several
tricks in an established side-suit.
- When opponents threaten to take too many tricks in a NT contract,
hold up to try to sever their communications. With 8 cards against you
hold up till the third round, with 7 hold up to second round, with 6
there is no need to hold up - assuming you are fearing a five card suit.
After holding up play to avoid the lead reaching the danger hand - this
can include unnatural finesses or playing for the drop instead.
- With double stoppers declarer should still hold up if the lead might
be lost twice. If this is the case declarer should try to lose to the
dangerous hand first.
- Do not hold up at all if the danger of a switch to another suit is
greater.
- When playing a suit keep your options open for as long as possible.
For instance play a higher honour from the hand with two if this keeps
open the possibility of a finesse in either direction, keep a track
of entries without wasting them, and ensure you do not block a suit
accidentally.
- Throwing the lead back to defenders after eliminating safe suits can
force them to lead into your tenaces.
- Build up an image of the defender's likely card holding by making
inferences from their bidding, leads and play. This includes their lack
of bidding or leads. For instance a low card lead against NT indicates
a long suit without an honours sequence - with Ax in dummy and 109xx
in hand, declarer might usefully go up with the A, and then capture
the other defender with a blocking singleton honour. Similarly if defenders
do not lead a suit in which they hold the A and K then it is likely
that the honours are split or at least that the hand that has has leading
opportunities does not have both.
- When a defender shows greater length in a suit then, other things
being equal, the odds of a particular card in that suit will be proportional
to the length held - and conversely the odds of a particular card in
another suit will be proportional to the number of cards held in other
than that suit.
- When there are no other indications missing honour cards are more
likely to be spread between the two defence hands. However establishing
the location of a missing honour card does not change the likelihood
of the location of another missing honour card unless the bidding, leads
or play allows inferences to be made.
- Safety plays are particularly important in team (rather than pairs)
events where an apparently easy contract can be assured at the expense
of a possible overtrick. Two common safety plays are to deep finesse
or duck on the first lead to a long suit (eg AKQ10x opposite xx) when
there is no outside entry, or not finessing to guard against singleton/doubleton
honours with bad breaks.
- Use end-plays to ensure that the defence leads into your tenace or
ruff/discard or otherwise to your assistance - with this achieved by
stripping or eliminating the safe suits (including ruffing to eliminate
defence safe exit cards), and then throwing in the lead to the defence
(sometimes a particular defence player), and sometimes with a loser
on loser play.
- Provide defence with the least information or with deceiving information
by false carding when appropriate (but not automatically). For example
playing K from AKJ may encourage this suit to be led again. Against
NT playing K from AK suggests weaker holding that playing A immediately.
- On opening leads declarer should normally play lowest if not wanting
suit continued and play high if wanting it continued.
- Use a squeeze to gain a single extra trick when a single defender
is the sole guard for two suits. A squeeze involves two or more menaces
with one being a two card menace header by a winner which is the link
between the two hands. A positional squeeze can have both menaces in
the hand over the defender, otherwise the menaces need to be divided.
In both cases declarer needs to lose inevitable losers, and then remove
all the defender's non-critical cards (while setting up the menaces)
and then play an exit card that forces the defender to discard a guarding
card.
Defense Play
- Cover an honour with an honour when there is a chance you will promote
a card in your or your partner's hand and when your honour is not safe
from capture.
- When declarer leads from touching honours, cover the last - unless
you have a doubleton honour yourself in which case you should normally
cover the first honour (especially if you have the K10 over QJx).
- Do not split your honours if you think declarer might attempt a deep
finesse (eg with KQx under AJ9).
- Minimise the danger of leading into a tenace by, where possible, avoiding
leading from unsupported honours (eg Kxx) or from your own tenace (eg
AQx or KJx).
- If the bidding indicates that declarer might find ruffing value in
dummy (eg 1D - 1H - 1S - 2S) then a trump opening lead would probably
be appropriate. From Axx or Kxx it is generally appropriate to lead
a small one to leave partner with a small trump to return should he
or she win the first trick for the defence (unless the point count suggests
that partner is unlikely to win a trick).
- Leading a trump from a singleton is generally poor as it can destroy
a trump trick in partner's hand. Leading a trump from 4 is also generally
poor, with a forcing strategy (continuing to force declarer to trump
side-suits) frequently superior.
- Don't over-ruff automatically - rather work out the way to increase
the chance of developing another trump trick. With a natural trump trick
(ie one that will win anyway) don't over-ruff unless you want the lead
or hope to get a second ruff.
- Singleton leads are more likely to be effective from poor hands rather
than good ones - as this suggests your partner is more likely to have
entries. Similarly if your partner is likely to have a short suit, leading
that suit is most effective when you have a good hand with several entries
(especially with an early trump entry).
- When you suspect that partner is leading from a doubleton to your
ace and has outside entries, keep it for partner's second lead so that
you can give partner an immediate ruff.
- When declarer will be forced to over-ruff (as opposed to throwing
a loser), ruffing high may promote partner's trumps.
- Ruff winners, where possible, rather than losers - particularly when
second player to the trick.
- When dummy has a long suit that can be established, generally defence's
first goal is to knock out dummy's entries.
- When only a miracle can break the contract, play for the miracle -
particularly in teams (less so in pairs).
- Attack NT contracts by developing small cards, which generally means
leading from length or to length if partner's bid indicates a long suit.
- Generally lead the top of sequences of three or more involving an
honour, or the top of an interior sequence (eg QJ109, KQ10x,
QJ9x, KJ10x, A1098x), otherwise lead fourth highest
to allow partner to place missing cards - obviously this can vary according
to partnership agreement. With fourth highest the rule of eleven allows
partner to place how many higher cards are with declarer (ie 11 less
the card led equals the number of higher cards outside partner's hand).
- When leading partner's suit, lead high from a doubleton, middle-up-down
or MUD from three or more without an honour, and low from three or more
with an honour (except against a suit contract lead the A from Axx(x)
to avoid the risk of declarer/dummy having a singleton and K).
- When the opening lead is low, partner normally plays his or her highest
card (though the lowest of equivalent touching cards), but generally
keeps covering honours when dummy holds one or more honours.
- Playing an unnecessarily high card on partner's lead is generally
an encouragement signal - conversely a low card is discouraging signal
suggesting a switch. This is the most common attitude signal though
partnerships can choose different signal conventions such as low card
encourage. Sometimes in NT a count signal is more useful with a high
card indicating an even number of cards in the suit and a low card an
odd number - some partnerships play that the lead of a K against NT
asks for a count signal even if they normally play attitude.
- When partner leads your suit against NT and you do not have enough
entries to establish it yourself, duck the first lead to allow partner
to lead it again.
- When returning partner's suit generally lead the highest from one
or two cards, and low from three or more (though taking care not to
block the suit if partner is likely to have the longer holding).
- When dummy has a long suit but is short of entries, defenders should
hold up a controlling card until declarer's cards in the suit are exhausted.
The defence's other partner can give count (high for even number, low
for odd number) to allow timing to be calculated.
- Build up an image of declarer's hand with inferences from the bidding
and from the way declarer and partner play - including the apparent
strategy declarer (and partner) adopts. Knowing declarer's strategy
is often instrumental to defeating it. Remember if the contract or the
number of tricks was without risk, declarer would have already declared.
- A McKenny or suit-preference signal utilises an unnecessarily high
or suspiciously low discard to indicate a preference for a switch to
the higher or lower ranking side-suit. In trump contracts the trump
suit is ignored. In NT the signal occurs in a discard of another suit
and the suit of the discard is ignored.
- Don't signal unnecessarily - for instance if it is impossible that
partner will gain the lead. Don't throw away winners as signals, rather
show what you do not want led.
- When being squeezed in NT, generally hold enough winners even if this
means unguarding a suit and relying on partner for a guard - otherwise
the contract would probably be unbeatable.
- If declarer appears to be pursuing an elimination and throw-in end
play strategy, defenders should try to avoid the throw-in by discarding
winners in the throw-in suit or by the partner playing high in second
place to prevent the throw-in.
- The defence can sometimes achieve an throw-in end play against dummy
or declarer by eliminating their safe exits/links and then forcing them
to play from their high card holdings.
- False carding by a defender is useful against good declarers in removing
declarer certainty provided that it cannot lure partner into a wrong
course of action.
- Leading against slams should normally be passive when opponents' bidding
indicates balanced hands but aggressive when their bidding indicates
long suits with a surplus of tricks when they are in control.
- Defenders can sometimes avoid being squeezed by refusing to win a
trick prematurely or by attacking the link.
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