Find the Killing Lead

Dealer: South
Vuln: Game All
Scoring: IMPs

  1. spade
  2. heartK J 9 7 6 2
  3. diamond8 7 6
  4. clubA K 9 3
  1. spadeA K 9 7 6 5 4 3
  2. heartQ
  3. diamondQ 9 2
  4. club5
club diamond heart spade NT
N 2 - 5 - 3
S 3 - 5 - 3
E - 1 - 2 -
W - 1 - 2 -
Green square in centre
  1. spade2
  2. heart10 5
  3. diamondK J 10 5 4
  4. clubQ 10 8 7 6

Contract: 6heart
Declarer: North
Lead: club7

  1. spadeQ J 10 8
  2. heartA 8 4 3
  3. diamondA 3
  4. clubJ 4 2
Double dummy analyser: makeable contracts
West North East South
1spade*
Pass 2club~ Pass 2NT#
Pass 3heart Pass 4diamond
Pass 6heart End

* playing 4 card majors
~ canapé
# weak

If you led a club - as happened at the table, 12 tricks are certain for declarer, but if you led anything else then there is hope. A trump or a spade will allow declarer to draw trumps and play the clubs for three tricks, creating a winner to discard dummy's diamond loser. Nevertheless, it's not certain that declarer will play clubs correctly - he doesn't know partner has eight spades! The winning line for North is to cash clubA and lead low towards the jack.

The best lead is a diamond ..
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