End play must be premised by correct inferences drawn throughout the previous play of the hand. The last three or four tricks often present opportunities for brilliant play; opportunities which must be lost without a clear understanding of the position of the cards. It is in the end play that the novice is most deficient. He plays the last few cards carelessly, without the least thought of the possibilities they offer. In striving to gain by clever end play, do not lose sight of the fact that the game should be made before you incur unnecessary risks. With the game once won, you are justified in resorting to any strategy that may gain extra tricks. The best play of the last cards of a hand is most often obtained by throwing the lead. The following are examples of this, as well as other methods of gaining tricks. REFUSING TO DRAW THE LOSING TRUMP
Hearts are trumps. Z should lead ? king. LEADING THE LOSING TRUMP
Hearts are trumps. Z should lead ? 5. THROWING THE LEAD
Hearts are trumps. Clubs have not been led. Spades have all been played. Y has the best diamond. Z leads ? 7. LEADING A SINGLETON
Hearts are trumps. Z holds the two commanding diamonds and the thirteenth trump. Clubs have not been led. Z leads ? 3 in the hope that A may hold the ace and not play it. SAVING A LOW TRUMP TO LEAD
Hearts are trumps. A leads ? king. Z trumps with ? jack and leads ? 3. REFUSING TO OVERTRUMP
Hearts are trumps. Y leads king ?. B ruffs with ? 10. Z should discard. THE EXTRA TRUMP
Hearts are trumps. Z should lead ?6, not ?8. UNBLOCKING
“No-trumps.” A leads ? king. Y should discard ? queen. MAKING A TENACE
Hearts are trumps. The remaining trumps are all with A and Z. Z should lead ? five. |