Endplay
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Endplay
An endplay (also ''throw-in''), in bridge and similar games, is a tactical play where a defender is put on lead at a strategic moment, and then has to make a play that loses one or more tricks. Most commonly the losing play either constitutes a free finesse, or else it gives declarer a ruff and discard. In a case where declarer has no entries to dummy (or to his own hand), the defender may also be endplayed into leading a suit which can be won in that hand. Example For example, South is declarer in 6 and West leads the diamond king. If the adverse spades are divided 2-1, there are 12 certain tricks (six spade tricks, two hearts, one diamond and three clubs) and the possibility of a 13th by correctly guessing the two-way finesse (or dropping the queen) in hearts. But if the spades are 3-0, declarer will need an endplay to avoid the heart guess. He should start by winning the diamond ace and ruffing a diamond in dummy, then cash the spade ace and spade king. If this reveals a 3-0 ...
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Finesse
In contract bridge and similar games, a finesse is a type of card play technique which will enable a player to win an additional trick or tricks should there be a favorable position of one or more cards in the hands of the opponents. The player attempts to win either the current trick or a later trick with a card of the suit he leads notwithstanding that the opponents hold a higher card in the suit; the attempt is based on the assumption that the higher card is held by a particular opponent. The specifics of the technique vary depending upon the suit combination being played and the number of tricks the player is attempting to win in that suit. Terminology To ''finesse a card'' is to play that card. Thus, in the example, the Queen is finessed. The outstanding King is the card finessed ''against'', or the card the player hopes to capture by the finessing maneuver. Thus, you finesse against a missing honor, but you finesse the card you yourself play, the card finessed being s ...
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Ruff And Discard
In trick-taking games, to ruff means to play a trump card to a trick (other than when trumps were led). According to the rules of most games, a player must have no cards left in the suit led in order to ruff. Since the other players are constrained to follow suit if they can, even a low trump can win a trick. In some games, like Pinochle and Preferans, the player who cannot follow suit is required to ruff. In others, like Bridge and Whist, he may instead discard (play any card in any other suit). Normally, ruffing will win a trick. But it is also possible that a subsequent player will overruff (play a higher trump). Historically, ruff meant to "rob" i.e. exchange a card with the stock. Usage of the word "ruff" vs. "trump" "Ruff" is normally a verb, meaning "to play a trump card when a non-trump suit was led". "To trump" can be used as a synonym of "to ruff", but "ruff" is normally preferred, for clarity. As a noun, "ruff" and "trump" are completely different – "a ruff" means onl ...
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Strip Squeeze
A strip squeeze is a declarer technique at contract bridge combining elements of squeeze and endplay. This squeeze occurs when declarer has two or more losers remaining. By cashing winners, declarer forces the squeezed defender to discard cards so that he cannot defeat the contract. Eventually, the defender will be forced to unguard a potential winner, exposing it to capture or be put on lead and forced to lead a suit that will cost his side a trick. Examples South is in a 6 contract with 11 top tricks on the K lead. To perform a simple squeeze, South would have to lose a trick at some point to rectify the count. This will not work on this hand because the only menaces South has are in clubs and spades. Ducking a trick in clubs would allow East to guard the suit. South must rely on a strip squeeze to make the hand. The first club trick is won, and the hearts then the diamonds are cashed. South remains with Q 4 J and A3 4 in dummy. West must choose be ...
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Squeeze Play (bridge)
A squeeze play (or squeeze) is a technique used in contract bridge and other trick-taking games in which the play of a card (the '' squeeze card'') forces an opponent to discard a winner or the guard of a potential winner. The situation typically occurs in the end game, with only a few cards remaining. Although numerous types of squeezes have been analyzed and catalogued in contract bridge, they were first discovered and described in whist. Most squeezes operate on the principle that declarer's and dummy's hands can, between them, hold more cards with the potential to take extra tricks than a single defender's hand can protect or ''guard''. Infrequently, due to the difficulty of coordinating their holdings, two defenders can cooperate to squeeze declarer or dummy on the same principle. Context Complexity Squeeze plays are considered by many "to be the domain of the experts but many of the positions are straightforward once the basic principles are understood." And according to Ter ...
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Contract Bridge
Contract bridge, or simply bridge, is a trick-taking card game using a standard 52-card deck. In its basic format, it is played by four players in two competing partnerships, with partners sitting opposite each other around a table. Millions of people play bridge worldwide in clubs, tournaments, online and with friends at home, making it one of the world's most popular card games, particularly among seniors. The World Bridge Federation (WBF) is the governing body for international competitive bridge, with numerous other bodies governing it at the regional level. The game consists of a number of , each progressing through four phases. The cards are dealt to the players; then the players ''call'' (or ''bid'') in an auction seeking to take the , specifying how many tricks the partnership receiving the contract (the declaring side) needs to take to receive points for the deal. During the auction, partners use their bids to also exchange information about their hands, including o ...
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Entry (cards)
An entry, in trick-taking card games such as bridge, is a means of gaining the lead in a particular hand, i.e. winning the trick in that hand. Gaining the lead when some other player (including one's partner) led to the previous trick is referred to as ''entering'' one's hand; a card that wins a trick to which another player made the lead (except to the last trick) is therefore known as an ''entry card''. Example If South declares this hand at notrump and the opening lead is a club, he will probably take just nine tricks with the top cards in his hand. Although the dummy holds the top six spades, they can win no tricks unless someone leads a spade; South has no spades, and so cannot do so and the opponents are unlikely to do so either. If South had just one spade (and one less card elsewhere), he could play it as a means of entering the North hand, enabling it to win six spades tricks. On the same deal, if South declares with hearts as trump, he has a good chance of making 13 t ...
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