Count Your Tricks

When you are declarer and the dummy comes down, the first thing that you need to do is "count your tricks." There are three different tricks to count, and all are important: We'll look at each in turn.

Counting your sure winners

These are the tricks that you know you will take once you get the lead. Let's just look at some suits in isolation:

Yes, it's laughable, but illustrative nonetheless. You have zero winners in spades. Sorry.

Let's try another:

Now you have two sure winners: the ace and king of spades. In the next hand, you also have two winners: the ace in the dummy, and the king in your hand:

Long suits with high cards have many more winners than shorter suits with high cards. Take a look at the following two hands and count sure winners:

Both hands have the same cards, but the left hand has seven sure winners, while the right hand only has four. This is because you have to follow suit. Take this concept to the extreme, and you'll see that the following hand only has one winner, even though it has the top two cards in the suit:


Counting your potential winners

Sure winners are kind of dull -- one of the main challenges when you are declaring a bridge hand is to spot potential winners and develop them into winning tricks. Here are five example hands:

Let's go over the potential winners in each hand:


Counting your losers

Let's take three examples from the above hands:


Managing a Hand

So, after counting sure winners, identifying potential winners and counting losers, declarer should try to figure out the best way to take those potential winners and avoid potential losers. The situations that will present themselves are nearly infinite, and that's what makes bridge fun. Here is a relatively simple example. Suppose you are in a game contract in notrump with the following hand, and the opponents lead a heart.

Count your sure winners: you have six: the ace of hearts, the ace-king of diamonds, and the ace, king & queen of clubs.

Count your potential winners: You have four potential winners in spades, and you have anywhere from two to four potential winners in diamonds, depending on how the suit divides. (If this confuses you, reread the section above on potential winners).

Now, count your losers: The ace of spades is one, and you have anywhere from zero to two losers in diamonds. The real danger suit is hearts. If they divide 5-4, then you'll have four losers once your ace is gone, and if they divide otherwise, you'll lose even more.

So, how should you play this hand? You need nine tricks to make your contract. One approach would be to win the ace of hearts and play on spades, flushing out the ace. That will guarantee you four winners in spades to go with your six other winners. Is there a problem with that approach? Yes -- since your ace of hearts is gone, when your opponents win the ace of spades, they will also cash their hearts, winning at least four more tricks. You will not make your contract.

A better approach is to play the ace and king of diamonds, and hope that diamonds break evenly. Then you can cash your remaining four diamonds and you will make ten tricks. What if diamonds don't break evenly? Then you are going to be set. However, that's life. Sometimes you will make your contract and sometimes you will not. However, playing on diamonds gives your the best chance of making your contract, while playing on spades gives you zero chance.