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    Merrimac Coup (Entry Killing Play) - A tactical play which prevents transportation 
    between the declarer (Scissors Coup) or the defenders' (Merrimac Coup). West leads 
SJ, won by 
        East's SA. Aware of 
declarer's obvious strategy to win 5 Club 
        tricks, East switches to DK to knock out North's 
DA.  While E/W 
sacrifice a Diamond, the Merrimac Coup prevents South from establishing dummy's 
Clubs.  East loses 2 Club tricks,
winning the third Club, limiting 
Dummy to 2 Club winners, stranding 3 Club winners.  Thus, declarer is 
limited to 2 Spades, 1 Heart, 3 Diamonds, and 2 Clubs - one trick short of 3 
Notrump game; this assumes partner West cooperates by pitching Spades on
second and
third Club play - saving the
setting Diamond winner. |