One, trick 11. You are the Declarer (P1) and play alone: you found the called K in the talon and took it under the king-rescue. You lead, and the XX has not been played.
P3Defender
P2Defender
P4Dealer, Defender
Your hand


Pad
- Still out: XX, Q♥, 1♦, J♣, C♠, Q♠.
- P2 has no Clubs or Spades. P3 holds the XX. P2 holds the Q♥ and the 1♦.
- Set aside for the trick with the K♦: 5 cards with 7 pips. The Declarer has 21 cards with 18 pips.
Which card do you lead?
Answer
K
. If the player with the XX still holds a Diamond, your King wins and brings in the five set-aside cards; if they trump it, your XVII is the last Tarok and wins the last trick. Lead the XVII first and the XX takes it, and then a lead in another suit can make you throw the K
away in the last trick. Leading the King now gives you 32 Card Points at least instead of 25.
Rule: When the Declarer plays the rescued King, the set-aside talon cards go face-up onto that trick, and the player who wins the trick takes them. When you lead, choose a card that can win the trick if your contract needs tricks or Card Points, or one that is likely to lose it if your contract wants as few of them as possible.