General Strategy

 

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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

  1. 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.
  2. Risks are unavoidable (in most hands). Accept that and remember that calculated risks are the best kind.
  3. 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!
  4. 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.

  1. Don't pass any spade lower than the Queen. I very rarely break this rule.
  2. Don't feel that you must pass the Queen.
    1. 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!)
    2. 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.
    3. 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.
  3. 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.
  4. Always keep any four or below, and unless there's a good reason, keep five's as well.
    1. 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.
    2. 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.
    3. 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.
  5. 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.

  1. 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).
  2. 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.
  3. 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.
  4. 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.
  5. 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. ;)

  1. Be prepared for seekers. Everyone knows that the only safe lead is a Jack of Spades or lower. So they often go with that.
  2. 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 ;)
  3. Get rid of a suite if you haven't already. This is usually not hard.
    1. 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.
    2. 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,

  1. Get rid of your high Hearts on non-heart leads.
  2. Keep away from the lead in the latter stages.
  3. Low Hearts are a fairly common lead.
  4. 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.
  5. 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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