Saturday, December 12, 2020

Time For: Four-Suit Transfers

Time For: Introducing conventions that might not be familiar to some players, but are nearly universal in common usage such as ACBL Bridge Bulletin Standard. Whether or not you adopt the convention -- I suggest that you do! --  at the very least you should know enough about it to understand the opponents' usage. 

Let's talk about minor suits after partner opens 1NT. Right now you might be playing something like this (note the highlighted areas):

  • 2  is a transfer to clubs; responder can correct to diamonds for a signoff.
  • 3  and 3  are invitational, showing at least a six-card suit.

This approach has some problems:

  • If responder has diamonds, she will be declarer. Opener's strong hand will be exposed to the defenders
  • If responder has an invitational minor suit hand, she will be declarer.
  • If responder has a game-forcing hand with a good minor suit, responder must bid 2 ♠ (transfer) and then rebid 3NT or four/five of the minor. There is no way to stop in 3NT with game-forcing diamonds. 
  • There is no way to show hands with 5-5 in the minors, whether weak or strong.
The solution to these problems is to play four-suit transfers. Responder can transfer to either minor, and find out if opener has a super hand and a good fit. All without going past three of the minor, and without wrong-siding the hand in most common cases. Here's how:

1NT - 2♠ is a transfer to clubs. Announce "clubs"
  • Opener accepts 3 unless she has a "super-accept" (at least king-third with good values and no weak side suit, since 3NT will be a likely landing spot)
    Responder can then Pass, bid 3NT as a choice of games, bid 4NT ace-asking, bid 5♣ to play, cue-bid an ace (or control) with slam interest, or jump-shift to show shortness in the bid suit (a splinter).
  • Opener bids 2NT ("one under" the suit) with a super-accept. Alert! "super-accept clubs"
    If responder has a minimum, she rebids 3♣ to play.
    If responder has extras, she can bid 3NT (suggesting a final contract) or cue-bid an outside ace suggesting the minor-suit contract, possibly with slam interest. After a cue-bid, opener should bid the minor to complete the transfer. 4NT by responder is ace-asking. Jump rebids by responder are splinters, showing shortness in the bid suit.

1NT - 2NT is a transfer to diamonds. Announce "diamonds"
  • Opener accepts 3 unless she has a super-accept. Responder can Pass or make a forward-going bid as above.
  • Opener bids 3♣  ("one under") with a super-accept. Alert! "super-accept diamonds"
    Responder can sign off in 3or make a forward-going bid as above.
1NT - 2♣ - 2anything - 2NT is Invitational. Alert! "might not have a four-card major"
All balanced invitational hands (say, 8-9 HCP) must first bid 2♣ Stayman and then rebid 2NT. Opener should not proceed unless she wants to accept the quantitative invitation. Do not alert the 2♣ bid; alert the 2NT rebid.

We no longer need the 3♣ and 3calls to show invitational values, so we put these calls to a better use: showing 5-5 in the minor suits, either weak or strong.

1NT - 3♣ is 5-5 in the minors, weak. Alert! "5-5 minors weak"
Opener can pass, or correct to 3with a preference. Responder could be very weak, so opener should never raise clubs.

1NT - 3 is 5-5 in the minors, game-forcing.  Alert! "5-5 minors game forcing"
The auction is forcing to game. Opener can suggest 3NT to play, or choose a minor at the four-level. Subsequent 4NT is ace-asking.

Now your convention card looks like this:

Saturday, August 15, 2020

A Clear Signal

What is your partnership agreement for signaling when following suit to partner's high honor?

You are East, holding  10 9 5 3 A 5 3 Q 9 J 10 9 4

PartnerNorthYouSouth
 1 Pass1 
4 4 5 5 
All pass   

Partner leads the  K, declarer plays low from dummy.

A 8 2
J 7
A K J 6 5 4
8 6
N
WE
S
10 9 5 3
A 5 3
Q 9
J 10 9 4

In your favorite partnership, what is your carding agreement here: Attitude? Count? Suit preference? Something more complicated? What should you signal?

ANSWER: Okay, it is a trick question. Signal with the  A. The ace is a dual-message signal:
(1) Signaling that you can count to thirteen, and
(2) Signaling that you know how to play bridge.

Signaling that you can count to thirteen. Surely partner has at least seven hearts for her 4  bid. Two hearts in dummy, three hearts in your hand; that leaves declarer with at most one heart. This is the only chance to reach your hand in the heart suit. (Note: If you held only ace-doubleton of hearts, you would still overtake partner's king; partner may well have an eight-card heart suit.)

Signaling that you know how to play bridge. If your side has any other sure tricks coming, they must be in clubs. Clubs must be led from your hand in case partner has a broken honor holding.

Even if declarer ruffs your ace, partner will still get the right message: you want to lead through declarer's hand to partner. The club suit is the obvious choice. Your  A play suggests that you do not have a high club honor that partner can safely lead toward.

A 8 2
J 7
A K J 6 5 4
8 6
7
K Q 10 9 8 6 2
7
A Q 7 2
N
WE
S
10 9 5 3
A 5 3
Q 9
J 10 9 4
K Q J 6 4
4
10 8 3 2
K 5 3

Unless you play the  A and then switch to clubs, declarer will discard two club losers on dummy's diamonds, making five. You will get a better score if you set the contract 😎

BONUS MINUTE: With the West hand, the expert's lead is the  Q -- not the king! You only expect to cash one round of hearts, and you really don't want to be on lead at trick two. By leading the  Q, partner will rise with the ace (if she has it) in case declarer has a singleton king. When her ace holds -- if it does -- partner will realize why you made an unusual lead. This type of play is known as "building a fence" for partner, steering her toward the winning action.

-- Ray
Better Bridge in 5 Minutes. Guaranteed! (or the next one is free)

Tuesday, June 30, 2020

Leaving A Light On

You are West, holding K 8 3 2 K J 6 4 3 -- A Q J 2. 
North, on your left, is the dealer. After two passes, your right-hand opponent opens 1 . You have good support for the unbid suits and opening values -- a textbook takeout double. 

YouNorthPartnerSouth
PassPass1 
Dbl1 1 1 NT
2 3 PassPass
3 4 All pass
Partner bid spades, so you lead one. Your fourth-best  2 goes to partner's  J and declarer's  A.
7 4
A 9 7 5
A Q 9 4 2
10 3
K 8 3 2
K J 6 4 3
A Q J 2
N
WE
S
Declarer draws three rounds of trump, ending in her hand. You discard the  Q to get partner's attention, then a high spade and a low heart. Declarer leads the  Q and you cover with the  K. Declarer wins with the  A, and leads a low heart to her  10 and your  J; partner followed suit. Dummy's hearts are now established, she can pitch two black-suit losers from her hand if she can get to dummy.
Your lead. Now what?
7
9 7
Q 9
10 3
K 3
6 4
A J 2
N
WE
S

ANSWER: Partner left the light on for you! Lead the  3 to the only entry in her hand, the  Q. Then partner can lead a club through declarer. A heart trick, two clubs, and finally your spade king: down one.

Remember the first trick. Partner played the jack, and declarer won with the ace. If declarer had the queen, surely she would have played that instead. So, partner showed you she has the  Q. What's more, declarer must have the  10; partner would have played the ten (from Q-J-10) if she had it.
Once partner is in with the  Q, dummy will be out of spades. (Note that if you cash your king first, dummy will ruff the third round of spades.) Dummy's hearts and diamonds are all good. The club switch will be obvious to partner, especially since you discarded the queen on the second trick.

THE PRINCIPLE: This hand highlights the importance of following suit with the lowest of touching honors. If partner had woodenly played the  Q on the first trick -- denying the jack -- you would presume that declarer has the jack. In that case, your best hope would be that partner has the club king. That won't work out very well today.


7 4
A 9 7 5
A Q 9 4 2
10 3
K 8 3 2
K J 6 4 3
A Q J 2
N
WE
S
Q J 9 5
8 2
10 7 5
9 6 5 4
A 10 6
Q 10
K J 8 6 3
K 8 7

BONUS MINUTE: Your first discard is the queen of clubs, not the jack. When signaling with touching honors, signal with the highest one; that promises the next honor down. Your queen signal thus denies holding the king; partner can easily realize that you must have the ace and jack.  With touching honors, always
  • lead from the top
  • follow from the bottom (partner's  J)
  • and signal from the top (your  Q).
-- Ray 
Better Bridge in 5 Minutes. Guaranteed! (or the next one is free)


Friday, May 22, 2020

When In Rome

RHOYouLHOPartner
2  ?  
11-15 HCP, 4441 or 4450 pattern
Your opponent's opening bid is known as Mini-Roman 2 . The original Roman 2 ♦ opening bid showed 17-21 HCP, hence the "mini" appellation here. Some partnerships make this call with any three-suited hand. Other partnerships require a four-card spade suit, and a few even require opener to be 4-4 in the major suits under certain conditions.

With game interest, responder typically bids 2 NT asking for more information; usually "where is the singleton?" Otherwise, the partnership bids four-card suits up the line until a suitable fit is located.

Now what?

The usual defense against a Mini-Roman 2  opening (and Precision 2 , very similar) is as follows:

  • Double shows a strong hand (at least 15+), usually balanced, with some offensive potential but primarily defensive values. Any subsequent doubles are for penalty. This Double must be Alerted ("penalty oriented, 15+"). Partner is allowed to bid holding a good suit of her own; all of partner's bids are natural and nonforcing.
  • Suit overcalls are natural and show a good suit, knowing that your right-hand opponent might have four of your trumps. The overcall is nonforcing, the same as any other overcall.
  • 2 NT is to play, invitational to 3 NT. This hand is stronger than a Double (perhaps 18+) with values that are more offensively oriented; for example, a long suit as a source of tricks. 
  • Otherwise, Pass is a good choice.

Other than in direct seat, all subsequent actions are natural. Doubles of artificial bids show the bid suit; other doubles are for penalty. Because opener has four-card support for three suits, there is no point in takeout doubles. Similarly, aggressive balancing in these auctions is usually a losing proposition.

Opening leads after a Mini-Roman 2  auction: The standard advice is lead trump. Declarer will usually be looking to ruff in her short suit. The opponents might have scrambled to land in a 4-3 fit. In either case, your job is to neutralize the trump suit as much as possible. If you have some other compelling lead, go ahead and make it; but your default lead will be trumps.

-- Ray 
Better Bridge in 5 Minutes. Guaranteed! (or the next one is free)

Tuesday, April 14, 2020

Wydaho Online Duplicate Bridge

Yes, there's a lot here. Please read it all so that we can launch these games as smoothly as possible. Bookmark this page; we will update this as things change. 

The bridge clubs in Idaho Falls, Pocatello, and Jackson have joined forces to run Virtual Club Games online at BridgeBase.com. These games will be regular ACBL pairs games that award black (club-rating) masterpoints to each of three stratified flights within the game. Entries are restricted to ACBL members that have played in one of the Wydaho clubs within the past twelve months.

Schedule

  • Monday 4:00 pm
  • (Tuesday TBD)
  • Wednesday 1:00 pm
  • Thursday 4:00 pm
  • Friday 4:00 pm
  • (Saturday ??)
  • Sunday 1:00 pm
All times MDT. This schedule will be evolving, depending on player interest and director availability.

Format

Duplicate Pairs: 18 boards, 3 boards per round, 7 minutes per board. Matchpoint scoring. No Undo requests. The format for the games will likely evolve. No sit-outs or robots; if there is a half-table, it will be filled using substitute players from the greater BridgeBaseOnline community.

Cost

$5.00 per player. This is charged directly in BB$ from your BBO account. If you need help, see Silvana Morici's quick tutorial on how to purchase BB$. You can also purchase BB$ from within the BridgeBase app on iPad or Android; there is a surcharge for in-app purchase. The proceeds from BBO -- approximately $3.00 per player -- will be returned to each player's home club.

Before Playing

  • Verify that your BBO profile has your correct ACBL member number. If your member number is missing or incorrect, you will not be eligible to play. This must be set up the day before your first game.
    (From the Home page, under Featured Areas, click ACBL World. On the next screen, find the blue button at the bottom titled "Update your ACBL number")
  • Put your real name in your BBO profile; as a minimum, first name and initial. We're all friends here, but some of us might not recognize your imaginative BBO username. Make sure we can click on your username and find out who you are.
    (Go to Account tab, Settings, your Real Name is editable at the top right).

How To Play

Sign up online.  Registration opens two hours before game time. You and your partner must both be logged in to register. After registering, you can log out; just be sure to be back online by game time or we will start without you. Please sign up well before game time, in case you encounter any problems we might have time to solve them.

Find our club game on BBO: From the BBO home page, click "Virtual Clubs"
then "ACBL Virtual Clubs"
 At the list of all pending club games, search for "Wydaho"
If we have a game starting in the next two hours, it will be listed as "Pairs Wydaho" or something similar. Clicking on that game will open the registration dialog.
Note that our games will have a $5.00 entry fee. Enter your partner's BBO username, and click Invite. Your partner must be logged on at the same time. If your partner accepts the invitation, you both will be signed up to play. 
The Details heading shows additional information about the game: number of boards, who to contact for help, etc.
The Entries heading lists those pairs currently signed up to play
The Partnership Desk heading lists those players who are currently looking for a partner for this session. 

After you and partner are signed up, you can log out of BBO if you wish. But make sure to come back before game time; we will not wait for you!

At game time: You will be seated at your table with your opponents. If you lose your connection to BBO while playing, log back in immediately; you will be automagically returned to your table.

When all players have finished the boards in the round (or if the clock runs out!), the next round will start automatically. If you do not finish your boards in time, the director will assign an adjusted score.

Don't Have A Partner?

Find the game (as above) and choose "Partnership Desk" at the top.  Then either add your name or invite a player already on the list to play with you. Both players MUST be online to make this agreement and get registered as a pair.  If you do not find a partner, consider being a "substitute" for our game.  Once the game starts, find us in the "Running" column and click on our game.  Click the blue "Substitute" button and check the box.  If we have a sitout or a player disconnects, we will invite for join the table. Note: You can do this for any game that is running, not just ours. You do NOT need to be an ACBL member to be a substitute.

During The Game

Everybody plays the same boards at the same time. Everyone starts with Board 1, then Board 2, etc. So, no more 50% scores because the board hasn't been played before (unless you're very fast!).

IF YOU NEED A BREAK. Take a break while you are dummy, if possible. Let the rest of the table know that you are stepping away for a minute. Use the "Be Right Back" button on the Account tab.
Notice that your name will appear grayed out. The button will highlight yellow to remind you to turn it off when you return


After The Game

Hand records are available in the History tab on BBO. Go the "Recent Tournaments" heading, and find the game you are interested in; click that line to open your results. You'll be able to see all four hands, results from other tables, the auction at your table, and even the play-by-play at your table!
The JHDBC ACBL Live For Clubs website will also have results, but no hand records at this time.

Questions?

Please submit questions by posting a comment below. We will answer questions here as soon as possible.


Edit history:
2020-04-14 RKF schedule
2020-04-13 RKF partnership desk info
2020-04-12 RKF added Live For Clubs
2020-04-12 RKF Added section During The Game.
2020-04-11 RKF. Updated for launch; schedule, how-to, etc.
2020-04-08 RKF. Added instructions for updating ACBL number and editing real name.
2020-04-08 RKF. Clarified how JH club proceeds will be used.


Sunday, March 29, 2020

Staking Your Claim Online

Etiquette for online bridge differs from face-to-face bridge in several ways. Perhaps the most notable difference is this: When playing online, claim when you can.

In face-to-face bridge, a contested claim can become a rather messy affair. Unless all players agree to play the hand out, the Director may need to be summoned, and it will likely take longer than if there had been no claim.

But in online bridge, either opponent may reject a claim by simply clicking the "No" button on the popup. Play resumes from that point: no muss, no fuss, no Director calls.

When is it time to claim? When there is no doubt about the outcome of the hand. If your hand is all good, or all worthless, or all good except for one or two obvious losers: it's time to claim.

How To Claim: Click the blue Claim button at the lower left corner of the table.
A popup window will appear, asking how many more tricks you are claiming, and with space to enter any explanation. [Pro Tip: Type your explanation into the Table Chat instead; it is easier for the opponents to read there.]  Your explanation might include "draw trumps" or "you get a spade" or "crossruff", just as in face-to-face bridge.

Each opponent will see a yellow popup dialog stating your claim and any explanation. If both opponents click Yes, the claim is accepted. If either opponent clicks No, the claim is rejected and play continues.

When Your Opponent Claims: A yellow popup dialog will appear, with the claim statement and any explanation. If you accept the claim, click Yes. You and your partner must both click Yes (no conferring!) for the claim to be accepted. Click No if you reject the claim, or if you don't understand it within 15 seconds or so. Your opponent will not be able to see who rejected the claim.

Defenders Can Claim Too: Either defender may Claim, or Concede (claim no more tricks), as appropriate. Declarer and defender's partner must both accept the claim; either may reject the claim.

We don't need to practice our mouse clicks while declarer plays out all winners one card at a time.  Claim When You Can.

Finally, a reminder from the Laws of Duplicate Bridge
LAW 74. CONDUCT AND ETIQUETTE. ... B. Etiquette. As a matter of courtesy a player should refrain from: ... 4. prolonging play unnecessarily (as in playing on although he knows that all the tricks are surely his) for the purpose of disconcerting an opponent. 

-- Ray 
Better Bridge in 5 Minutes. Guaranteed! (or the next one is free)

Sunday, January 12, 2020

Jacoby Transfers 102

Partner opened 1NT, showing 15-17 high card points (HCP). You bid  2 or  2, a Jacoby Transfer showing at least five cards in the respective major. Partner accepted your transfer at the two level. Now what?

First, some Jacoby Transfer fundamentals:
  1. Partner has at least two-card support, because she opened 1NT showing a balanced hand.
  2. Partner does not have a maximum 1NT opener with four-card support. If she did, she would have super-accepted the transfer at the three level.
  3. If you have 6+ cards in the major, you have less than game-going values. Otherwise, you would have bid a Texas Transfer at the four level. (There is an exception that we'll cover presently.)
  4. If we have an eight-card major suit fit we always play in the major, never in notrump. There are situations when a notrump contract might be superior, but they are almost impossible to reliably identify in Jacoby Transfer auctions.
    • Therefore when we offer partner a choice between notrump and the major suit, we show only five cards in the major. With six cards in the major, we only offer partner a choice of how high in the major.
With those principles in mind, let's look at what might happen next:
  • Transfer, then Pass.  1NT - 2 - 2 - Pass
    Your hand is not worth a game invitation, typically less than 7 HCP. Recall that partner has denied a maximum opener with four-card support. You might even have four cards in the other major, if your hand is too weak for a Stayman response.
  • Transfer, then raise  1NT - 2 - 2 - 3
    Quantitative invitation to the major suit game. You show 7-8 HCP and six cards in the major, for example:
     K Q 10 5 4 2  9 4 Q 8 7 6 3
    If partner has 16+ HCP, she will bid game in the major; otherwise, she will pass.
  • Transfer, then rebid 2NT.
    Quantitative invitation to either game, notrump or the major. You show 8-9 HCP and exactly five cards in the major. If partner has 16+ HCP she will bid 3NT with only two-card support, or four of the major with three-card support. With a minimum opener, partner will pass with two-card support, and sign off in three of the major with three-card support.
  • Transfer, then bid 3NT
    Offers partner a choice of games: showing 10-14 HCP, only five cards in the major, and denying a singleton or void. If partner has three or more cards in the major, she will bid game in the major.
  • Transfer, then bid three of a minor suit
    Natural and forcing to game: at least four cards (usually) in the minor suit, at least five in the major (of course), and 9+ HCP. Partner's first priority is to support the major with three or more by bidding three of the major. With only two-card support in the major, partner will usually sign off in 3NT. With an exceptional hand for the minor suit, partner can raise to four of the minor. Partner will not bid beyond four of the major, because you may have a six-card major suit in this sequence.
  • Transfer to hearts, then bid two spades
    Nonforcing: shows a weak hand with least 5-5 in the majors and 0-6 HCP. Partner either passes or corrects to 3 if she has a definite preference for hearts.
  • Transfer to spades, then bid three hearts
    Invitational to either major suit game, showing at least 5-5 in the majors and about 7-8 HCP. With a minimum NT opener, partner can pass or correct to 3. With 16+ HCP, partner chooses the major suit game.
  • Transfer to spades, then bid four hearts
    Offers partner a choice of major suit games, showing at least 5-5 in the majors and 9+ HCP; partner can either pass or correct to 4.
  • Texas Transfer, then pass. 1NT - 4 - 4♠ - Pass 
    To play, with no slam interest. At least a six card suit with about 9-12 HCP.
  • Transfer, then raise to game  1NT - 2 - 2♠ - 4♠ 
    "Slamvitational" A quantitative invitation to six of the major, showing a sound six-card suit with some extra values (about 13-14 HCP). If you had no interest in slam, you would have just done a Texas Transfer at the four-level. Partner can show slam interest by cue-bidding an ace or asking for aces/keycards. Note the difference between this and the previous auction.
  • Transfer, then bid 4NT. 1NT - 2 - 2 - 4NT
    "Slamvitational" A quantitative invitation to either slam, showing only five cards in the major and about 15-16 HCP. This is NOT Blackwood or a keycard-ask. With a minimum opener, partner will pass with two-card support or correct to five of the major with three or more. With 16+ HCP, partner will bid the major suit slam (with three-card support) or 6NT with only two-card support.
  • Texas Transfer, then bid 4NT.  1NT - 4 - 4 - 4NT
    Pushing for slam by checking on aces or keycards, depending on your partnership agreement. Shows at least six cards in the major suit. Note the difference between this auction and the previous one.
-- Ray 
Better Bridge in 5 Minutes. Guaranteed! (or the next one is free)

Sunday, January 5, 2020

Third Hand Basics

We are defending. Dummy is on your right, declarer on your left. Partner is on lead. You will be third to play to the trick, so we refer to you as "third hand."  Here are some basic examples and rules for third hand play when we have the option to win the trick. (You are East every time here.)

4 3 2
6
N
WE
S
A J 5
Partner leads the 6, declarer plays low from dummy's three small cards. What to do?
ANSWER: Play the Ace. Partner has led the suit, hoping to find you with some high cards there. Play the highest one you have, trying to win the trick. Unless there is something much more important to do right now, you will lead the Jack next. On a good day, partner will have started with K 10 8 6 and the two of you will trap declarer's queen.
RULE 1: THIRD HAND HIGH

K 3 2
7
N
WE
S
A Q 5
Partner leads the 7, declarer calls for the 2 from dummy. Hmm, third hand high... play the Ace?
ANSWER: Play the Queen. It would be obviously silly to play the Ace and set up dummy's King, when you could simply win the trick with the Queen.  Note that you will not cash the Ace right now unless it is the setting trick; cashing the Ace just sets up the King for declarer.
RULE 1: THIRD HAND HIGH
RULE 2: BUT NO HIGHER THAN NECESSARY 
Everybody likes a bargain; don't spend more than necessary.

Q 3 2
7
N
WE
S
K J 10
Partner leads the 7, declarer calls for the 2 from dummy. Your play?
ANSWER: Play the 10, not the Jack. No higher than necessary! When declarer wins with the Ace, partner will realize that you must have the Jack (and maybe the King). If declarer had the Jack, she would play it over your 10; since she didn't play the Jack, you must have it. When following suit with touching honors, fol-LOW with the LOWest of touching honors.
RULE 1: THIRD HAND HIGH
RULE 2: BUT NO HIGHER THAN NECESSARY


Q J 5 4
8
N
WE
S
A K 10 9 6 3 2
You preempted at the three-level with this suit; declarer bid four in her own suit. Partner led the 8, declarer played the 4 from dummy. Your play?
ANSWER: Play the 9. No higher than necessary! Yes, partner's 8 will win if declarer has the 7 (the only missing card in the suit). But partner won't be able to continue the suit, so it's necessary for you to take over with the 9, following suit with the lowest of touching honors, the lowest card that will do the job.
RULE 1: THIRD HAND HIGH
RULE 2: BUT NO HIGHER THAN NECESSARY


Q 3 2
7
N
WE
S
A J 10 9 5 
You bid this suit and declarer bid notrump, ending the auction. Partner led the 7, declarer low from dummy. Your play?
ANSWER: Play the 9. No higher than necessary, lowest of touching honors, and staying in control of the suit. Declarer obviously has the king. If you play the ace right now, you give declarer two tricks in the suit: the king and queen. If you play the nine now -- no higher than necessary to force the king -- declarer can never cash the queen. Your ace-jack will be good for two tricks over dummy's queen.
So, win one trick now and give declarer two tricks, or give declarer one trick now and get two for yourself later? Do the math, and stay in control of the suit.
RULE 1: THIRD HAND HIGH
RULE 2: BUT NO HIGHER THAN NECESSARY

RULE 3: AND KEEP CONTROL OVER DUMMY'S HONOR

Okay, last one for now...
Q 8 5 
2
N
WE
S
A J 9
A notrump contract: partner led the 2 and declarer played the 8 from dummy. What now?
ANSWER: Play the Jack. Stay in control of the suit, no higher than necessary. We expect that partner's two is fourth-best from a king-high suit. When your jack holds, dummy's queen is toast: lead the ace next and continue with the nine to partner's king and another. Four tricks for the taking if you play your cards right! Note the difference between this and the very first example, where dummy did not have any honors in the suit.
RULE 1: THIRD HAND HIGH
RULE 2: BUT NO HIGHER THAN NECESSARY

RULE 3: AND KEEP CONTROL OVER DUMMY'S HONOR

-- Ray 
Better Bridge in 5 Minutes. Guaranteed! (or the next one is free)