Entry (cards)

Last updated

An entry, in trick-taking card games such as bridge, is a means of gaining the lead in a particular hand, [1] i.e. winning the trick in that hand. Gaining the lead when some other player (including one's partner) led to the previous trick is referred to as entering one's hand; a card that wins a trick to which another player made the lead (except to the last trick) is therefore known as an entry card.

Contents

Example

AKQJ109
432
432
2

N



S

AKQJ109
AK765
A3

If South declares this hand at notrump and the opening lead is a club, he will probably take just nine tricks with the top cards in his hand. Although the dummy holds the top six spades, they can win no tricks unless someone leads a spade; South has no spades, and so cannot do so and the opponents are unlikely to do so either. If South had just one spade (and one less card elsewhere), he could play it as a means of entering the North hand, enabling it to win six spades tricks.

On the same deal, if South declares with hearts as trump, he has a good chance of making 13 tricks on any lead. For example, if a club is led, he wins the ace in his hand, plays two rounds of trump and then leads the three of clubs which he ruffs in dummy - an entry play. Unless the defense can ruff one of the next three top spade leads from dummy, South's three small diamonds can be discarded on the three top spades. A diamond is subsequently lead from dummy to enter the South hand with the ace of diamonds, followed by the remaining trump and the king of diamonds.

See also

Notes

  1. Francis, Henry G., Editor-in-Chief; Truscott, Alan F., Executive Editor; Francis, Dorthy A., Editor, Sixth Edition (2001). The Official Encyclopedia of Bridge (6th ed.). Memphis, TN: American Contract Bridge League. p. 139. ISBN   0-943855-44-6. OCLC   49606900.CS1 maint: extra text: authors list (link)

Related Research Articles

Contract bridge card game

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 bridge at the regional level.

In contract bridge and similar games, a finesse is a card play technique which will enable a player to win an additional trick or tricks should there be a favorable position of one or more cards in the hands of the opponents.

In the card game of contract bridge, to hold up means to play low to a trick led by the opponents, losing it intentionally in order to sever their communication. The primary purpose is to give as many tricks to opponents as needed to exhaust all the cards in the suit from one of their hands. If that hand regains the lead, it will not be able to put the partner on lead to cash its tricks. Hold up is one of basic techniques in play.

In the card game of contract bridge, partners defending against a contract may play particular cards in a manner which gives a coded meaning or signal to guide their subsequent card play; also referred to as carding. Signals are usually given with the cards from the two-spot to the nine-spot. There are three types of signals:

In trick-taking games, to ruff means to play a trump card to a trick. 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. Normally, ruffing will win a trick. But it is also possible that a subsequent player will overruff. This is not always a bad thing—see uppercut below.

In contract bridge, coup is a generic name for various techniques in play, denoting a specific pattern in the lie and the play of cards; it is a special play maneuver by declarer.

An endplay, 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, the defender may also be endplayed into leading a suit which can be won in that hand.

A strip squeeze is a declarer technique at contract bridge combining elements of squeeze and endplay.

In contract bridge, the trump squeeze is a variant of the simple squeeze. In a trump squeeze, declarer has a suit that can be established by ruffing, but the defender being squeezed is guarding that suit. However, if he happens to also guard another suit, the squeeze card will force him to unguard one.

In contract bridge, an uppercut is a defensive play that involves one of the defenders ruffing high in the knowledge that an overruff by the declarer will result in the promotion of a trump card in his/her partner's hand into a winner. Thus, the technique presents a type of trump promotion.

Morton's Fork is a coup in contract bridge that forces an opponent to choose between:

  1. letting declarer establish extra tricks in the suit led; or
  2. losing the opportunity to win any trick in the suit led.

Smother play in contract bridge is a type of endplay where an opponent's apparent trump trick goes away.

The trump coup is a contract bridge coup used when the hand on lead has no trumps remaining, while the next hand in rotation has only trumps, including a high one that would have been onside for a direct finesse if a trump could have been led. The play involves forcing that hand to ruff, only to be overruffed. A similar motive is met in coup en passant, where indirect finesse is used instead of direct.

Coup en passant is a type of coup in contract bridge where trump trick(s) are "stolen" by trying to ruff a card after the player who has the master trump(s).

In trick-taking card games like bridge, the beer card is the seven of diamonds playing card when it is agreed that, if a player wins the last trick of a hand with the 7, his partner must buy him a beer. It is not considered as part of the rules of these games, but an optional and informal side-bet between players. This practice is likely originated from Danish Tarot or Skat in the middle of the 20th century.

Backwash squeeze is a rare squeeze which involves squeezing an opponent which lies behind declarer's menace. A variation of this, known as the "Sydney Squeeze" or "Seres Squeeze", was discovered in play at a rubber bridge game in Sydney, Australia in 1965, by the Australian great Tim Seres; it was later attested by famous bridge theorist Géza Ottlik in an article in The Bridge World in 1974, as well as in his famous book Adventures in Card Play, co-authored with Hugh Kelsey.

The Merrimac coup is a contract bridge coup where a player sacrifices a high card in order to eliminate a vital entry from an opponent's hand. It was named after American steam ship Merrimac, which was sunk during the Spanish–American War in 1898 in Santiago de Cuba in an attempt to bottle up the Spanish fleet.

A forcing defense in contract bridge aims to force declarer to repeatedly ruff the defenders' leads. If this can be done often enough, declarer eventually runs out of trumps and may lose control of the hand. A forcing defense is therefore applicable only to contracts played in a trump suit.

A knockout squeeze is a squeeze in three suits, one of which is the trump suit. The defender's trump holding is needed to prevent declarer from making a successful play involving trumps, including one as prosaic as ruffing a loser. Because the knockout squeeze does not threaten to promote declarer's trumps to winners it is termed a non-material squeeze. Other non-material squeezes include entry squeezes, single-suit squeezes and winkles.

Shooting is an approach in bridge to the bidding or play of a hand which aims for a favorable result by making a choice that is slightly against the odds. A player might decide to shoot toward the end of a pairs game, when he judges that he needs tops to win, not just average-plus results.