Endplays and Throw-Ins
You have a finesse to take. It’s 50-50. Or you could force your opponent to lead the suit for you, giving you the trick automatically.
Which sounds better?
An endplay turns a guess into a sure thing. Instead of hoping the king is in the right place, you make the opponent lead from the king. They give you the trick whether they want to or not.
This is the most satisfying play in bridge. It feels like magic the first time you pull it off.
The Basic Principle
You arrange the hand so the opponent on lead has no good options. Every card they play costs them a trick.
The classic position:
Dummy:
♠ A Q
♥ (none)
♦ (none)
♣ (none)
You:
♠ 6 3
♥ (none)
♦ (none)
♣ (none)
Opponent:
♠ K J
♥ 7
♦ (none)
♣ (none)
You put this opponent on lead. They can play a heart, giving you a ruff and sluff (ruff in dummy, pitch your spade loser from hand). Or they can lead a spade, giving you a free finesse.
Either way, you take two tricks. This is an endplay.
The Three Requirements
An endplay needs:
1. Stripping: Remove the safe exit cards from the opponent’s hand. If they have a safe suit to return, the endplay doesn’t work.
2. Entry: Get the dangerous opponent on lead at the right time.
3. The throw-in card: A card you can lose to that opponent to put them on lead.
Miss any of these three and the endplay fails.
Full Example: The Strip and Endplay
You’re in 4♥:
Dummy:
♠ A 7 6
♥ K 9 6 2
♦ A 7 4
♣ 9 6 2
You:
♠ K 3 2
♥ A Q J 10 8
♦ K 3
♣ A K 4
They lead a trump. Count losers: possibly one spade (if the queen is wrong), one club. That’s two if you guess spades right, three if you guess wrong.
Here’s the plan:
- Draw trumps
- Cash three rounds of diamonds, ruffing the third in dummy
- Cash three rounds of clubs, ruffing the third in dummy
- Exit with a spade
Now both opponents are out of diamonds and clubs. Whoever wins the spade has to lead a spade back (giving you a free finesse) or give you a ruff and sluff (you ruff in dummy, pitch your spade loser from hand).
You’ve eliminated their safe exits. The endplay is forced.
The beauty: you never had to guess the ♠Q. Whoever has it, you make the contract.
The Simple Throw-In
Sometimes you don’t need to strip anything. The opponent just has no good options.
Dummy:
♠ A J 10
♥ 7 6 4
♦ A 8 7
♣ 9 6 4 2
You:
♠ 6 3
♥ A K Q
♦ K Q J 10
♣ A K Q J
You’re in 3NT. West leads a heart. You have 11 top tricks (three hearts, four diamonds, four clubs). Easy.
But what if you want 12 tricks for overtricks at matchpoints?
Cash your winners in hearts, diamonds, and clubs. Now lead a spade. If West has the ♠K, they’re stuck. They can win the king, but then they have to lead spades again, giving you three spade tricks.
If East has the king, you take one spade trick. That’s fine, you still make 12 tricks.
This is a free shot. You lose nothing by trying.
The Ruff and Sluff
When you’ve eliminated side suits, any lead gives you a ruff and sluff.
You ruff in one hand, discard a loser from the other.
This only works when both hands have no cards in the suit led. That’s why the stripping step matters.
Dummy: (no clubs)
You: (no clubs)
Opponent leads a club. Ruff in dummy, pitch a diamond loser from your hand. You’ve just converted their lead into a trick for you.
This is the most common endplay finish. Strip the suits, throw them in, wait for the ruff and sluff.
The Trump Endplay
Sometimes the endplay involves trump.
Dummy:
♠ Q 7 6
♥ 9 4
♦ A K 7
♣ 8 7 6 4 2
You:
♠ A K J 10 8
♥ A 7 6
♦ 6 4
♣ A K 9
You’re in 4♠. You have a heart loser and a club loser. If hearts are 3-3, you can ruff the third round and make it. But what if hearts are 4-2?
Draw two rounds of trumps (leaving one out). Cash all your side winners. Ruff a diamond in hand. Now exit with a trump.
Whoever wins has to lead hearts (setting up your third heart as a winner) or give you a ruff and sluff.
You’ve turned a heart loser into a winner without relying on a 3-3 break.
The Loser-on-Loser Play
A variation: instead of ruffing, you discard a loser on a loser.
Dummy:
♠ A 7 6
♥ 9 4
♦ K Q J 10
♣ 8 6 4 2
You:
♠ K 3
♥ A K 7 6
♦ A 7 6
♣ A K 9 3
You’re in 6NT. They lead a heart. You have 11 tricks (two spades, two hearts, four diamonds, three clubs). You need one more.
If clubs are 3-3, you have 12 tricks. But what if they’re 4-2?
Cash your winners. On the fourth club (which you’re losing), discard a heart from dummy. Now when they cash their heart winner, you pitch your last heart from hand.
The result: you lose two tricks at the end, but you control when. This sets up your diamonds for the 12th trick.
This isn’t exactly an endplay, but it’s related. You’re controlling the timing of your losers.
When to Spot the Endplay
Look for these clues:
- You have a two-way finesse or a guess
- You have enough trumps to strip the side suits
- You have a card you can afford to lose to put them on lead
- Opponents can’t safely return anything
If you see all four, an endplay is possible.
The Avoidance Endplay
You want to keep one specific opponent off lead.
Dummy:
♠ K 7 6
♥ 9 4
♦ K Q J
♣ 8 7 6 4 2
You:
♠ A 4 3
♥ A K 7
♦ A 7 6
♣ A K 9 3
You’re in 3NT. West has a long spade suit. East is safe.
When you knock out their club stopper, you want East to win, not West. So you lead clubs from your hand toward dummy. If East has the ♣Q, they win and can’t hurt you. If West has it, they win, but you’ve avoided putting East on lead to return spades.
This combines the holdup concept with the endplay concept. You’re controlling who gets the lead.
The Suicide Squeeze
This is rare, but beautiful. Opponent squeezes themselves.
You threaten an endplay. To avoid it, they pitch a key card. Now you have a trick you didn’t have before.
This is advanced, but the concept is the same: make the opponent choose between bad options.
Common Mistakes
Not stripping completely. You leave a club in dummy. Opponent exits with a club. Your endplay fails.
Stripping too early. You ruff out their diamonds before drawing trumps. Opponent ruffs your winner. Always draw trumps first unless you have a specific reason not to.
Throwing in the wrong opponent. West is safe, East is dangerous. You throw in East. They cash their suit. You go down. Make sure you throw in the right person.
Missing the endplay entirely. You take a 50-50 finesse when an endplay was available. This gets easier with experience. Start looking for endplay chances.
The Textbook Position
Dummy:
♠ A Q 4
♥ none
♦ none
♣ 7
You:
♠ 6 3 2
♥ none
♦ none
♣ A
You lead the ♣A, throwing dummy’s club. Now lead a spade.
If RHO has the king, they’re endplayed. They lead from the king into your A-Q, or they lead a red suit giving you a ruff and sluff.
If LHO has the king, you guess. But you’ve given yourself an extra chance.
Practice Hands
The only way to get good at endplays is to practice them. Set up positions where the opponents have to lead into your tenace. Work backward from the ending.
Start with simple two-card endings. Then three-card. Then full hands.
Soon you’ll spot them automatically.
When It Doesn’t Work
Sometimes you do everything right and the opponent has a safe exit you missed. That’s fine. You tried for the endplay, it didn’t work, you fall back to the finesse.
But more often, the endplay works. Opponents hate being endplayed. They know they’re giving you a trick. There’s nothing they can do about it.
That’s the point.
Reading the Auction
If LHO opened 1♠, they probably have spade length. If you can throw them in, they might have to lead spades from their king. Use the bidding to guide your endplay.
If RHO passed throughout, they probably don’t have much. Throw in LHO (the strong hand).
The auction gives you clues about where the high cards are. Use them.
The Endplay Mindset
Most players see a finesse and take it. Good players see a finesse and ask, “Can I avoid this guess?”
Sometimes the answer is yes. Strip the suits, throw them in, let them do the work.
This changes your whole approach to declarer play. You stop hoping for good layouts and start forcing good outcomes.
That’s what separates solid declarers from experts.