One of the most disastrous
results in a team game is a double game swing. Naturally, it's
only bad is when the opponents are the ones who are
successful. Here is such a hand.
Scoring: IMPs (Team Game)
Hand #4
Dlr
S
Vul
N/S
K92
Q10962
8652
4
J
54
4
KQ10876532
63
A87
AJ1073
AJ9
AQ108754
KJ3
KQ9
West
North
East
South
1
5
5
End
West
North
East
South
1
5
End
BIDDING: At the first
table North decided West wasn't fooling and took out insurance by
raising spades. East wanted to double but wasn't certain his club
ace would cash. He gave some thought to bidding 6, but his partner was
an aggressive bidder so he reluctantly passed. At the other
table, North saw no reason to bid.
PLAY: Against 5 it all came down to the opening
lead. Finally West chose the king of clubs. Declarer
ruffed, drew trumps, and only lost the two red aces. His score
was
+650. If West had led his singleton diamond, the contract could
have been defeated.
At the second table, a spade was led followed by a second round.
The declarer in 5 took advantage of the friendly
diamond situation and proceeded to make an overtrick. He ruffed
the second spade, played a diamond to the ace followed by a diamond
ruff. Next a trump to dummy followed by another diamond ruff
established the diamond suit. Another trump to dummy and the
losing heart was discarded on a good diamond. His score was
+420. That meant a total of +1070 and 14 IMPs. Of course,
it could have been worse, E/W could have bid the club slam.
It's often right to "bid one more" in a team game just to avoid a
possible double game swing.