Difference between revisions of "Spades"
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Spades is a trick-taking game for four players, who are divided into two teams of two players, and is played with a standard pack of 52 cards. The game is divided into a series of rounds, with 13 tricks to be won each round. The objective is for one team to reach (or exceed) the ''play to'' table creation variable. The game will also end if either team's score becomes equal to or lower than the negative of this value. When the game ends, the team with the higher score wins. | Spades is a trick-taking game for four players, who are divided into two teams of two players, and is played with a standard pack of 52 cards. The game is divided into a series of rounds, with 13 tricks to be won each round. The objective is for one team to reach (or exceed) the ''play to'' table creation variable. The game will also end if either team's score becomes equal to or lower than the negative of this value. When the game ends, the team with the higher score wins. | ||
− | Players in a game of Spades are commonly referred to using the [[Wikipedia:cardinal directions|cardinal directions]]; the rightmost player is known as "East", and proceeding clock-wise the others are known as "South", "West", and | + | Players in a game of Spades are commonly referred to using the [[Wikipedia:cardinal directions|cardinal directions]]; the rightmost player is known as "East", and proceeding clock-wise the others are known as "South", "West", and "North". However the table view is rotated for each player so that they appear to be playing from South's position. |
+ | {{Clear}} | ||
=== Bidding and contracts === | === Bidding and contracts === | ||
− | Each player is dealt 13 cards at the beginning of each round. | + | [[Image:Spades_select_bid.png|frame|right|A player bids on how many tricks he or she expects to take. Note that while they may bid nil (0), it is not possible for them to nil successfully with this hand.]] |
+ | Each player is dealt 13 cards at the beginning of each round. In the very first round, the player occupying the leftmost seat of the table bids first. In subsequent rounds, the first bid of that round passes clockwise around the table. A player's bid reflects the number of tricks they expect to win. A player may bid anywhere from Nil (0) to 13, but the second bidder in a team cannot make a bid such that the sum of the team's members' bids would exceed 13. This total is known as a team's ''contract''. | ||
If a team's overall score is lower than or equal to the other team's score minus 100 points, that team has the opportunity to bid blind nil, worth twice as much as a standard nil. Note that it is only possible for one team to blind nil at a time, and only one player from that team may blind nil. When bidding, initially both teams' cards are hidden. The first team member to bid has the options of revealing the cards or bidding blind nil. If they opt to blind nil, both team members' cards are revealed, and the second team member loses the option to blind nil. If the first player opts to show cards, they may make an ordinary bid. In this case the second player may choose between bidding blind nil or showing their cards (and making an ordinary bid). | If a team's overall score is lower than or equal to the other team's score minus 100 points, that team has the opportunity to bid blind nil, worth twice as much as a standard nil. Note that it is only possible for one team to blind nil at a time, and only one player from that team may blind nil. When bidding, initially both teams' cards are hidden. The first team member to bid has the options of revealing the cards or bidding blind nil. If they opt to blind nil, both team members' cards are revealed, and the second team member loses the option to blind nil. If the first player opts to show cards, they may make an ordinary bid. In this case the second player may choose between bidding blind nil or showing their cards (and making an ordinary bid). | ||
If a team member has bid blind nil, they must exchange a further two cards with their partner before the round commences. Typically, the objective of the pass is to increase the likelihood of the blind nil bid succeeding. Opponents cannot see which cards are being swapped. | If a team member has bid blind nil, they must exchange a further two cards with their partner before the round commences. Typically, the objective of the pass is to increase the likelihood of the blind nil bid succeeding. Opponents cannot see which cards are being swapped. | ||
+ | {{Clear}} | ||
=== Tricks and rounds === | === Tricks and rounds === | ||
− | A trick is a set of four cards, one played by each player. A round is a set of 13 tricks, thus in each round all of the 52 cards are played. Play revolves in a clock-wise fashion after all bids have been made, beginning with the player who had bid first. This player puts down the first card of the trick, or ''leads''<nowiki>*</nowiki>. Tricks work according to standard trick taking rules - a player must put down a card of the same suit if they can (or ''follow suit'') but are otherwise free to play any card. The highest card of the led suit will win the trick, unless a spade card is present in which case the highest spade (''trump'') card will win the trick. The winner of the previous trick now leads the next one until all 13 tricks have been taken, after which the round is over and team scores are totalled up. | + | [[Image:Spades_trick.png|right|frame|A typical spades trick. South has led with the 4 of clubs. North wins the trick with the Jack of spades.]] |
+ | A trick is a set of four cards, one played by each player. A round is a set of 13 tricks, thus in each round all of the 52 cards are played. Play revolves in a clock-wise fashion after all bids have been made, beginning with the player who had bid first that round. This player puts down the first card of the trick, or ''leads''<nowiki>*</nowiki>. Tricks work according to standard trick taking rules - a player must put down a card of the same suit if they can (or ''follow suit'') but are otherwise free to play any card. The highest card of the led suit will win the trick, unless a spade card is present in which case the highest spade (''trump'') card will win the trick. The winner of the previous trick now leads the next one. This repeats until all 13 tricks have been taken, after which the round is over and team scores are totalled up. | ||
+ | |||
+ | Each player has a limited time to choose a card and play it. If they do not play it before the hourglass runs out then a random card is automatically played for them. Players who continue to take a long time to choose cards have their time limit reduced in order to speed up play. | ||
<nowiki>*</nowiki>Note that spade cards must have been played previously (''broken'') before they can be led, or the player must have nothing but spade cards in his or her hand. | <nowiki>*</nowiki>Note that spade cards must have been played previously (''broken'') before they can be led, or the player must have nothing but spade cards in his or her hand. | ||
+ | {{Clear}} | ||
=== Scoring points === | === Scoring points === | ||
+ | [[Image:Spades_scores.png|frame|right|A breakdown of scores after a round. Nil and blind nil bids are counted first, followed by contract bids. Overtricks are then calculated, and finally any sandbagging is accounted for. The amount by which the teams' scores change is the sum of these subscores.]] | ||
After a round has been completed, points are added and deducted from the teams' overall scores. Points depend on whether contracts have been made, whether nils and/or blind nils have been made or failed, and the number of overtricks which the team has taken. | After a round has been completed, points are added and deducted from the teams' overall scores. Points depend on whether contracts have been made, whether nils and/or blind nils have been made or failed, and the number of overtricks which the team has taken. | ||
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* Team 1 loses 50 points for the failed nil, and gains 30 points for successfully meeting the contract. 2 points are added for the 2 overtricks. This gives a total of <tt>153-50+30+2</tt> which gives a score of 135 at the end of that round. | * Team 1 loses 50 points for the failed nil, and gains 30 points for successfully meeting the contract. 2 points are added for the 2 overtricks. This gives a total of <tt>153-50+30+2</tt> which gives a score of 135 at the end of that round. | ||
* Team 2 gains 100 points for the successful blind nil, and gains 50 points for successfully meeting the contract. 3 points are also added for the 3 overtricks that were taken. Since the number of overtricks is <tt>8+3</tt> which is greater than 10, Team 2 must also lose 100 points for sandbagging. This gives a total of <tt>28+100+50+3-100</tt> which gives a score of 81 at the end of that round. | * Team 2 gains 100 points for the successful blind nil, and gains 50 points for successfully meeting the contract. 3 points are also added for the 3 overtricks that were taken. Since the number of overtricks is <tt>8+3</tt> which is greater than 10, Team 2 must also lose 100 points for sandbagging. This gives a total of <tt>28+100+50+3-100</tt> which gives a score of 81 at the end of that round. | ||
+ | {{Clear}} | ||
=== Winning === | === Winning === | ||
+ | [[Image:Spades_winning.png|thumb|250px|right|Once a team reaches the score limit displayed (top, center) the game ends.]] | ||
The game ends as soon as one or more teams reach the score limit specified by the table creator, or when one or more teams reach the negative of the score limit. The team with the highest score wins the game. If a wager has been placed on the outcome of the game, the two winning players' [[Pieces of Eight]] will be refunded and the losing team's wager will be split equally between the winning players. Players' [[standings]] may increase or decrease, and their [[experience]] ranking may also increase. | The game ends as soon as one or more teams reach the score limit specified by the table creator, or when one or more teams reach the negative of the score limit. The team with the highest score wins the game. If a wager has been placed on the outcome of the game, the two winning players' [[Pieces of Eight]] will be refunded and the losing team's wager will be split equally between the winning players. Players' [[standings]] may increase or decrease, and their [[experience]] ranking may also increase. | ||
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=== Leaving the game === | === Leaving the game === | ||
Players are booted from Spades if they [[disconnect]], log off, or are forced out of the game by another puzzle starting. Additionally, players may leave the Spades table at any time by clicking the "dismiss" button. If a player leaves, that player's team forfeits and loses the game automatically. In Spades, unlike [[Hearts]], there are no [[NPP]]s which can take the place of absent players on the table. A player who leaves the table for any reason forfeits all PoE on the table, and his or her standing may decrease as a result of leaving. | Players are booted from Spades if they [[disconnect]], log off, or are forced out of the game by another puzzle starting. Additionally, players may leave the Spades table at any time by clicking the "dismiss" button. If a player leaves, that player's team forfeits and loses the game automatically. In Spades, unlike [[Hearts]], there are no [[NPP]]s which can take the place of absent players on the table. A player who leaves the table for any reason forfeits all PoE on the table, and his or her standing may decrease as a result of leaving. | ||
+ | {{Clear}} | ||
== Basic bidding strategy == | == Basic bidding strategy == | ||
− | |||
Bidding is the core skill to spades. The basics of counting winners is intuitive to anyone who has played a card game before. However, bidding correctly every time requires many hours of play and recognizing the many subtleties to reading hands. | Bidding is the core skill to spades. The basics of counting winners is intuitive to anyone who has played a card game before. However, bidding correctly every time requires many hours of play and recognizing the many subtleties to reading hands. | ||
Revision as of 20:14, 1 January 2014
Spades is a card game with trick-taking and bidding played by two teams of two players each. It is one of three card games available at a parlor games table, and can also be played at a patron's card table or a Hearts table. It is free to play two days a week.
Contents
[hide]Background
Spades is a trick-taking game, having evolved directly from Bid Whist and Contract Bridge. The major difference between Spades and its ancestors is the set trump suit of Spades (hence the name). Spades was developed in Ohio, United States, in the 1930s. It gained in popularity during World War II due to it being a game that soldiers could play quickly during breaks between the fighting. It is still popular to this day in colleges and universities as well as break-rooms in factories all over the U.S. With the advent of online play, Spades has become a popular card game around the world.
Setting up the game
As with all parlor games, entry can be restricted to players within a certain standing range, and/or restricted to pirates in the same scene only. Watching may be enabled or disabled, and an optional wager on the outcome of the game can be set.
The creator can control 1 additional variable at the table:
Play to
The game continues until at least one team's score has reached the score specified here. Additionally, the game ends when a team reaches the negative of this value (in which case that team loses immediately).
- 200
- 250
- 300
- 500
- 1000
Note: 500 point games are the standard for any professional or competitive Spades games and tournaments. However, many players in Y!PP choose to play to 300 points more frequently since games with higher score limits can take longer.
Gameplay
13 cards of the spades suit, ranked from 2 (low) to Ace (high). |
Spades is a trick-taking game for four players, who are divided into two teams of two players, and is played with a standard pack of 52 cards. The game is divided into a series of rounds, with 13 tricks to be won each round. The objective is for one team to reach (or exceed) the play to table creation variable. The game will also end if either team's score becomes equal to or lower than the negative of this value. When the game ends, the team with the higher score wins.
Players in a game of Spades are commonly referred to using the cardinal directions; the rightmost player is known as "East", and proceeding clock-wise the others are known as "South", "West", and "North". However the table view is rotated for each player so that they appear to be playing from South's position.
Bidding and contracts
Each player is dealt 13 cards at the beginning of each round. In the very first round, the player occupying the leftmost seat of the table bids first. In subsequent rounds, the first bid of that round passes clockwise around the table. A player's bid reflects the number of tricks they expect to win. A player may bid anywhere from Nil (0) to 13, but the second bidder in a team cannot make a bid such that the sum of the team's members' bids would exceed 13. This total is known as a team's contract.
If a team's overall score is lower than or equal to the other team's score minus 100 points, that team has the opportunity to bid blind nil, worth twice as much as a standard nil. Note that it is only possible for one team to blind nil at a time, and only one player from that team may blind nil. When bidding, initially both teams' cards are hidden. The first team member to bid has the options of revealing the cards or bidding blind nil. If they opt to blind nil, both team members' cards are revealed, and the second team member loses the option to blind nil. If the first player opts to show cards, they may make an ordinary bid. In this case the second player may choose between bidding blind nil or showing their cards (and making an ordinary bid).
If a team member has bid blind nil, they must exchange a further two cards with their partner before the round commences. Typically, the objective of the pass is to increase the likelihood of the blind nil bid succeeding. Opponents cannot see which cards are being swapped.
Tricks and rounds
A trick is a set of four cards, one played by each player. A round is a set of 13 tricks, thus in each round all of the 52 cards are played. Play revolves in a clock-wise fashion after all bids have been made, beginning with the player who had bid first that round. This player puts down the first card of the trick, or leads*. Tricks work according to standard trick taking rules - a player must put down a card of the same suit if they can (or follow suit) but are otherwise free to play any card. The highest card of the led suit will win the trick, unless a spade card is present in which case the highest spade (trump) card will win the trick. The winner of the previous trick now leads the next one. This repeats until all 13 tricks have been taken, after which the round is over and team scores are totalled up.
Each player has a limited time to choose a card and play it. If they do not play it before the hourglass runs out then a random card is automatically played for them. Players who continue to take a long time to choose cards have their time limit reduced in order to speed up play.
*Note that spade cards must have been played previously (broken) before they can be led, or the player must have nothing but spade cards in his or her hand.
Scoring points
After a round has been completed, points are added and deducted from the teams' overall scores. Points depend on whether contracts have been made, whether nils and/or blind nils have been made or failed, and the number of overtricks which the team has taken.
Contract scoring
Each trick a team member wins counts towards their team contract. The exception to this is if a player has bid nil, in which case the trick will fail the nil but not contribute to the contract. A team that reaches its contract receives 10 times its contract in points - So a successful team bid of 7 will garner that team 70 points.
If a team fails to reach its contract, known as having been set, they lose the number of points they would have earned for a successful contract.
Nil and blind nil scoring
A player that successfully makes a nil bid will score 50 points for the team. A player that fails to make a nil bid loses 50 points for the team. Similarly, a successful blind nil is worth 100 points, and a failed blind nil loses 100 points for the team.
Overtricks
If a team takes more tricks than they bid, they receive overtricks (also known as sandbags, or just bags). The number of overtricks awarded to that team is the difference between the number of tricks taken and the contract. For instance, if 10 tricks were taken and the contract were 7, then 3 overtricks would have been awarded. Each overtrick adds one point to the team's score. A team loses 100 points for every multiple of 10 overtricks they take above 0, known as sandbagging. This becomes a net loss of (10*1)-100 = 90 points. Since overtricks are added to the score, they can accumulate across multiple rounds.
Note that tricks taken by nil and blind nil bidders do not count as overtricks in this Spades variant.
Scoring example
The scenario is as follows:
- Team 1 has 153 points. West has failed a nil. East has successfully made his team contract (also his bid) of 3 tricks, and took 2 overtricks.
- Team 2 has 28 points. North has successfully made a blind nil. South successfully made his team contract (also his bid) of 5 tricks, and took 3 overtricks.
The points add up as follows:
- Team 1 loses 50 points for the failed nil, and gains 30 points for successfully meeting the contract. 2 points are added for the 2 overtricks. This gives a total of 153-50+30+2 which gives a score of 135 at the end of that round.
- Team 2 gains 100 points for the successful blind nil, and gains 50 points for successfully meeting the contract. 3 points are also added for the 3 overtricks that were taken. Since the number of overtricks is 8+3 which is greater than 10, Team 2 must also lose 100 points for sandbagging. This gives a total of 28+100+50+3-100 which gives a score of 81 at the end of that round.
Winning
The game ends as soon as one or more teams reach the score limit specified by the table creator, or when one or more teams reach the negative of the score limit. The team with the highest score wins the game. If a wager has been placed on the outcome of the game, the two winning players' Pieces of Eight will be refunded and the losing team's wager will be split equally between the winning players. Players' standings may increase or decrease, and their experience ranking may also increase.
Rematches
Players may vote for a rematch at the end of the game, provided they can meet the required wager. Note that players do not have to meet standing requirements for rematches if their standings have changed. A vote of 100% (all four players) is required to begin a rematch.
Leaving the game
Players are booted from Spades if they disconnect, log off, or are forced out of the game by another puzzle starting. Additionally, players may leave the Spades table at any time by clicking the "dismiss" button. If a player leaves, that player's team forfeits and loses the game automatically. In Spades, unlike Hearts, there are no NPPs which can take the place of absent players on the table. A player who leaves the table for any reason forfeits all PoE on the table, and his or her standing may decrease as a result of leaving.
Basic bidding strategy
Bidding is the core skill to spades. The basics of counting winners is intuitive to anyone who has played a card game before. However, bidding correctly every time requires many hours of play and recognizing the many subtleties to reading hands.
Counting
This is the basic strategy to bidding and will yield you fairly accurate results. Counting is when you look at your hand in a vacuum and count how many high cards you have.
Here we count the honors in our hand: one Ace, two Kings and one Queen. By counting winners only, we would make a bid of 4. However, counting Queens is usually not a good idea. With 1 or 2 cards in the suit, your Queen is likely to be overtaken. With more, it is likely to be ruffed (trumped).
Trump
In Spades, there is one suit that is more powerful than all others: Spades. When spades are played in a trick (either lead or off suit) the highest spade will win. This means that a lowly deuce of spades will take out someone's non-spade Ace. Many times, your hand will have no honors (therefore a 0 by straight counting) but will have enough trump to warrant a bid.
http://img.photobucket.com/albums/v140/Arethi/Game3Hand7.gif
By counting only, we have 4 tricks. But we're going to take our strategy to the next level and consider what trump we and other people have. A good rule of thumb is to only bid Aces and Kings. Very often, a player will be short suited and trump on the third lead of a suit, turning your winner Q into a loser. So we're tossing that trick out of the window. We only have one Ace though, this means that every subsequent play of Diamonds can be won with a trump. So we'll add 1 to our bid, since we can ruff subsequent diamonds. 2 tricks would be risky, as we do not want to ruff our partner's K or Q. This gives us a grand total of 4 to bid on this hand.
Suit length
Analyzing the number of cards you have in each suit will help you bid much more accurately and, in many circumstances, will keep you from being set or allow you to ruff your opponent into a set. On the most basic strategy level, length in a suit increases the chance of another person being short or void in that corresponding suit. This would lead to a devaluing of your Honor cards. While having K, A in the same suit will usually garner 2 tricks, having 2, 3, 6, 10, K, A will often times garner one trick before trump is played. As a rule of thumb, don't bid K's when you have 5 or more in that suit. Always bid Aces.
The exception to this is spades, of course -- the longer you are in spades the better. Having no cards in a non-trump suit makes your spades stronger as well, since you can trump on any trick played in that suit. Conversely, a "balanced hand", with at least three cards in it of every suit, is weak because it your opportunities for playing trumps are limited. As a rule of thumb, you can bid one trick for every spade over your first three. So if you have five spades, add two to your bid.
Advanced players use an imbalance in one or more suits to their advantage. For example:
http://img.photobucket.com/albums/v140/Arethi/Game1Hand1.gif
In this hand I am short in two suits, have an average distribution in one and am long in another. Also, I notice my opponent's bid: 1. A bid of 1 usually means they hold an Honor spade or an Ace with no ducking room. We can also assume that she is short on spades, having no more than 2 spades (2 spades of any value + an honor results in a minimum bid of 2). This means that there are most likely 8 spades distributed between the other two bidders, with only one honor among them (We hold 2 and the player to our right likely holds one). With our shortness in 2 suits, and disproportionate power in Spades, we bid 4, expecting to hit a ruff. The result of the hand was a 8-4 contract with my partner and I taking 10 because Marthe was void in Hearts and cashed in on each of her spades.
As you can see, overbidding a long-suit can be just as tactically sound as under-bidding one. Remember to read all of the signs available to you and maximize your point earning!
Nil
The Nil, the only bid that can have entire books devoted to it. The strategy and choosing of this bid often makes or breaks the winners. In professional play, the bid is valued at 100 points, however here on Y!PP it is valued at 50.
Playing nils is the exact opposite of how you play a regular bid. The object of a nil is to not take any tricks. By taking no tricks, you are awarded with a nice score. In fact, the score is so nice that many players choose to Nil in lieu of a 1 or 2 bid. However, finding a nil out of a 2 bid is a risky proposition, and only experienced players should go for it.
Nils are most successful when you have no honor cards. However, there are a multitude of situations where having honor cards is not a factor. If you have 3 or more low or mid cards in addition to your honors, then you will likely survive the bid. If you are void or short in a suit, you will likely have a chance to sluff the honors on the off suit.
Many biddable hands can be made into nils, I have found it more useful when deciding to nil to look for things that will break the bid:
- You have 4 or more spades.
- You have the A or K of spades.
- You have a solo honor card in any suit
If your hand lacks any of those, then it is possible to nil. It is up to the player to decide if the risk is worth the reward.
Blind nil
Blind nil is similar to normal nil. The exceptions are:
- You can only bid blind nil when you are at least 100 points down.
- You do not see what cards you have before making your bid.
- After bidding blind nil, you and your partner will swap two cards. This will allow you to drop any sure winners (such as the Ace of Spades), and improve your chances of making the bid.
A successful blind nil scores 100 points. A failed blind nil will subtract 100 points. It is therefore generally a good idea to bid it when possible. It is very rare for a Blind Nil to fail.
Bidding blind nil when two or three other players have made very low bids can be risky. Somebody has to have the high cards and that person is probably you! If most of the honor cards are in your hidden hand, even the ability to trade two cards may not save you.
Covering a nil
If your partner has declared a Nil bid, the responsibility is on you to see it through! Nil hands are generally very easy to play. Covering a nil is much tougher. Some tips:
- Your main responsibility on the hand is to make sure your partner makes their nil bid. Don't worry about your bid (Unless it is 5+), bags, or the opponent's bid.
- When you are leading, play as high as possible so that your partner can toss cards underneath. Play leads from your strongest suit, as well. For example: if you have the A-2 of diamonds and the Q-10-9-6 of clubs, it is often a better idea to lead the queen and save the Ace for a diamond lead by your opponents.
- PAY ATTENTION to what your partner plays! Know when they've gone out of a suit so that you can lead that suit and let them discard high cards of another suit. Also, pay attention to their highest card in a suit. If you lead the Ace of hearts and they play an 8 of hearts underneath it, that implies that you can safely lead anything from a King through a 7 in hearts.
- Let your opponents do the heavy lifting, whenever possible. There are times when you will want to play high to take the lead, but for the most part, whenever your opponents cover your partner, take that opportunity to throw away your lowest card in that suit so you don't get stuck playing it later. Many a nil has been broken by a partner who did not take the opportunity to rid himself of a 2 and then was later forced to lead it.
- Save your spades, if possible, for situations where your partner is stuck with the high card in a suit that you do not have any of yourself.
Playing against a nil
It is important to know how to cover your partner when they bid Nil, but it is just as important to know how to play against a Nil to give you the maximum chance of setting them. Most of the times, it is the opponents who give the Nil bidder the Nil by poor play. There are 2 ways to play when playing against a Nil:
- Setting the Nil
- Setting the covering bid
When trying to set a Nil, the overall bid should be at most 11. Play low if possible before the Nil bidder, and as high as possible after, unless the Nil bidder plays a high card (8+) in which case duck with as high a card as possible. Look at what the Nil bidder discards. If after an A the discard is a K, then remember to lead that suit whenever possible. However, if after an A the discard is low, try to avoid the suit. Also, if after a few tricks the A or K hasn't come down, chances are the Nil bidder has it, in which case lead the suit!
If your partnership thinks the Nil bidder has a few spades, or 1-2 high spades, you should be ruffing as high as possible whenever possible, unless the Nil bidder can play a spade after you. This would leave the Nil bidder's partner unable to ruff without putting the Nil bid in serious risk.
When trying to set the covering bid, it is important to remember that you normally need to switch to setting the Nil halfway in the hand. This strategy should be done with bids totalling 10 or more, as you do not want to bag too much. Also, with a covering bid of 1 or 2, this strategy isn't the best.
Lead with middle cards, such as Jacks and 10s, which you did not plan on winning with. This is especially true when going before the covering player. If the card is able to run (The covering bidder would not know whether to go over it, risking the nil, or duck, risking the bid) then carry on. This will get you the extra trick or 2 to set the bid. Since Nils are only 50 points here, the set is worth a lot more, since a high bid means the Nil bidder most likely has a very easy Nil. If, however, the card gets overtaken, try and set the Nil unless the Nil bidder has no high cards in the suit.
Awareness of your partner
If your partner bids before you do, make sure and consider their bid when making yours. For example, if your partner has bid eight tricks, they have an exceptionally good hand, and are probably counting on winning tricks that you might also be counting on winning. Lower your bid.
Likewise, if your partner bids blind nil, raise your bid by one or two tricks to account for the cards coming your way. Indeed, if your partner bids nil at all, generally it's a good idea to inflate your bid a bit since your opponents will likely try and "break" their nil, allowing you to win tricks with cards that normally wouldn't generate any points, if you play it properly.
Advanced strategy
Play for the set
Beginning players, in general, worry about two things: making their bid and avoiding bags. Obviously, both of those are good things to do, but it leads to a very passive, defensive style of play.
More experienced players will aim to set their opponents whenever possible. The rationale is simple: if your opponents have bid even a low 5 tricks, setting them costs them 100 points (the 50 they would have made and the 50 they will be docked for the set). As you can see, almost any amount of overtricks, even at an eventual cost of 9 points apiece, will be worth it to make the set.
Even though a set is worth its weight (and more) in overtricks, though, in practice, sets should only be attempted when the total number of tricks bid on the table is 11 or more. In that case, aim to take every trick you can and only start avoiding bags when it is guaranteed that both you and your opponents will make their bid.
Avoiding bags
This is a very obvious strategy. Since bags cost 9 points each (10 bags means 10 points gained, 100 lost), it should be obvious that these should be avoided. However, in most Spades games to around 300, there will not be enough hands for you to be bagged, therefore, in all hands with 11 or more tricks bid, go for the set! Extra bags generally mean extra points, resulting in 1 less trick to win the game. It is only when playing to 500+ that avoiding bags would be a good idea.
Avoiding bags sounds simple, but is much harder in practice. What if you don't make your bid? The general principle is to duck everything, and playing the highest card possible when your partner would win a trick. It is still VERY IMPORTANT that you make your bid! Bagging would cost you 100 points, at most once per 500 point game (If you get bagged more, consider learning how to bid better). Getting set for most hands would cost close to, or more than that. Therefore, if you are not sure if you will make your bid, get it first then discard. Experience will teach a lot more: when to discard winners before making the bid, when to play high because your partner is likely to have to take the trick anyway.
"Crossfire"
A "crossfire", also known as a "crossruff", is a lucky break when you and your partner have each run out of a different suit early in the hand. Lead the suit your partner is out of, and he can take the trick with a low spade (that otherwise would not have won a trick). Return the favor by sending your partner a lead in the suit your partner is out of so they can do the same, and repeat the "crossfire" pattern until your opponents are able to stop you! The additional tricks gained by a crossruff will often be enough to set your unlucky opponents!
"Second hand low, third hand high"
Using a spade to take a trick in second position (right after the lead) is rarely a good move. It leaves you open for the third player to take the trick with a higher spade, thus rendering one of your trump cards useless. Unless you know you have a winning card in the suit, it's a good idea to drop a low card in the second seat so that you're not wasting a potential winner that will just be beaten by your opponent.
Conversely, in third position you generally want to play to win the trick unless your partner led an unbeatable card. At best, you take the trick, and at worst, you force the fourth player to blow a high card.
NOT covering a nil
If the opposing team has bid very high, you may be better off breaking the nil.
- Example from actual play: North bid nil and South bid 4. West and East bid a combined 9. During the hand, West and East tried to set North with diamonds. South had run out of diamonds early and had a few spades but chose to not protect his partner.
Why?
South realized that he was very likely to cover the 4 bid but was extremely unlikely to take a fifth trick. Allowing the nil to be broken would deny East and West a crucial trick. He played a heart instead of a spade and his partner's nil was broken. The conserved spade was used to win a later trick.
By the end of the hand, East and West had 8 tricks, North had a broken nil and South had 4 tricks. North and South lost only 10 points (-50 for the broken nil and +40 for the 4 bid) but East and West lost a crushing 90 points. If South had played the hand conventionally, the hand would have been tied 90-90. Deliberately failing to cover the nil yielded a powerful 80 point advantage.
Terminology
- Bags, Overtrick, Overage Point - The number of tricks a team wins over their combined bid.
- Bag Set, Sandbagging - A team accruing 10 bags loses 100 points. Sandbag may also mean to attempt to make the other team sandbag.
- (to) Break Nil - Force an opponent who has bid nil or blind nil to win a trick, typically by leading a low card and forcing them to play a higher one due to lack of other cards in their hand.
- (to) Break Spades - Play a spade as a trump when void in the lead suit.
- (to) Cash In - Use a card to win a trick, especially by ruffing.
- Contract, Team Bid - The combined individual bids of the team.
- Control - After winning a trick, a player is given control. They are allowed to play any suit except spades if it is not broken yet.
- High Cards, Honor Cards - J, Q, K, A.
- Lead Suit - The suit of the first card played in a trick. Players must play a card of the same suit unless they are void.
- Long Suit - 4 or more cards in a given suit.
- Low Cards - 2, 3, 4, 5 and 6.
- Mid Cards - 7, 8, 9, 10.
- Nil - A special bid where a player says they will not win any tricks.
- Nil set - When a Nil bid wins a trick.
- Ruff - To take a trick with a spade when spades were not led.
- Set - When a team does not win the number of tricks it bid.
- Short Suit - 1 or 2 cards in a suit.
- Sluff - To play an unwanted card on an off suit or when it loses to a higher valued card.
- Strong Suit - A large proportion of high cards in a suit.
- Trick - A round of playing, consisting of one card from each of the four players.
- Trump - In trick-taking games, a suit whose cards are higher than any card from a non-trump suit. In spades, the spades suit is always trump, so the highest spade in a trick always wins.
- Winner, Counter - A card that is likely to win a trick.
- Void - Having no cards of a particular suit.
Historical notes
- Spades was introduced with release 2004-11-24
- Private tells between partners were disallowed between partners with release 2004-12-03. This release also brought the ability to watch games, and introduced private tables.
- Watchers were visible in a side-panel with release 2005-01-05.
- The release 2005-02-11 enabled players to configure tables with rating limits.
- Wagers were introduced at the same time as the global purse with release 2005-04-06.
- After release 2005-06-01 experienced Spades players could hold cards in portraits.
- With release 2011-02-22, Spades became accessible via the patron's card table furniture item.
Ultimate list
Cerulean | Emerald | Ice |
---|---|---|
Jade | Meridian | Obsidian |
Opal | ||
Trophies
External/other links
- Commonly discussed ideas from Game Design
- Official game documents
- Wikipedia:Spades
- The Rules of Spades
- Whitefire's Spades-palooza thread
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See also: Tournament |
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