Give Declarer the Chance to Guess Wrong

Dealer: South
Vuln: Game All
Scoring: IMPs

  1. spade8 6
  2. heart9 8 5
  3. diamondK Q 10 9 8 5
  4. club3 2
  1. spadeK J 9 5
  2. heart6 3
  3. diamondJ 7 4 3
  4. club9 8 4
club diamond heart spade NT
N - 4 4 1 1
S - 4 4 1 1
E - - - - -
W - - - - -
Green square in centre
  1. spade10 7 4
  2. heartK 10 7
  3. diamondA 6
  4. clubK J 10 7 6

Contract: 4heart
Declarer: South
Lead: heart6

  1. spadeA Q 3 2
  2. heartA Q J 4 2
  3. diamond2
  4. clubA Q 5
Double dummy analyser: makeable contracts
West North East South
1heart
Pass 2heart Pass 4heart
Pass Pass Pass
To lead a black suit now will allow declarer a ruff in dummy if he holds both black aces, which is surely very likely. No, a trump is best and if you are thinking clearly you will lead the king. Declarer will now have to make a successful guess which is West's black king in order to keep you off lead. If he follows with spadeAQ he will then be able to ruff a spade in dummy. diamondK and a successful club finesse will give him ten tricks. However, if he guesses wrong by playing clubAQ, you will win with clubK and lead heartK to prevent any ruffs.

If you decided to lead heart7 at trick three, declarer would win this in dummy. This would allow him to take both black finesses - one immediately and the other after ruffing. The result would always be ten tricks.
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