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Improvers

Improvers. Lesson 2 Declarer Play in No Trumps. Declarer Play in NT. The Auction is complete The opening lead is made Dummy goes down Is it the right contract? It is now irrelevant Because its what you have to play So concentrate on that. Prepare a Cunning Plan.

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Improvers

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  1. Improvers Lesson 2 Declarer Play in No Trumps

  2. Declarer Play in NT • The Auction is complete • The opening lead is made • Dummy goes down • Is it the right contract? • It is now irrelevant • Because its what you have to play • So concentrate on that

  3. Prepare a Cunning Plan • Keep Control of the Suits • How many top tricks are there? • How many more are needed? • Where can we establish them? • Are there any dangers? • If it looks impossible is there a gambling option?

  4. A  Q  2  K  5  4  Q  T  4  K  6  3 1NT 3NT  K  8  A  Q  7  2  Q  J  4  3  2  T  7  5 2NT

  5. A  Q  2  K  5  4  Q  T  4  K  6  3  K  8  A  Q  7  2  Q  J  4  3  2  T  7  5 6 How Many Top Tricks? How Many more needed? 3 Are there any dangers?  Where can we establish the extra tricks? 

  6. A  Q  2  K  J  4  A  K  4  Q  J  3 • Contract is • 6NT  A  8  K  9  7  2  Q  J  4  3  2  K  T  5 8 How Many Top Tricks? How Many more needed? 4 Are there any dangers?  Where can we establish the extra tricks? 

  7. Establishing Tricks in Long Suits • With 8 cards the most likely split for the remaining 5 is 3/2 • If you have 5 in 1 hand you will probably make 2 when opponents are out  Q  J  4  3  2  T  7  5 • Lead 2 toward T • Then 5 toward Q • You lose A and K • Then make 3 tricks

  8. When you have an honour sequence with a gap: The A will always make If you play A followed by Q the Q will lose to the K Lead low toward AQ and put up Q unless K is played If K is onside it makes If offside it fails So 50% of the time you make an extra trick The Finesse  5  4  A  Q  2

  9. Lead 2 toward Q If K is onside you make the Q If offside you don’t It makes 50% of the time If you lead Q toward A good defenders will play K to limit you to 1 trick The Finesse • It works with the honours on opposite sides:  Q  5  4  A  2

  10. Finessing towards lower honours Lead 5 towards KJ If 2nd player plays low put up J If 2nd player plays A play low If 2nd player plays Q play K Then lead 7 towards remaining honour If either A or Q is onside you make 1 If Both are onside you make 2 The Finesse  7  5  K  J  6

  11. With 2 lower honours take a double finesse Lead 4 and put up T It probably fails (75%) Then lead 5 towards J Good chance of making 2 tricks Only fails if both K and Q are offside The Finesse  A  J  T  6  5  4

  12. A  Q  2  J  5  4  Q  T  4 Contract 3NT  K  J  6  3  K  J  8  A  Q  7  Q  4  3  2  J  T  5 1 in maybe 2 Finesse in 4 Top Tricks Establish 3 more in 

  13. Finesses • Where you can take a finesse without danger take it • When you need an extra trick and have no other option take it • If either opponents bid you can expect high cards to be in that hand – so with a choice finesse away from the strong hand • Establishing tricks in a long suit (8+) is usually a better option

  14. Keeping Control • In NT contracts control is essential • If you have to establish a suit do NOT cash other winners, be patient!!!! • It gives the defence extra tricks with small cards • If one defender has 6 cards in a suit where you have AKQ and you cash them they take 3 tricks if they get back in • So – set up enough winners, then cash them!

  15. Keeping Control  A  Q  3  K  5  4 • Contract 3NT • 28 HCP • 7 top tricks •  danger • Establish • Then cash other suits  Q  T  4  A  3  A  Q  8  K  J  7  J  9  8  7  2  Q  5  4  3 If you cash ‘s or‘s first you give away cheap tricks

  16. Keeping Control • Do NOT cash winners until you have established enough tricks for the contract • Except!! • When cashing winners will clear the suit thus avoiding cheap winners for the defence • This has a squeeze effect and defence may have to throw cards they expect to win.

  17. Keeping Control  A  Q  3  6  5  4 • Contract 3NT • 28 HCP • 7 top tricks •  danger • Run  • Then establish ‘s  Q  T  4  A  3  Q  T  8  K  J  7  A  K  8  7  2  Q  5  4  3 Running‘s defence have 6 discards. May give clues to missing K’s. ‘s may be discarded.

  18. Taking a Gamble!  A  7  6  3  2 • 1NT - they all Passed! • 3 winners • Looks hopeless • Only hope is if K is singleton • Lead A and pray!  8  7  A  4  3  2  7  6  3  Q  9  2  Q  J  T  9  A  2  6  5  4

  19. Summary • Make a Plan • Long suits are preferable to finesses for establishing tricks • Use finesses when it is either the only chance or there is no danger • Keep Suit Control • Only cash winners when the contract is safe or you can clear the suit • Do NOT give away cheap tricks • Defence often help if you let them!

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