Entry/tempo fork play Larry Hammick larry@hammick.com 2002.02.26 Sometimes one side has two suits, and needs some quota of tricks from the two suits combined. This note looks at cases in which a high card in one suit, although not a winner, can be "cashed" in the expectation that the other side will hold up, permitting a shift to the other suit. a) Ax b) Ax c) Ax x xx xx Kx Kx QTx -- -- -- KQJ xx KQJ xx KQJ xx x KQ xx KQJ xx KQJ x A x A Kx/xx Ax/AK -- -- -- -- -- -- xx xx xx A Ax Ax Qx Qx J9x -- -- -- In (a) the defence needs three tricks. They must lead a spade, but if that holds, they (West) must shift to a heart. In (b) we have given declarer an extra loser. The defence still gets only three tricks, but now they get three even if declarer or dummy is on lead, provided that they shift if declarer holds up. In (c) we have given the defence a second diamond stopper, and they now have five tricks it they are on lead and four if declarer is in. (Declarer starts diamonds, reducing to (b).) In (a) the defence has what might be called a pseudowinner in spades: when they try to "cash" a spade, either it holds, allowing them to shift, or they gain an entry in the suit. Since one side's source of tricks will depend on what the other side does, we may class this as a "fork play" or "fork". Another type of fork, called an avoidance play, is a lead _through_ an enemy control which gains _a trick in the suit_ if the opponent goes in with his control, and gains a tempo if he doesn't. One variety of the Merrimac coup also qualifies as a fork: leading a high loser which gives the enemy the choice between ducking, at the cost of a tempo, or winning, at the cost of a needed entry in their own direction. In all three types, if one side ducks, the other side _shifts_. Here is a more built-up specimen: Axx Kx QTxx -- QJTxx xx xx QJTxx Kx Ax -- -- Kx Axx J9xx -- West leads a spade or a heart, say a spade. If declarer wins this he makes only his two AK's and the defence gets five tricks. But if declarer ducks, the defence can get five if they shift and only _three_ if they continue. In this diagram they threaten three long card tricks in each major, not just two, and there is an entry alongside each long suit, and they can shift _twice_ if necessary. This is the sort of hand, typically played in 3NT, in which declarer may fear a shift even to a suit in which he has a double stopper. But, as a rule, it is safe to hold up a double stopper unless you have only a single stopper elsewhere or the shift is fairly obvious. Axx Kx KQ xx QJTxx xx xx QJTxx x A A x Kx Axx xx KQ Say declarer needs six tricks, and will therefore need one from each minor. West leads, say, a spade. If declarer knows the location of the minor aces, he wins the first spade and leads a club -- removing first the entry to the enemy length. Now West's hand is dead and declarer makes his six tricks. If declarer tries a diamond first, East wins and continues spades, putting declarer two down. If he needs only five tricks, declarer might duck the first spade. If West had both entries he would continue, but having only one he switches to hearts. Declarer must win now and knock out the _diamond_ ace. Even with no entries, West might in some circumstances try to "cash" a trick in his suit; for example, it can be reasonable to lead from KQJx(x) with an entryless hand, since declarer will often hold up. A pseudowinner may be useable as an entry for a shift up to strength in the other suit. Ax Ax Qx Qx QT QT -- -- KQJ xx KTx Qx x KJ x KJ xx Ax xx Ax -- -- -- -- xx J Ax Ax KJ KJx -- -- At left, the defence leads a spade, and they get three tricks despite the HQx. At right East must lead the Q, or West the K! The following hand illustrates the same point, but this time it is declarer who has threats in two suits and must shift about. xxx Jx KJ987 xxx AJT AK QTx AQJ87 West leads a heart against your 3NT. Let us assume that the club finesse is on. Opponents will need to duck twice in diamonds, meaning that you have two reliable entries for club finesses. You need at least two club tricks, so lead DT to the J and finesse CQ. If it wins, you lead DQ to the K. You are home if the ace appears. If not, the diamonds are now dead, but you can finesse again in clubs. You have a good chance of making two diamonds and at least four clubs, which is enough. But this could be a losing line if DA is doubleton and the club finesse loses, for then you might have been able to get 2S+2H+4D+1C.