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English Pages [68] Year 1934
HOW TO LEA AND, PLAY SELF-INSTRUCTOR — ON
FUNDAMENTALS
FOR CONTRACT FOR AUCTION
OF
PLAY
NOT
BIDDINGS
FOR BEGINNERS FOR EXPERTS
t
m ^sV ^JOCfi
?55""*
^m
>*r -^*''v3'
•
FOR BIDDING SEE CULBERTSOrS
£y
OWN CONTRACT
BIDDINCi
SELF-TEACHER
ELY CULBERTSONi/mse/f WORLD CHAMPION PLAYER AND AUTHORITY HHmH
BRIDGE SCORING CONTRACT LAWS ACCORDING TO INTERNATIONAL TRICK-SCORE
NOTRUMP
SUITS
« Each If
trick
20
over 6
20
doubled, multiply above values by
V
A
30
30
2.
If
1st,
Eoch
redoubled,
nultiply
trick
2d, 4th, 6th
3d, Sth, 7th
40
30
over 6
above volues by
Game
4.
is
100 points.
HONOR-SCORE Rubber:
If If
won won
in 2 in 3
games games
.
.
unfinished, winner of one premium for moking contract, If
(No
OVERTRICKS Undoubled, each Doubled, each Redoubled, each
gome
.
doubled or redoubl
Not Vulnerable
Vulnerable
Trick Value
Trick Volue
100
200
200 400
one hand
(5
Four trump honors
trump or 4 Aces at notrump) in
one hand
Little Little
Slom. not vulnerable Slom, vulnerable
150
100
500 750 1500
Grand Slam, not vulnerable Grand Slom, vulnerable
'd)
UNDERTRICKS 1st
NotVuln
2250
able
ND
undertrick
increase each subsequent undertrick by
lonor Premiums: All in
Slam
700 500 300
Thus, value of 2nd undertrick
150
3rd undertrick 4th undertrick
200 250
300 400 500
!
Ely Culbertson World's Greatest Player
and Authority Ely Culbertson
is
The immediate and widespread acceptance
whelming majority as the world's lop ranking master player. He was the captain of the American team which won the First Vorld Contract Bridge Championship in
Summer of 1933, in London. His Blue Book and Summary alone have not only sold ten times as much as all other Bridge
the
have broken
all fiction
and non-fiction records of the last two years. Author of several books, a daily syndicated newspaper article op Bridge, a series of movie shorts entitled "My Bridge Experiences," scores of magazine articles, radio talks, lectures, etc., and editor-inchief of The Bridge World Magazine, Ely Culbertson is unquestionably the world's greatest Bridge authority.
of Cul-
Own Contract Bidding Self -Teacher has led
the originator, with
Leads and Plays. The brilliant simplicity of his writings and the logic of his analysis have brought a complex intellectual game into the homes of millions of Americans, As a practical player, he has won more national and international championships and matches of importance than any other great player and is today rated by the over-
togetlier but
Piu'pose of This Self-Instructor
bertson's
the able assistance of his wife, Josephine Caltertson (the greatest woman Bridge player in the world), of the Culbertson (Approach-Forcing) System of Contract bidding and the Culbertson System of
books
The
to thousands of requests for the
teaching manual, based on
and Plays, and
same type of
my Red Book
setting forth in similar
self-
of Leads
form the basic and
principles of the Culbertson System of Leads Plays. It
is
nish, in a
the purpose of this Self-Instructor to fur-
manner which
will
be clearly and readily
understood, the fundamentals of expert card-playing. The student who reads this book will learn the most
important part of intelligent Contract Bridge— what to think about. A multitude of illustrative examples accompany this text. Then he may apply the knowledge he has acquired to the drill which will follow immediately after each lesson, so that he may have practice in correct thinking. Finally, correct answers to all questions are given in the back of this book, so that the reader may always know how much he has learned, and how well he has grasped it.
BOOKS BY Ely Culbertson Contract Bridge Blue Book. Culbertson's Summary of Bids and Responses. Contract Bidding at a Glance. Culbertson's Own Contract Bidding Self-Teacher. You can teach yourself ConBridge bidding. Culbertson's Siunmary of Leads and Plays. (In preparation.) Red Book of Leads and Plays. The Master Work on Expert Card-Playing. Famous Bands of the CulbcrtsonLen2 Match, in collaboration with Josephine Culbertson, T. A. Lightner, Waldemar tract
von Zedtwitz, and others. Contract Bridge for Auction Players. First World Championship — Official Record of 300 Hands.
The
CULBERTSON (Approach-Forcing)
SYSTEM The Culbertson
(Approach • Forcing) System is the standard now used by at least 96 percent of the Bridge players of the world— average, advanced, and expert. If you know the Culbertson System you can play anywhere, with anyone. Learn the system that is universally used— the proof that it is the udnning system!
The Bridge World Magazine Ely Culbertson is editor-in-chief of The Bridge World Magazine, a monthly periodical devoted to Contract Bridge (news, interesting hands, tournament announcements, etc., etc.), $3 yearly A sample copy will be sent on request Write to Bridge World, 570 Lexington Ave, New York,
How It is
more,
to
Teach Yourself
easy to use this Self-Instructor—and, what*a it's
fun! Ecjuip yourself with a sharp pencil
and a copy of
book and you are ready to teach Turn to Lesson I on page 3 —read it through carefully. Be sure you understand every word of it, and try to follow the examples given. As soon as you think you know this lesson, turn to this
yourself Contract Bridge.
the practice drill that follows (in this instance, Drill
No. 1, page 5), and read the brief instructions. Then write on the page, in the spaces provided, the answers to the (juestions.
Wlien you have
finished, check the
correctness of your answers with those given in the
back of the book.
If
you have made any
errors, read
the preceding lesson or lessons again until you thor-
oughly understand your error and have been able to correct it intelligently. Proceed then to the next lesson, and so on through the book. You can progress as rapidly as you wish—but don't try to absorb too much in one sitting
you follow these instructions conscientiously, is no question that this book will teach you the modern theory of cards quickly and well. If
there
;
AUTHOR'S INTRODUCTION For too many years
all
exclusively to the bidding.
books and
The play
all
methods in Contract Bridge have been devoted almost
of the cards, relegated to a subordinate position, has remained
unavailable to even the most earnest students, as though
it
were a dark secret which could not
be disclosed.
Such disregard of card playing and undue emphasis upon bidding is inherently illogical, for is nothing more than abstract play, and upon the play depends, in the final analysis, the ultimate result of every deal and every rubber. The play of the cards is the Proving Ground the bidding is only a prediction. The finest of bidding methods must fail when their user, though he has charted his course with beautiful precision, lacks the practical skill to follow it. all
bidding
During the
last ten years
diligently toiled, aided
by
and more
associates
who
are
I
have
among
the greatest Bridge players in the world, to develop the Culbertson System of Leads and Plays until it
might approach perfection in theory and in simplicity of application. My ambition to accomplish this end finds twofold fulfilment in the publication of this volume, which enables the student to acquire the fundamental principles of expert card playing, and in the shortly forthcoming publication of my Red Book of Leads and Plays, which wUl be the master work in which all possible card combinations are treated and
all
STUDY WITH A TEACHER The as
value of this book, clear and complete
it is,
becomes more than doubled when
it
studied in connection with lessons from a good Bridge teacher. Only Culbertson Certified Teachers are authorized and qualified to teach the Culbertson System of Leads and Plays. For the teachers, this volume fills a is
long-felt
need for a text book with which may be taught.
the fundamentals of play
plays are codified and explained.
All success and failure in Bridge is measured by the winning of tricks. In the bidding, we promise to win a certain number of tricks; in the play, we must fulfil this promise. So in this volume the reader is first taught how to vrin tricks with the high cards he holds, and how to establish other cards and win further tricks with them. The mysterious workings of the Time Factor are then described and made easy to understand, so that the reader will learn what cards to develop as tricks, and when to use them. The intricacies of the plays which create and utilize entries (Communication Plays) are explored, and the student learns how to plan and play the hands of Declarer and Dummy ; what to Lead ; the tactics of the Defending team, and the beautifully expressive Partnership Language of signals that they employ ; and finer points of the play, including Card Reading and Safety Plays.
The reader is urged to make the greatest possible use of the Practice Drills which accompany each lesson. It is not enough to believe that you have grasped the principles set forth in the text; you must test yourself and be assured that the underlying motives which make certain leads and plays correct have been sufficiently impressed upon you. If by these tests you find the knowledge you have acquired to be incomplete, you should return to the lesson and study it again, being sure that you understand each lesson before proceeding to the next. Do not try to absorb too much information at one sitting, for it leads to confusion; be patient, and slow, and methodical, and if possible take further instruction from a Certified Teacher for interpretation and guidance in points which you may find difficidt. You will then find yourself on the road to expert ability in the play of the cards. In the preparation of this volume the author received invaluable assistance from his wife, Josephine Culbertson, the world's greatest teacher. Without her aid the scientific arrangement of the material in a form suitable to study by novices would have been impossible, for there is no more difficult problem in teaching than an orderly and graphic presentation of basic facts. To Albert Morehead, Technical Editor of The Bridge World Magazine, the author is equally indebted for untiring cooperation and advice.
:
Lesson
ESTABLISHING WINNING CARDS
I
Only the highest card of its suit will win a trick whenever it is played. Ohviously, only the four Aces are always immediate trick winners. Since the primary piu'pose in Bridge is to win as many tricks as possible, you must learn how to win tricks with cards which were not originally the highest cards of their suits. This may be done in two ways 1.
By
eliminating your opponents' higher ranking cards of a suit until the card you hold
becomes the highest.
By creating a situation whereby a card which is not the highest of its suit will win a trick. opponent holding the highest card fails in his turn to play that card, the next highest card can then take the trick.) 2.
(If the
The maneuvers which develop secondary cards into winners are known as Suit Establishment Plays. Plays to develop winning cards with honors have three forms : Straight Leads, Plays for a Drop, and Finesses.
Straight Leads Every time a card
is played, the- next highest card is promoted one step in rank. "When the Ace played, the King automatically becomes the highest card of that suit. With honors in sequence (KQJ, QJIO, J1098) you simply allow your opponents to win tricks with their high cards until your remaining honors are promoted to top rank. (Cards in sequence are called EQUALS, because they are all of equivalent value.)
of a suit
is
WW
Do not forget that Bridge is a partnership game, and that any trick won by either partner counts for both. Even when a sequence is divided between two partners, the cards are still equals, and the method of play is the same. With these combinations: KQJ Q106 NORTH SOUTH
^ *
NORTH SOUTH
Q65
^ *
:
Lesson
I
When the indication is
A
THE FINESSE
(Continued)
finesse is
that the outstanding
an attempt
to gain a trick
honor is
by
sufficiently guarded, finesse.
utilizing the favorable position of
an
out-
standing honor.
Finessing to Avoid a Cover
A card which is not the highest of its suit hecomes valueless when it is captured (that is, covered) hy a higher card held hy opponents. The type of finesse we shall first consider represents a play to prevent a cover. This can he done when the only adversary holding the higher card which could capture your honor has played to a trick before you are forced to play to that trick. He will have no further opportunity on that trick to play his high card and yoiu- relatively low card can no longer be captured.
A32
A
2, East must choose his play before South. If East plays If North leads the A 6, South's Queen will win the trick. East cannot use his King to capture because no player can play more than once to any trick. It is obvious that the Queen will win when all four hands are exposed, but since in actual play South does King, be merely proceeds on the hope that East not know that East holds the holds this card and that the Queen will win the trick.
A
J 10
:
4kK6
A
A
the it,
A
A
When
AQ
the position of only one outstanding honor must be utilized, the play
is
called a Simple
Finesse. In the above example South gains a trick because East holds the A King. Had West held theV King, he could have captured the Queen with it. The success of a finesse, therefore, depends upon the favorable position of the outstanding honor; but since a Play for a Drop would not have worked in any case, there is no loss when the position of the; opponents' honor is unfavorable, since there could have been no means-of preventing that honor from miming; whereas when the position of the honor is favorable, a trick has been gained.
A
^
A finesse is a maneuver for position. Notice in the above example that if South were forced to play before East, he coidd not prevent East's A King from capturing his A Queen; and the Queen would lose all value. But when the lead is made by North, so that East must play first. South not only prevents the capture of his Queen, but likewise succeeds in creating an enveloping movement by which he can eventually capture
East's King.
Tenaces
A tenace is a combination of two ranking cards of the same suit, once separated in rank.
K
J, Q 10, J 9), when the Since the two cards of a tenace are only once separated in rank (A Q, intermediate card is held by the hand which plays before the hand containing the tenace is forced to play, a successful finesse can be made by playing the lower card of the tenace. This gives both cards of the tenace the function of equals. When the favorable poshion of an outstanding intermediate honor is properly utilized by leading toward the tenace, the opponents' intermediate card is of no value to them, and the hand containing the tenace wins as many tricks as though it held a complete
sequence which included the missing intermediate card. For example
A A973
AQ62
A432
A 654 A Q82
A
AKJIO North leads the A i. East plays the A 2, South plays the A 10- West must now play the A Ace to win the trick, exactly as though South had held K-Q-J and had led one of them.
AK5
A ASS
A J76 A Q
10 9 8
North leads the A 2, East plays the A 6, South plays the A S (an equal of the A 10 and thus equivalent to playing the A 10 from the Q-10 tenace). West must play the King or Ace to win the trick, exactly as thou:;h South bad held Q-J.IO.
[4]
A
K 10 7 5
A J94 A A
2, East plays the 9, finessing for 5, South plays the 10 the 10. Because the position of the his tentransforms is favorable, South ace holding into the equivalent of a
North leads the
A
complete sequence of Q-J-10.
A
:
DriUI
HONOR. TRICK PLAYS
In each of the following examples answer these questions 1.
What
2.
Must the position of any adverse card be favorable?
is
or West) 3.
the greatest
number
of tricks North and South can If so,
win?
what
card,
and who must hold
?
From what hand must the
AKJ
lead be
made— North,
KJIO
South, or eitlier?
AQ6
it
(East
FINESSING
Lesson 11
By a successful finesse you remove one of the
(Continued)
cards which guard the opponents' honor.
Sometimes the outstanding hibnor is sufficiently guarded at the start, but a successful finesse eliminates one of the small carTls. which guard it, and after thef finesse a Play for a Drop can be successful.
AK65 «10 7
North plays the A King, East anci Sonth playing their smallest cards. North now A 5 and East plays the nine. South plays the 4b Knave (there having been in- the East-West hands, it was probable that the Queen headed the threecard suit and was therefore sufficiently guarded). After Sonth's successful finesse, the Queen is alone and will fall when the Ace is led.
leads the
Q93
five
spades
* AJ842 Even if one finesse is not enough, when the lower ranking card of your tenace is accompanied by one or more equals you may continue to finesse until the outstanding honoo is no longer guarded and will drop.
AK4.3
74
North plays the 4t King, East and Sonth playing small cards. North- leads the 4t 3, East plays the eight, and Sonth plays the ten, finessing. However, the Queen accompanied by one guard and will win a trick if the Ace is led. To capture
AQ982 AJ
is still
A
East 8 Queen North must again be on lead to play the 4. Now, when East plays the nine, South's finesse of the Knave eliminates the last guard to the Queen, which will drop when South leads the Ace.
10 5
The Importance of Position Any card which is not the highest of its suit, or part of a complete sequence, when it must be played before an adversary holding a higher card plays.
loses all value
But if the adversary holding the only higher card or cards can be forced to play first, a trick can be won with the secondary card. Finesses which are designed to prevent an honor's being covered are not confined to tenaces. In order to take a trick with any honor which is not the highest card of its suit, you must play to prevent the capture of that honor by forcing the adversary who holds a higher honor to play before you. If North leads the King, East plays small and West wins with his Ace. East's Queen promoted to winning rank, and North does not take a trick. But if South leads. West must choose his play first. If he plays the Ace, North plays the six, and his King is promoted to winning rank. If West plays small. North's King will obviously win the trick. is
A Q7
:
Lesson
:
m
THE DOUBLE FINESSE
In certain cases you will hold two cards which are not the highest of their suit ; and win tricks with them you must prevent the opponents from covering either of them.
in order to
This requires two plays, and the position of both outstanding higher honors must be favorable.
A play to win tricks with two cards which are not high is known as a Double Finesse.
AKJ6
A AQIO
AKJ6
AQ7
A9875
A432
4432 A
A
6. North plays the Sonth leads the 2, West plays the Q 10 serve as 4k 10; this is a play designed to make the equals, as though North held J| .forced East's Ace and the same sitaation would have resulted as in the example above.
A
[8]
Lesson
V
FINESSING
Plays to Force a Cover Until now we have been concerned only with finesses which are designed to prevent an honor's being covered. It has been characteristic of these finesses that by covering an honor the adversaries could promote their intermediate cards to winning rank.
A A65 A
K972
A
J 10 4
If South leads the Queen, West can play the King. North must now play the ^^'^ '" '*"'" ^^^ trick, and East's J-10 will be the highest cards of the suit. If East has the 4^ King, of course. West will play a small card, and if North plays small East will win the trick with his King.
A
A Q83 In this case South must therefore play to prevent the cover of an honor, since by covering his honor the adversaries will estabHsh their own cards as winners on later rounds.
But when you yourself hold the intermediate cards, you have gained a trick when one of your low honors is covered by an adversary's higher honor ; for then it is your cards which are promoted to winning rank. '
A A65
4kK972
4jk
84 3
If South leads the Queen, and West plays the King, North can win with the Ace 4|k Knave (together with the Ten, which is an equal of the Knave) is a winning card; whereas if West plays a small card on South's Queen, North playi small and the Queen wins the trick.
^""^ South's
QJIO In this case, since North and South hold the intermediate cards, it is to their advantage for a lower ranking honor to be covered by an adversary's higher honor; for the adversary's honor can in turn be captured and North and South hold the cards which are promoted by virtue of the play.
DriUni
FINESSING
In order for North and South to 2.
What What
3.
Who
1.
987
card or cards must
mn the greatest possible number of tricks,
EAST hold?
WEST hold? NORTH or SOUTH?
card or cards must
must
lead,
2
J106
3
AQ8
^
Q63
:
ESTABLISHING
Lesson VI
LOW CARDS
Long-suit tricks are developed by simply leading a suit until the opponents have played all their cards (because they must follow suit when able) Whatever card of that suit remains will win a trick (unless it is trumped). Any card over three you hold in a suit is a potential long-suit trick. .
five,
which loses to
Upon
Knave.
regaining the lead, he plays the four, which North's King wins. This process is repeated, the three losing to North's King. West 2 remaining in his hand. now has the When he leads it, it will win a trick.
A
A876S
4k
4;S2
109
AQJl
AQJ
Observe that in this example North and South have the same four high cards. But West has five spades instead
In this eifample, West has seren spades. When he has led' spades tirice, all the cards held by the opponents will have been played. West will have five
*QJ7 West leads the South's
A 10 9
A6S432
A1098
A5432
4AK
AAK7
4kAK6
of four, as in the preceding example. After the spade suit has been led three times. West has two email cards remaining which are winning tricks.
long-suit tricks remaining in his band. Notice that North and Sonth still bold
the four highest spades.
Most long suits combine the rank and mass elements. A suit such an A K 4 3^ 2 contains both honor and long-suit tricks. The Ace and King will win two tricks because of their rank. Later, the 3 and 2 may win two more tricks because of the length of the suit.
1 I
J
First make the correct play to develop what tricks you can with honors (Lessons I to V) While you are developing honor-tricks, you are at the same time eliminating from the opponents' hands the cards which would prevent your small cards from being long-suit tricks. When your honor-tricks are won, proceed to develop long-suit tricks. '
.
4AKQ32
3
AKQJ
AQJIO
4kJ109
I^AE432
4kSl
4k6S
4^A5432
4k76
A876
4987
A 10 9 8
The Ace, King and Queen, all being equivalent to the Ace, are immediata winners. When they have been led the 3 and 4k 2 in West's hand are'automatically established as long-auit
West leads the Ace and King. He ha^ now taken his honor-tricks, but his long-
West has only one honor-trick—the plays. He must now concede two tricks to North and South (by leading low cards) in order to establish the last two low spades in his hand at
tricks.
spades from North and South. The three and two are now established long.
A
suit tricks are not yet established. So be leads a small spade, conceding a trick but exhausting all the remaining
Ace— which he
trick winners.
snit tricks. '
While in all the foregoing examples there has been an even division of the outstanding cards,' do not forget that in many cases this is not so. For this reason, a four-card suit will develop a
long-suit trick only when neither adversary holds as many as four cards in that suit ; a five-card suit will develop two long-suit tricks if neither adversary holds more than three cards ; but only one long suit trick if an adversary holds four cards of the suit, and if an adversary should also ^hold a five-card suit, none. ,
WW In developing be
long-suit tricks, always
assume that the division of outstanding cards between the advcv*
saries will
Number of Cards :
Probable DivUion: l-I 2-1
2-2 or 3-1 3-2 4-2 4-3
A432 VQ109
Xk32
The greatest aid in determining distribution the Culbertson Law of Symmetry, This theory, as used by the champion players, is explained and made easy to understand in the Red Book of Leads and Plays, by Ely Culbertson— the master work on expert card-playing,
is
^
LONCsurr tricks
DriUIV A
In the following examples, answer these questions:
What
is
the
maxinnim number
of tricks North and South can estabhah (the distrihntion oi the
opponents' cards being as even as possible)
What
is
the
minimum
?
nimiber of tricks North and South can eatablish (with the most uiifarorahl*
division of the opponents' cards) ?
1
MAJUMUU
42
MINIMUM
AKQ2
AK653 4
732
MAXIMUM
AKQ
MAXIMUM
AKQ32
A Q 10 8 4 7
864
5
97643
MAXIMUM
MAXIMUM
MINIMUM
65432 10 QJ106
432
108 52 MAXIMUM
n
KJ
10
65
432
MAXIMUM
64
:
RUFFING -TRICKS
Lesson VII
follow suit, lie must do so ; but when his hand does not contain a card any one of the other three suits. If he plays a card of the trump suit, he of the suit led, he may play will win the trick even from the Ace of the suit led. The only card which will win from a trump is a
When a player is able to
higher trump.
Rujffers
An otherwise worthless trump card which will win a trick by ruffing is known as A432
A432
North
North
South
South
4kKQJ1065
AAKTeS
a
RUFFER.
4432 North
•
South
A1098765
In these three examples, spades are the trump suit. Observe that South, in each instance, can develop winning honorBut while South is making the plays which are necessary to establish his winning cards, North must follow suit until he has no trump card left. But if any card were led to which North could not follow suit, he could play one of his small, othenvise worthless trumps, and win the trick; and this would in no way inter jere with South's later developing his long-suit or honor cards.
tricks or long-suit tricks.
9^ In order to establish the greatest number of winning cards, always seek to utilize any ruffers in one
hand of the partnership before making the plays necessary
tricks in the other hand.
«09 % *
8 76 10 9 8 7 6
10 8
"fA
KQ87
53
4kJ543
North
Observe the following example
to establish honor- or long-suit
DriUV
A
WINTMNG TRICKS WITH RUFFERS
How many RUFFERS
has each player:
(Do not forget a Ruffer is an otherwise worthless trump) Example
Example
1
With Spades Trump
2
Example
3
A95
¥K75
a.
North
b.
East
AJ
10 8
* 732
2.
c.
South
d.
West
With Hearts Trump a.
North
b. East 4k
3.
c.
South
d.
West
North
b.
East
c.
South
d.
West
10
763
«9
.
.
.
.
AQ102 ¥ Q9875
With Cluhs Trump a.
North
b. East
B
7
With Diamonds Trump a.
4.
1098
¥ KQJ
c.
South
d.
West
.
.
.
.
10
AK73
:
Lesson
THE TIME FACTOR
VIQ
An analysis
of the methods of developing winning cards shows that it is possible in any deal more potential trick winners— three tricks may conceivably be won in each* suit by the Ace, King and Queen, in addition to at least one long suit trick. But there are only 13 tricks altogether, so some of these potential wnners can never be used. From this truth we derive the following general principle to develop 16 or
WtT" As a rule, you must seek tQ establisli establish and win theirs.
and win your
tricks before the
4^5
You can neither lead a winning card nor make a play to establish a
winning card except when
it is
6
your turn
to lead.
therefore a time
unit, or
is
Each opportunity to lead is Tempo. Even when you hold an Ace, which an immediate winner, you cannot take a trick with unless you have the right to play or lead it.
it
QJIO
opponents can
Drm
CONSTRUCTIVE PLAYS TO CONSERVE STOPPERS
VI
A. In the following examples the contract is notrump, and South (a) What suit should South lead first? (b) What suit should South particularly avoid leading?
K942
A ¥
¥AQ6
¥864 A753 8432
4K4
4k
QJ1053
AKQ7
"V
J74
¥ Q94
¥ Q10 9
(Declarer)
(Declarer)
K94
K3 AJ65
A3
AKJ
109
65
(a)
South should lead
(a)
South should lead
South avoids leading-
(b) South avoids leading-
(b)
South avoids leading-
(Dnmmy)
J 10
-VQ86
7
87
K65
--
-»KJ3
QJ9
93
852 52
AQ9 --
10 5 3 (Declarer)
(a)
(a)
(b)
(b)
Q43
this suit (at notrtunp)
7
-¥43 A63
(Declarer)
West leads
¥ J85 K74 K4
¥ KIO 852
432
4^Q4
If
South's turn to lead.
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is
(Dmnmy)'
4k43
5
7
South should lead
B. In the following examples spades are trimip, with South as Declarer. It (a) Should South finesse to win an extra trick in diamonds? (b) What suit should South lead to gain entry to the North hand? (Remember that South cannot see the hands of East and West.)
C
Dummy)
A A3
«K93
(Declarer)
(b)
(
10 9 J 10 5 3 2 J
A6
542
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(a)
Declarer.
(Dummy)
(Dummy)
1
is
J4
how many
stoppers have North and South?
8
9843
9
J^
TIME VALUATION
Lesson IX
The play of almost any hand involves developing winning cards, which means of the Suit Establishment Plays explained in the first seven lessons. It is
will
obviously futile to develop winning cards
never again have the lead (see the
first
if,
after those cards have
is
accomplished hy
been
established,
you
example on page 14),
Since ahnost any Suit Establishment Play requires that the opponents Le allowed to win tricks (because the opponents will usually have one or more stoppers ia the suit you are seeking to estabhsh), before attempting any Suit Estabhshment Play it is imperative that you count up all the niunber of times you must lose the lead in developing your winners, and then count the of stoppers (tempos) you have. If you have not enough tempos to make the niunber of plays necessary to estabhsh your winners in the suit you are considering and then regain the lead to win tricks with the cards you have established, you must abandon that suit and find another
number
suit
which it is possible
to establish,
even though the number of potential tricks be smaller.
This is Time Valuation—a precise count of the number of times the lead must be and then regained. 4k
K 10 94
The contract is three notrnmp, and West leads. Although West's longest suit diamonds, and he can therefore develop more long-suit tricks in that suit than first apply Time Valuation to determine whether or not it will be of any value to him to develop these tricks. By counting the tempos, West discovers that if South has two stoppers it will not help him to establish three tricks in diamonds, for he will never be able to regain the lead to use them. His
5^942
is
in any other, he should
74
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^K 10 863
a
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j52
" Sonth
4)k
I
S
I
lost
I
is as follows: His opening lead is one tempo; he leads a diamond and Ace. South uses one of his stoppers. West gains another tempo when he wins the He leads a second round of diamonds, removing South's last stopper. Now West gain lead with one of his before he can the established diamonds, but has three high hearts. North and South will have won nine triclss and their contract will be made.
counting
^83
A82
VA 7
a
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For this reason West must abandon the diamond suit and seek a more favoralile means of developing tricks. The beart suit can be established with the loss of only one tempo, so when West regains the lead with his tj^ Ace his hearts will be high and he can win tricks with them. Later, Sonth will be forced to relinquisli the lead at least once in order to set a ninth trick; and whatever trick he gives up to East and West will furnish them with the setting opening lead, therefore, is the rKing.
np
trick. West's
proper
Timing a Notrump Hand This process of counting the winning and losing tempos becomes invaluable to the Declarer
when
deciding what suit to set up at a notrump contract
In applying Time Valuation to a notrump hand, the Declarer must not forget the overflow of potential tricks.
When the
contract
is
three notrump, the Declarer must win nine tricks. It does
not help him, however, to establish his full quota of nine trick-winners
if
the opponents can
first
take five tricks, for there will then remain only eight opportunities to win tricks, and two of his potential winners
must
at
some time
fall
on each
other, one thus being valueless.
The Time Valuation of a notrump hand must determine not only the number of tempos which must be relinquished to the opponents in the process of establishing tricks, but also how many tricks this niunber of tempos will allow the opponents to mn. Since the opponents will almost invariably attempt to develop the small cards of their longest suit
when they defend
a notriunp contract,
quota of winning cards before your
last
you must
seek,
when
possible, to establish
stopper in the adversaries' suit
(Lesson IX continued on next oaee)
[16]
is
gone.
your
full
Lesson IX (Continued)
COUNTING THE TEMPOS
When choosing which suit to establish at notrump contracts, the Declarer should methodically count the number of times he must relinquish the lead, and the number of tricks he will lose before his suit
is
established.
A63
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Lesson
X
COMMUNICATION PLAYS (ENTRIES)
During the play of every hand, each partnership usually has several tempos, or opportunities to lead to the next trick.
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It has been shown that high cards are increased in value when the suit is led up to them. Very often one player has more cause to desire the lead than his partner— so that he can lead up to his partner's high cards, or perhaps so that he caa cash a winning card. Both members of a partnership should therefore try to allow each tempo to fall to the partner who can make the best use of it. Any means of obtaining the. right to lead is an entry. Since the player who wns each trick has the right to lead to the next trick, any card which wins a trick is an entry-card.
Plays to Create Entries In planning Suit Establishment Plays, it is necessary to count the number of entries each hand and then maneuver to provide that hand with the necessary entry-cards.
will require,
South has the lead there are no trumps. North and South can take every trick if King is favorable. But for all three of East's guards to be elimithe position of the nated, three finesses must be taken. This means that North must lead three times— in other words, North needs three entries. South leads the 5f King. Since neither East nor 'Vyest could play a higher card than the King, it would win the trick; but North must overtake with the Ace. Korth leads the 2 and South wins with the 3, East plays the 10. Now South playe the Knave— another card which is high enough to win a trick. But since North needs this entry also, he plays the Queen— playing a card higher than South's card so he can win the trick and be on lead for another finesse in spades. After the second spade finesse, South can lead the 9, and North wins the trick with the^ 10. The third spade lead from the North hand removes the last guard from East's King. North and South win every trick. Had North not held three entries. East must have won a trick with his King. ;
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A
V AQIO
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^
^
A
V
V
V
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A
A
In cashing winning cards, it is often possible for either partner to play the higher card and thus win the trick. Sometimes careless play wUl result in one partner's winning a trick with his last remaining card of an established suit. His partner may have one or more long-suit tricks remaining in that suit, but no entry-card ; and the tricks will go to waste, for a long-suit winner must be led to have any value. This situation is known as blocking.
Unblocking Plays To avoid blocking, always be careful that the player holding the greater number of cards in a long suit holds the highest-ranking long-suit cards. This is accomplished by one partner's UNBLOCKING (throwing relatively high cards on his partner's higher cards).
Using Every Possible Entry South 38 declarer at a three notrump contract. He can win four tricks in spades, hearts and diamonds; he needs five more tricks in clubs. He plays the Ace, King and Queen of clubs from North's hand; on these cards South must discard the ^ 10 9 8, saving the Jft 2. On the third lead of clubs the Knave falls; North's i^ 4 3 are now winners. Since South has retained the 4> 2, North can lead the Jft 4 and win the trick, retaining the lead to cash th3 Jfi 3 for the ninth trick. Had South played the t)^ 2 on one of the three high clubs, he would now have the ten, nine or eight; he would be forced to win the fourth dub lead and North could never regain the lead to cash
hh last winning
club.
Here an entry must be created in the North hand, and then South must unblock to create more entries for North. The contract is three notrump. West leads the 9 with 8, South wins East's the if Ace. South plays the Ace-King. He can now establish a 4K543 462 long-suit trick by leading another diamond. ••KQ109 At this point, since both hands of the partnership have long AQ107 cards in diamonds. South must study the situation ar.d create an 4^7653 entry for the hcr.d which can use ii to the best advantage. AA.T10 8 North in this case needs an entry so t!int ha can lead toward A53 South's spade tenace. So South plays the ^ 8. West wins the * AK82 Queen, and leads a heart. East winning Lis three heart tricks, ^AlO ow East leads a club. South wins the Jft Ace and l-:ads the ft 2; North's * 6, being higher, is an entry. North now leads the 6, North mSs with the 4^ 4 and East plays the 4> King.
A
Driu xxvn 1
(Dummy)
42
m A864 4 J65
A 10 9 8
Opening Lead
AKJ5 A
10 7 2
KQJ74 (Declarer)
MAKING UP YOUR PLAN
lesson XXXn
PLAYING A NOTRUMP HAND
consideration in planning your play of a notrump contract is the number of tricks Your you need to make your contract ; but until you have found a means of developing them you must carefidly consider all the Suit Establishment, Entry-Creating, and Entry-Killing plays you have learned; and you must always make use of your knowledge of card reading. first
In most cases follow these steps in planning a notrump hand: 1.
(Dummy)
Look
at the card led:
determine the nature of the
and the probable distribution of
4kKJ6
leader's holding in that suit
VAJ964
the suit in the opponents' hands.
92
* J73
2. Count your sure winning tricks (high cards which do not require any preliminary Suit Establishment plays).
What is the contract? Determine first how many addiwinning tricks you must establish; and then how many you can afford to lose.
3.
tional
AA
10 7
tricks
VQIO A64 * K 10 942
South is Declarer; the contract is three notrump. West's Opening lead is the 5. South first notices that the lead is probably the fourthhighest of a suit of not more than five cards in length (since the 4 and ^ 2 can be seen in South's hand and Dummy) South then counts his sure winners: one diamond, two spades and one heait. South must establish
^
(Declarer)
Contract, Three
.
Notrump
five
Starting with the suit led, count
more winners
to
make
his contract.
how many
additional tricks can be established in each suit. South can develop four tricks in hearts if a finesse for the V King wins, and three if the finesse loses ; four tricks in clubs if East holds the Queen; one extra trick in spades if a finesse for the