Los Angeles herald., 1909-03-01
Solutions to Problem

Problem 2, Section This problem
February 7. is an illustration of end
play which frequently arises, and al
though very simple, is often over
looked. The leader holds the best, the
third best and a small card, and the
dummy holds the second and fourth
best and small. II the best card is
lead the dummy must win two tricks.
IL the small card is lead the leader must
win two tricks. Correct solution re-
ceived from Reader and S. H. II.
Problem 2. Section 2-This problem,
published February IA, seems to have
been either too hard for the solvers or
not have interested them, as only three
correct answers have been received.
The solution hinges upon forcing a
discard by leader before dummy. This
is accomplished by leading trumps and
discarding ace of spades. Then upon
the queen of spades If leader discards
a diamond, dummy discards jack of
clubs and If leader discards a club,
dummy discards jack of diamonds.
Correct solutions received from Re
dondo," e. A. B. and Mrs. ]. F.
These solvers are welcomed to the
lists and the writer hopes to have them
in the list of regulars. The problem in
the issue of March z is particularly
recommended to our readers, as it will
be the most difficult prepared for these
articles.
ARTICLE FIVE
Section
It Is assumed that the last two ar
ticles have familiarized beginners with
the general principles by which they
should be guided in playing no-trump
har and their attention Is now called
Dealers PIay-DecIared Trump
After the opening lead and the dunn
my hand Is spread upon the table the
dealer should carefully consider the
combined hands and the score before
he plays a card from either hand, as
1t is important to form the general
plan at the earliest possible moment
By observing the score he can readily
by himself or by his opponents to win
the game, and by observing his two
hands he can determine how many
tricks he is sure to win, how many
tricks he must lose, and the remainder
of course are the doubtful tricks the
winning of which depend upon the po-
stion OF the unseen cards.
He should first consider the general
nature of his two hands with a view
to determining whether he or the adj
versaries are the stronger. AS a gem
eral rule the dealer is the stronger, but
IL Is SbiuStliucS lOuIlu THAT Lfle reverse
Is true. Fortunately the dealer is usu-
ally enabled to discover this before
the opponents and it behooves him
when such is the case to gain safety
before his plight is discovered. The
first consideration should always be, |
What is the likelihood of the OPP
ponents winning the game? If there |
Is no danger of this result he should
next consider the probability of win
ming the game himself. If 1t is evident |
that the cards are so divided that |
neither can win the game he should |
plan the play of the hand solely with |
view to winning as many tricks as
possible. 1t may seem that this rule |
should always govern the plan of a |
hand, but on the contrary there are
many occasions when no risks should |
be taken, no matter how great the pos
sible gain and others when every risk
should be taken. The following gem
eral rules should govern.
First-Prevent the opponents from
winning the game. After the tricks
won by you, together with the sure
trick winners still held. insure this re-
suit.
second-Play to win the game your
self and when this is assured.
ThIrd---Try to win as many tricks as
possible, more especially if you can
make slam.
Until the game is no longer in danger
the dealer should take no risks. Being
assured of the odd trick. the dealer
should, IL necessary to win the game, i
freely finesse OF. otherwise both in plan
and play, take all reasonable risks
Having an opportunity to win the
game he should always do SO. For
instance IL at no-trump the dealer has
won eight tricks and holds a trick
card. it frequently happens .
that he has an opportunity to finesse.
II when this arises the failure of the
finesse would entail the risk Of losing ]
The game and it's success would mean I