Example 1
Hand: ♥A, K, Q, J, 8, 6 / ♣A, K, Q / Joker /
Trump: ♥
Friend: Mighty Friend
How should this be played?
The declarer cannot lead a trump on the opening lead, so they lead ♣A. Everyone follows clubs, and the declarer wins the first trick without any problems. On the second trick, the declarer leads ♣K again, thinking
"♣K is the second-highest club after ♣A. I should win this trick as well~".
The next player is the Friend, who recognizes ♣K as a top card at this moment and therefore sees no need spend the Mighty here, choosing to hold it back. However, the third player then plays a Kan with ♥10. As a result, the defenders capture the point cards, even though the declarer led a seemingly perfect top card.
This illustrates an important lesson: a top card is not truly a top card until all trumps have been drawn.
In the same situation, instead of leading ♣K on the second trick, the declarer leads ♥A. Everyone follows hearts. The declarer then continues with ♥K and ♥Q, drawing out all of the opponents' trumps.
After all trumps are gone, the declarer leads ♣K. Although one defender is void in clubs, there are no trumps left to beat it. In the end, the declarer - Friend team wins the round comfortably.
This example is intended to highlight the importance of drawing trumps early. Although the hand itself is strong enough to succeed in no-trump, the key lesson here is that, when playing with a trump contract, a top card is not truly safe until the opponents' trumps have been removed.
In fact, if the declarer were to choose no-trump instead, even the uncertainty of the opening lead could be avoided, making a clean run much more stable.
Example 1
Hand: ♠A / ◆A, K, J, 9, 7 / ♥K, Q, 5 / ♣3 /
What should you choose as the trump and the Friend? How should you play?
Set a trump as ◆ and select ♥A Friend. On the opening lead, play ♥5. The Friend may immediately help by playing ♥A and winning the trick. The friend then returns a trump.
At this point, the declarer uses the Mighty here. On the third trick, the declarer leads ♣3 and calls the Joker. Although about 2 points are conceded to the defenders here, the declarer still holds five diamond trumps, and the remaining hearts are now effectively top cards.
On the next trick, the declarer plays a Kan and continues drawing trumps. Once all defender trumps are gone, the declarer can safely lead hearts, which are now the uncontested top card.
Set a trump as ◆ and choosing Joker Friend because the declarer holds the Mighty. The declarer cannot lead a trump on the opening lead. Should they play the Mighty? Or will ♥A come out if they lead ♥5? Since the declarer also holds Jocall, they decide to lead ♥5.
However, ♥A does not appear. A defender wins the trick with ♥J. On the second trick, a defender leads ♠ to initiate a Mighty attack, forcing the Mighty to be played.
The declarer then begins pulling trumps, playing ◆A and ◆K, but ◆Q does not appear. On the next low trump, the Joker Friend finally helps, and on the third trump trick, ◆Q is drawn out.
Although all defender trumps are eventually removed, the declarer's remaining point cards are later captured by ♥A, and ♣3 is left stranded. The declarer ultimately loses a trick on a club lead.
If you hold the Mighty, should you always choose Joker Friend? Not necessarily. Depending on the hand, choosing First Help Friend or Top A-card Friend may lead to a much more stable outcome. Extra question: Can this hand be played as no-trump? I have considered several lines, but personally, I think no-trump is too risky with this hand.
Example 2
♠A / ◆A / ♣K, Q, J, 10, 9, 6, 5, 3 /
What should you choose as the trump and the Friend? How should you play?
Since the hand contains many clubs, set ♣ as trump and select Joker Friend. On the opening lead, play ◆A. On the second trick, lead a low trump. The Friend will help by playing the Joker. When the Friend then returns a trump, this is the correct timing to play the Mighty. What if ♣A still does not appear? In that case, you will inevitably have to lose one trick to ♣A. However, after that, the declarer will be left holding all remaining trumps, allowing them to win the rest of the tricks safely.
Since ♣3 (Jocall) is in hand, set no-trump and select ♣A friend. The declarer leads ◆A on the opening lead, then plays ♣3 on the second trick to the Joker. Once the Joker is called, the Friend helps by playing ♣A. Regardless of which card the Friend leads next, declarer can respond by playing the Mighty and then continue leading clubs to control the round.
Special case: If the friend holds both ♣A and the Joker, they should discard the Joker on the first opportunity. This prevents a situation where the Joker is forcibly called out later, leaving ♣A unusable at a critical moment.
Example 3
♠A, K, Q / ◆K, Q, 10, 8, 7 / ♣A, 3 /
What should you choose as the trump and the Friend? How should you play?
Set ◆ as the trump and select Joker Friend.
On the opening lead, play ♠K. On the second trick, lead a low trump. The Joker will help. When the Friend returns a trump, play the Mighty on that trick. If ◆A does not come out from the defenders, you will need to lead a low trump once more to draw it out. After that to deal with the remaining ♣3, play out all other suits first. ♣A and ♣3 can then be handled safely on the 9th and 10th trick.
Set ◆ as the trump and select ♣K Friend. Lead ♠K on the opening lead, then play ♣3 as a Jocall on the second trick. ♣K will help on the second trick and return a trump, allowing the declarer to play the Mighty. However, as a result of this Friend selection, neither ◆A nor ◆J is controlled, which can create a risk of losing two trump tricks.
Set ◆ as the trump and select ◆A Friend. On the opening lead, play ♣A to eliminate the club suit from your hand. On the second trick, play ♣3 as a Jocall. At this point, you may lose some points. Even if a Mighty attack occurs on the third trick, ♠K will win that trick. On the fourth trick, lead a low trump. If the Friend responds with ◆A and returns another trump, the declarer can play the Mighty at that time. From there, the declarer can continue leading trumps to draw out all remaining defender trumps and stabilize the game.