Loser On Loser
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Loser On Loser
Loser on loser play is a type of declarer's play in contract bridge, usually in trump contracts, where the declarer discards a loser card (the one that is bound to be given up anyway) on an opponent's winner, instead of ruffing. Loser on loser technique can be executed for the following goals: #to maintain trump control of the hand, #to transfer the ruff to a "safer" suit (e.g. in order to perform a later crossruff). #as part of an avoidance play (e.g. the scissors coup) #to rectify the count for a subsequent squeeze play. #as part of an endplay. Example After the auction, South plays in a 4-3 spade fit. The defense leads and continues hearts. The declarer has four clubs, two diamonds and four spade tricks in total; however, assuming the most probable 4-2 trump break, if South ruffs the second heart in hand, the opponent with four trumps can gain later control of the hand by ruffing one of South's minor winners and cashing the remaining hearts. Thus, South must discard his losi ...
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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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Trump (cards)
A trump is a playing card which is elevated above its usual rank in trick-taking games. Typically, an entire Suit (cards), suit is nominated as a ''trump suit''; these cards then outrank all cards of plain (non-trump) suits. In other contexts, the terms ''trump card'' or ''to trump'' refers to any sort of action, authority, or policy which automatically prevails over all others. Etymology The English word '':wikt:trump, trump'' derives from ''Trionfi (cards), trionfi'', a type of 15th-century Italian playing cards, from the Latin '':wikt:triumphus, triumphus'' "triumph, victory procession", ultimately (via Etruscan) from Greek Thriambus, θρίαμβος, the term for a hymn to Dionysus sung in processions in his honour. ''Trionfi'' was the 15th-century card game for which tarot cards were designed. ''Trionfi'' were a fifth suit in the card game which acted as permanent trumps. Still in the 15th century, the French game ''triomphe'' (Spanish '' triunfo'') used four suits, one o ...
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Crossruff
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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Avoidance Play
In contract bridge, avoidance play is a play technique whereby declarer prevents a particular defender from winning the trick, so as to eschew a dangerous lead from that hand. The dangerous hand is usually the one who is able to finesse through declarer's honors, to give a ruff to the partner or to cash one or more established winners. Avoidance play can be regarded as one type of safety play. Example South plays 4 and West leads K (indicating the ace), East playing the 3 (signalling the odd number of hearts and discouraging the continuation). West continues with a club, increasing the probability of defensive ruff in that suit. The declarer has plenty of tricks, but is missing the trump queen and two top hearts; giving up the third heart early would probably mean losing the contract. Since A is almost certainly with West, if East gets the trump queen, he could finesse declarer's Q. Thus, the declarer must not allow East to get the trick, and so must play a trump first and finesse ...
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Scissors Coup
Scissors coup (or, Scissor coup, also at one time called The coup without a nameThe Bridge Players' Encyclopaedia, Paul Hamlyn, International Edition 1967) is a type of coup in bridge, so named because it cuts communications between defenders. By discarding a card or cards either from declarer's hand or from dummy or both, declarer can stop them from transferring the lead between each other, usually to prevent a defensive ruff. Consider this hand and auction with an opening lead of the eight of hearts. Superficially, it looks as if there are only two losers: a heart and a diamond. However, if East plays the queen, South (declarer) must win with the king, or else his contract will be quickly defeated. The danger is then that West will win the first diamond (trump) lead, and play his other heart which his partner, East, wins with the ace. Then if East plays a third round of hearts they can benefit from a trump promotion Trump promotion is a technique in contract bridge where the ...
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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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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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Safety Play
Safety play in contract bridge is a generic name for plays in which declarer maximizes the chances for fulfilling the contract (or achieving a certain score) by ignoring a chance for a higher score. Declarer uses safety plays to cope with potentially unfavorable layouts of the opponent's cards. In so doing, declarer attempts to ensure the contract even in worst-case scenarios, by giving up the possibility of overtricks. Safety plays adapt declarer's strategy to the scoring system. In IMP-scoring tournaments and rubber bridge, the primary scoring reward comes from fulfilling the contract and overtricks are of little marginal value. Therefore, safety plays are an important part of declarer technique at quantitative scoring. In matchpoint games, which use comparative scoring, overtricks are very important. Therefore, although safety plays have a certain role at matchpoints, they are normally avoided if the odds for making the contract are good and overtricks are likely. Definitio ...
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Duck (bridge)
In the card game of 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 o ..., to duck (or ducking) means to play low to a trick to which one has led, losing it intentionally in order to set up a suit or to preserve a control or entry. While mechanically identical, a duck is a manoeuver in one's own suit, while a hold up is in a suit played by the opponents. Nevertheless, the terms are used interchangeablyReese and Trézel (1978), p. 7. with duck or ducking more common. Example There are no side entries to the North hand. South is on lead and if he plays to the ace and then the king and another, East will win the third trick. The remaining two small cards are good, but there is no way to get to them. Proper procedure is to duck the first (or second) trick. Then, when the ...
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