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Throw In Plays
A throw-in play involves nothing more than losing a trick to a defender, in the hope that he must then surrender a trick whatever he does. See also Elimination Plays.
Related Play Problems Play Problem 13
Related Extracts from Past Wednesday Games
East’s 4♣ was a convention that is generally known as Leaping Michaels.
4♥ turns out to be a reasonable contract, making when Hearts are 3-2. But how about 4♠, played by North? Declarer has a trick to lose in each side-suit, and somewhat surprisingly manages to avoid the loss of a Spade trick. All she has to do is the following: East lead a Diamond to Dummy’s Ace Q♠ is run around, pinning East’s Jack Spade finesse A Club is lost to East A♥ is cashed Heart to Dummy’s King Q♥ is cashed (Declarer pitching a Diamond) Club ruff Cross to the A♦ Another Club ruff Now, Declarer exits with a Diamond, and West is end-played in the trump suit.
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