Merrimac Coup (Entry Killing Play) - A tactical play which prevents transportation
between the declarer (Scissors Coup) or the defenders' (Merrimac Coup).
SJ, won by
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
third Club play - saving the
setting Diamond winner.