Part 16 (2/2)
None of these rules applies in the case, readily distinguishable, in which the adverse strength in the suit is in the Dummy, and it is necessary to hold a high card over that hand; the play must then be made to fit the situation, and not according to any hard-and-fast principle.
THE FINESSE
The cards of the Dummy being exposed make it easy for the player sitting back of him to determine when to finesse. As the object of a finesse is to catch a high card on the right, it is folly to finesse against nothing--for example, the leader opens with Knave against a No-trump; the Third Hand has King and others; when the Dummy has the Queen, it is obvious the King should not be played unless the Queen cover the Knave, but when the Dummy holds only worthless cards, the Third Hand should play the King, as, should he finesse against nothing, he would allow the Queen to win. The leader has opened either from Ace, Knave, Ten, or a suit headed by a Knave-Ten combination. In the former case the play of the King insures every trick; in the latter, it helps clear the suit. It, therefore, is an example of the rule not to finesse when the Dummy has nothing.
An apparent exception to this rule occurs when the lead is made in answer to a declaration, or as an evident effort to find the partner's strength. For example, the original Third Hand, with six Hearts headed by King, Ten, and two reentries, has called Hearts. The Declarer is playing a No-trumper, and the opening is the Knave of Hearts. The Dummy is without strength. In that case, the Declarer is marked with both the Ace and Queen of Hearts. The Third Hand should, therefore, play small.
The play of the King cannot be of any benefit, and should the Declarer have the Nine, will be most expensive. This really is not a finesse against nothing, but, the position of the winning cards being marked, is merely a conservation of strength.
The same general principle applies in many similar cases; when, however, a small card is led, the Third Hand should not finesse, unless the Dummy contain some high card.
Playing No-trump, the following finesses are advisable over the Dummy:--
WHEN DUMMY HAS FINESSE King Ace, Queen Ace, Knave Ace, Ten
King, Knave Ace, Ten Ace, Nine
King, Ten Ace, Nine
Queen Ace, Knave Ace, Ten King, Knave King, Ten
Knave Ace, Ten King, Ten Queen, Ten
Do not, however, except with a fourchette, finesse against Queen or Knave singly guarded, when it is evident that the Declarer and Dummy hold only four cards of the suit, and the Ace or King is marked with the leader.
When playing No-trump, as a rule do not finesse if so doing will block the partner's suit.
X
SCORING AND SCORE-SHEETS
The score is a very important incident of the game of Auction, and to keep it properly requires considerable care and skill.
The figures frequently run into high numbers on both sides, and when the rubber continues during three hotly contested games, they become quite voluminous.
The score-sheet should be left on the table, and the writing on it should be of such size that it can be seen at a glance. This saves time and trouble, as it relieves the players from the necessity of asking the state of the score.
In some clubs two scores are kept, so that, in the only too probable contingency of a mistake being made, it may invariably be detected.
This, however, is unnecessary, and at times confusing. The extra sheet is also apt to prove annoying, because of the s.p.a.ce it occupies upon the table. One score is quite sufficient, if it be competently kept, and each entry, as well as the additions, verified.
There are two totally different types of Auction score-sheets. The one which is used in perhaps ninety per cent. of the private games, and, strange as it may seem, in many clubs, has absolutely no excuse for its existence, except that it was the first to be introduced and has the reputation of being universally used in foreign countries. It requires scoring above and below the line, which is a most c.u.mbersome and dilatory proposition. Keeping tally by this method involves, at the end of a rubber, long mathematical problems, which, as the scorer is then in a hurry, frequently result in serious, and at times undiscovered, mistakes.
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