Seduced by the Overtrick Sirens

Dealer: South
Vuln: Love All
Scoring: IMPs

  1. spadeJ
  2. heartA 8 7
  3. diamond9 5 3
  4. clubA Q J 8 7 2
  1. spade9 7 6 3 2
  2. heart4
  3. diamondK Q 8
  4. clubK 10 5 4
club diamond heart spade NT
N 6 2 6 4 6
S 6 2 6 4 6
E - - - - -
W - - - - -
Green square in centre
  1. spade10 8 5
  2. heartJ 10 9 6
  3. diamond10 7 6 4 2
  4. club3

Contract: 6heart
Declarer: South
Lead: diamondK

  1. spadeA K Q 4
  2. heartK Q 5 3 2
  3. diamondA J
  4. club9 6
Double dummy analyser: makeable contracts
West North East South
1heart
Pass 2club Pass 2spade
Pass 3heart Pass 4diamond
Pass 6heart Pass Pass
Pass
This is one of those deceptive hands where you must not be seduced by the overtrick sirens. When the club finesse wins, you should immediately cash clubA! If this holds, you can then win heartA and, if the hearts are 3-2, try for an unlikely overtrick by ruffing diamondJ in dummy. If both hearts and clubs prove to be 4-1, as they were at the table, then you must retain the possibility of the diamond ruff in dummy for your twelfth trick, but it will be too late if you have already drawn trumps!

There is another subtle reason for cashing clubA at trick seven. East might have ducked deceptively from Kx(x) when the first finesse was taken. He'll think twice next time.
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