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Forward
I don't play by any hard and fast rules.
None of this strategy guide is intended to give definitive answers.
I have a basic set of reasonably stable guidelines and I usually stick
with these. Sometimes I'll notice that a play isn't getting good
results, and I might try something else. If that works, then, given
the same circumstances, I'll do that next time. Over time the
modifications have become less drastic, and my strategy is becoming
stable. This following represents how I'll usually play in the most
common situations.
There are a million nuances (well maybe not
that many :) that I don't have the time or patience to
put down here. This is only a basic guide.
I haven't bothered to make a distinction
between playing against humans and playing against the computer
opponents. My strategy is roughly the same against
both.
Enough tomfoolery, on with the guide!
General
- There are two stages of a typical round.
The before-Queen stage, and the after-Queen stage. The before-Queen
stage is dominated by avoiding the Queen and seeking the Queen.
The after-Queen stage involves avoiding Hearts.
- Risks are unavoidable (in most
hands). Accept that and remember that calculated risks are the best
kind.
- You have a god-given duty to
stop people from getting all the point cards. The easiest (but not the only) way to do this is to
hold on to the Ace of Hearts when you can. The person going for it, will usually have a
Heart which they will have to lead at some stage (hopefully after they've won the Queen ;) That's when you drop the Ace on!
- If it's Play Four, and your
lowest card of that suite is still high enough to win - play your
highest card - you are going to win anyway.
1. BEFORE THE QUEEN IS
OUT
1.1 The Pass On
Stage
For every high card, have
a low card.
- Don't pass any spade
lower than the Queen. I very rarely break this rule.
- Don't feel that you
must pass the Queen.
- It's often
advantageous to have her, as you can lead anything you want, and
therefore (obviously) you won't win the Queen. (Plus if you have her,
it's fun to 'target' an opponent, wait for the right opportunity, and
let them have it!)
- If you have the Queen consider keeping her if you have at
least
three other spades. Four is a much safer number though. I'll always
keep her on four. Keeping her on three will depend on how easily I
think I can loose a suite and then loose the lead - more on this
later.
- There is usually no
need to pass the Kind and Ace of Spades if you've decided to keep the
Queen. They come in handy when people start seeking.
- There is usually no
need to pass the Kind and Ace of Spades if you've decided to keep the
Queen. I usually keep them.
- Always keep any four or
below, and unless there's a good reason, keep five's as well.
- A lot of people
disobey this to get rid of an entire suite. I advise against it. An
example: suppose you've got a ten and two of Diamonds. You pass them
both, and receive from Joe next door an eight and Jack of Diamonds.
You're in trouble. Someone then leads that a three of Diamonds, the
next person throws the Queen on, the next person throws a five on
Diamonds on, your lowest is the Eight of Diamonds and splat you go.
- However it's a good idea to thin a suite. Because eventually
you will want to get rid of a suite, so make it easy on yourself.
- This doesn't apply to
the two of clubs. I often pass the two of clubs, the simple
reason being is that there are better cards to get rid of in the first
hand.
- All things being equal,
Clubs are good to get rid of. Especially the two. If you don't get
passed any, you can off-load a high Diamond or Spade (presuming you
don't have the Queen of course) on the first round. Plus, as mentioned
below, Clubs win most Queens.
1.2 If you don't have the
Queen.
Keep it that
way.
- After the first and
maybe second round, the chance of seeing the Queen becomes greater and
greater. Try to avoid playing winning cards after the first round (or
second if you like living on the edge), until the Queen is out (unless
you're the last player in the round).
- The only safe lead is a
Spade of lesser value than the Queen. Almost anything else, and there's
a chance you'll win her. Two of any suite, is always safe in the first
few rounds. Three you almost always get away with. Four you'll usually
get away with. Five is a little risky.
- If you get a Play Four,
you might have the choice of winning the hand, or playing a lower card,
and allowing someone else to win. Always consider winning it. This
allows you to dictate play. But only win it if you've something safe to
lead Play one.
- Because lots of people
off-load Clubs at the start, the Queen is won from a Club lead more
often than any other non-Spade suite.
- Look for clues about
who has the Queen. They usually don't lead small clubs, and they aren't
afraid to smash a hand on Play One, Two or Three. Once you think you
know, you can take calculated risks.
1.3 If you have kept the
Queen (or been passed it!!)
Give it to someone else!
We both know they want it. ;)
- Be prepared for
seekers. Everyone knows that the only safe lead is a Jack of Spades or
lower. So they often go with that.
- It's usually a good
idea to grab the lead when you can. If someone leads a two of Diamonds,
and you have the Ace, take it. Doesn't matter which play it is. This
gets rid of an Ace, gets you the lead, and is fairly safe (no Queen
anyway ;)
- Get rid of a suite if
you haven't already. This is usually not hard.
- If you win a lead, get rid of the suite you have the fewest cards
of. Playing the highest first, and going down. Ideally on the last
card, someone else will win the lead, and then lead that same suite
back, and you off-load the Queen. Usually it's not that easy, but the
objective is to get rid of a couple of suites, and avoid the lead,
waiting for a lead of the suite(s) you don't have. Splat time.
- Of course if you run
around throwing high cards on Play One to Three, people might realise
you have the Queen. My response is, "What are they going to do about
it?" At best, if you play before they do, they will know that throwing
a high card on is safe. But they won't be sure about that
anyway.
2. AFTER THE QUEEN IS
OUT
Keep away from Hearts.
There's no hard and fast rules (that I can think of at this stage) to
achieve this. However,
- Get rid of your high
Hearts on non-heart leads.
- Keep away from the lead
in the latter stages.
- Low Hearts are a fairly
common lead.
- Sometimes it's better
to win a hand of Hearts than loose that hand. For instance, suppose you
have the four of Hearts and Jack of Hearts. Someone leads the three of
Hearts, next person plays the seven of Hearts, and the third person
plays the six of Hearts. You can play the four, and sure, you ll avoid
the points. The problem is, the winner might well lead another Heart,
and then you'll probably win (with the Jack - your only Heart), and be
stuck with the lead. A better idea might be to play the Jack, win those
four Hearts, and then play the two. Sure you'll take four points, but
you will have lost the lead, and have no Hearts left. That way if
someone leads a Heart, you're safe.
- A lot of medium Hearts
is a recipe for disaster, if you've got the lead. If you know that
someone still has higher Hearts than you, you can minimise the damage by
leading them until someone takes them with a higher Heart. You'll take
points. But chances are that person will have no low Hearts left, as
they would have played all their low Hearts avoiding the lead, and so
Hearts won't be lead, and you can play the highest of your Hearts on
their non-Heart lead. Hopefully you can now avoid winning any more
Hearts.
3.
TERMINOLOGY
Hand - One person leads a card, and then
the three people subsequently in turn throw a card on. That whole process
is a hand.
Play - Refers to the state of play in a
hand. I.e. Play One is when the first card is due to be played, Play Two
is when the second card is due to be played, and so on. Note that "after
Play Two" is the same as Play Three.
Round - When all hands have been played,
and it's time for a redeal.
The Queen - The Queen of Spades.
Seeking the Queen - involves leading Spades
lower than the Queen, eventually forcing the person with the Queen to play
her and win her. Humourous. :)
Smash a hand - Throw an Ace or an
unbeatable card on a hand.
Going for it - Attempting to win all point cards - thereby enraging
all other players by giving them each 26 points. Tricky at best when people are out to
stop it.
(c) Paul Pennington
2000
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