Silly Game Bridge

Dealer: South
Vuln: N-S
Scoring: IMPs

  1. spadeA 9 4 2
  2. heartJ 10 9
  3. diamond
  4. clubA J 7 5 4 3
  1. spadeK J 7
  2. heartQ 6 2
  3. diamondA 9 5 2
  4. club10 9 6
club diamond heart spade NT
N 5 - 6 1 1
S 5 - 6 1 1
E - 3 - - -
W - 3 - - -
Green square in centre
  1. spadeQ 10 5 3
  2. heart7
  3. diamondK Q J 8 7 3
  4. clubQ 2

Contract: 4heart
Declarer: South
Lead: diamondA

  1. spade8 6
  2. heartA K 8 5 4 3
  3. diamond10 6 4
  4. clubK 8
Double dummy analyser: makeable contracts
West North East South
1heart
Pass 2club 2diamond 2heart
3diamond 4heart End
At the other table diamondA was also led so declarer ruffed, crossed to hand with heartA and ruffed another diamond. He then returned to clubK and cashed heartK, but when the queen failed to materialise he crossed to clubA intending to ruff the suit good. The appearance of clubQ meant there was no need for such modest targets as eleven tricks and South simply played club winners until West ruffed. spadeA remained in dummy as the vital entry to the rest of the club suit and declarer clocked twelve tricks.

One South, needing ten tricks, scored twelve. The other, needing eleven, scored nine. Silly game, bridge.
Previous page

This section is a placeholder for the forum. For the time being it will be a noshow class.