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CP 5.6 - 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
S - Q 10 7 4
H - A 3
D - Q J 7 6
C - J 8 4
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| Dummy
S - A K J 9
H - 9 5
D - A K 8 4
C - Q 7 3
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Declarer wins the Heart King opening lead with his Ace, then plays three rounds of Spades, drawing all the enemy trumps.
Declarer
S - Q
H - 3
D - Q J 7 6
C - J 8 4
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| Dummy
S - 9
H - 5
D - A K 8 4
C - Q 7 3
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Declarer then proceeds to strip his safe Diamond side suit, by cashing his four Diamond winners.
Declarer
S - Q
H - 3 (follow suit)
D -
C - J 8 4
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| Dummy
S - 9
H - 5 (lead)
D -
C - Q 7 3
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