Tarot Strategy

[Translated from various web resources--poorly!]

Defensive Play

The Defense has three times the cards to work with as does the Taker, but the defensive players must coordinate their efforts and work on assumptions, since no one knows what resources are at their disposal. That means each player must evaluate his own hand, and the defender who thinks he has the best of the three hands must take the initiative in play.

In general, the Defense should win the majority of the tricks, not let the Taker control the lead, and not give him free points. Yet these rules are not absolute, and there are many variations in play.

It is important to account for the tarots held, their rank, and the role of the Excuse in order to defend well.

Using these principles, and knowing the content of the Dog, your partners' opening plays will inform you of their hands.

Unless you have one of the following conditions:

you should always return to the last suit led by your partners. Do not worry about sacrificing points; if the strategy succeeds, the Taker's suit will be exhausted, and one may be able to capture even more points.

But on the other hand, if you are taking the defensive lead, be sensitive to the signals sent by your partners and be ready to obey those who disobey.

Know How to Evaluate Hands

Do you have a strong or weak hand?

A strong hand has at least 5 tarots, and one "lock" (at least 5 cards in one suit with two tricks guaranteed).

If a partner opens in a suit which you are short in (fewer than 5 cards), one may suppose he has a long suit of the same type, and vice versa. The Defense must always try to protect its strong hand, at the same time using the best of one's own hand in cooperation.

The Dog has minimal effect on the manner of play, but it is important to remember the number of tarots, their rank, and the point cards in the Dog, even though the Taker is more likely to play according to what is already in his hand.

The Lead

The lead is effective because it limits the number of options the Taker has. It should never be a random decision, but should bring an advantage to the Defense at the same time conveying information to one's partners.

Why lead a tarot?

When should one's opening lead be a tarot?

When should one's opening lead be a suit?

If one opens with a suit card between 1 and 5, this indicates an honor (Q or K) in hand for that suit.

If one opens with a suit card above 5, this indicates a shortfall in that suit, and that one's hand is weak in tarots. Therefore, a weak-handed player cannot announce a lock until after his opening lead.

One must be careful how one announces honors relative to one's position to the Taker.

The Dog has little influence over leads, but in general:

The Course of Play--The Dwarf in Defense

If the player just before the Taker plays a high tarot, this does not necessarily mean that he has the Dwarf, but that he wishes to deprive the Taker of control.

In response to a lead by one's partners of a tarot, to signal you have the Dwarf, do not lead with a tarot yourself.

If you do not have control, you should play tarots in descending order, and your partners should respond by halting tarot leads.

If the Dwarf is "long" in your hand (6th or 7th among tarots), you have a strong hand and should lead from your long suit.

If the Dwarf is "short", you have a weak hand and should lead from a semi-long suit, or you will be trumping soon.

If the Dwarf is "long", it is often pointless to stop playing tarots introduced by your partners, because if they are playing them, they are assuming Protection of the Dwarf.

In response to leads in a suit that the Taker trumps or that is short in your hand, play your cards in descending order, to show you do not like that suit.

The Excuse in Defense

To show the Excuse very quickly gives more information to the Taker rather than to your partners, except in the case where the strong hand started a hunt for the Dwarf, or seeks to exhaust the Taker, because it helps him calculate the distribution of tarots.

The Excuse played in the first round is a strong signal to stop leading with tarots.

An Excuse played on a tarot indicates one has a higher tarot than those played, and/or that one is long in tarots.

An Excuse played on a suit indicates one is long in that suit and alerts one's partners of a possiblity of throwing in points, and/or one is long in tarots, but one cannot trump yet, and/or one wishes to protect one's points in that suit.

Throwing in Points

If you have time, it is preferable to throw in the last card of a suit, which will signal your partners, exhaust your hand of the suit, and when the Taker leads the suit subsequently, will allow you to throw in points.

In the case where the Defense is exhausting the Taker, it is not wise to throw in one of the Taker's absent suits, because it can be used against him as well.

Do not throw in points of a suit that has not been played except in the case where it is very short in your hand.

Throwing in a king of a suit not yet opened signals you have the Queen as well.

"Two for One" Strategy

This is an approach of play that allows the Defense to expend one tarot while the Taker uses two.

Two members of the Defense exhaust a long suit of the Taker quickly, in the hope that the third defender is longer in that suit than the Taker. Then they take turns leading tarots. For example: the Taker is long in hearts and has no clubs. Defenders 1 and 3 have no hearts. Defender 2 does not trump. In this case:

The result is that Defenders 1 and 3 have no more tarots and can throw in points; Defender 2 shares a long suit with the Taker and has only used roughly one-half the tarots expended by the Taker. The Defense controls the play. It steals control from the Taker, forces him to play his tarots and makes use of Defender 2's hearts, which otherwise might have been wasted.

Particular Plays

Offensive Play

The Discard (Ecart) along with the mode of play is one of the most significant factors for the Taker. It often happens that a card set aside or kept in hand decides the contract. There are some guidelines:

 Less than 8 tarots8 to 10 tarots More than 10 tarots
1 Oudler Keep your point cards.
Protect the long suit.
One absent suit max.
Keep your point cards.
Protect the long suit.
Two absent suits possible.
Keep your major point cards. (King-Queen pairs.)
Prefer suits with "locks" over short ones and long suits without honors.
2 Oudlers Keep your point cards.
Protect the long suit.
One absent suit max.
Keep your major point cards.
Protect the long suit.
Keep intermediate point cards.
Two absent suits possible.
Keep the major cards without worrying about the length of suits.
Discard small point cards.
Two or three absent suits possible.
3 Oudlers Keep your major point cards.
Discard intermediate point cards.
Make your second longest suit absent if possible to pass the Dwarf.
   

General rules:

If you have in hand:

Game Plan

The law of symmetry is very important. If you have an irregular hand, one can assume the suits are likewise distributed irregularly in the Defense.

 Strong in PointsWeak in Points In General
Strong in Tarots Exhaust Defense's tarots by playing a sequence of tarots.
But consider playing your odd loser cards so you won't have to throw them in the final tricks.
Lead the Dwarf in the final trick.
Don't use your tarots until you have eliminated your loser cards.
As soon as you have exhausted your long suit, do not hesitate to play tarots.
Eliminate your loser cards in order of priority.
You can play a short suit (singleton or doubleton) to "smoke out" honors.
Weak in Tarots Play long honors first to exhaust the Defense's tarots.
Pay attention to playing the Dwarf at the end under favorable conditions.
Play your long suit.
Trump with the Dwarf as soon as possible.
Pray.
Don't play short suits.

Playing the Dwarf Last

The Dwarf is in a set of 9 Tarots or more...

The Dwarf is in a set of 7 or 8 Tarots...

The Dwarf is in a set of 6 Tarots or fewer...

You decide to play the Dwarf last...

When possible, that is, when you have many and powerful tarots, you must exhaust your long suit by playing the lowest valued cards first, until the number of cards of that suit in the Defense is less than or equal to your point cards and high tarots. (But pay attention to the Excuse.)

When the Defense has no more tarots, you must assure a minimum of tricks taken (for example, by playing average honors, losing a jack to win a knight...)

Hunting the Dwarf

Capturing the Dwarf is easier when you have an oudler in hand.

By eliminating tarots you protect your honor cards from trumping.

Don't destroy your hand in an attempt to hunt down the Dwarf.

With two absent suits and one long suit without honors, and with 6 to 8 tarots, do not try to hunt the Dwarf unless all the tarots are high-value.

With a long suit without honors, avoid playing tarots especially if your ability to catch the Dwarf is doubtful.

With very strong suits, you may find it beneficial to hunt the Dwarf, even in the absence of the major tarots, since you eliminate or reduce the risk of trumped honors.

With a significant succession of hight tarots (16 to 21) and low suits, it is preferable to try to take the Dwarf without exhausting all the Defense's tarots by playing the least high tarot (16) in the hope that the Dwarf is vulnerable.

In order to launch a successful hunt, one must have at least:

Main Play