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BR 17.6 - The Throw In using a
Side suit loser
In a throw in play you lead a sure loser, forcing
the opponets to win the trick and lead to the next trick. You
usually do this in an end play where all the enemy lead
options will provide you with an extra trick.
A throw in is,
you might say, a duck in reverse.
- In a duck you play your loser(s) in a suit first and
then play your winners.
- In a throw in you play your sure winners in the suit
first (if you have any) and then at the end play your losing
card.
- But both plays have in common that they deliberately give
the lead away to the Opponents.
The throw in and end play technique is especially useful
in trump contracts where Opponents usually are forced to
give you either a free finesse or a ruff and
discard ("ruff and sluff").
The end play consists of two
phases :
- Stripping all the cards from your safe side suits,
and then
- throw in the Opponents by leading
one of your sure losers
In the Deal shown below you are in a 4S contract, but can
count 4 possible losers. One in Hearts and three in
Clubs.
If you start leading the Clubs yourself you are most
likely to lose all three tricks, but if the Opponents lead it
instead, one trick for you is assured no matter what.
Declarer
♠ - Q 10 7 4
♥ - A 3
♦ - Q J 7 6
♣ - J 8 4
|
| Dummy
♠ - A K J 9
♥ - 9 5
♦ - A K 8 4
♣ - Q 7 3
|
Declarer wins the Heart
King opening lead with his Ace, then plays three
rounds of Spades, drawing all the enemy trumps.
Declarer
♠ - Q
♥ - 3
♦ - Q J 7 6
♣ - J 8 4
|
| Dummy
♠ - 9
♥ - 5
♦ - A K 8 4
♣ - Q 7 3
|
Declarer then proceeds to strip his safe Diamond side
suit, by cashing his four Diamond winners.
Declarer
♠ - Q
♥ -
3 (follow suit)
♦ -
♣ - J 8 4
|
| Dummy
♠ - 9
♥ -
5 (lead)
♦ -
♣ - Q 7 3
|