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:
- the Dwarf is in your hand, and in danger;
- your hand is absolutely stronger than your partners';
- your partners' strategy risks destroying your hand;
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?
- To exhaust the Taker, interrupt his strategy and wrest control from
him.
- To drive out the Dwarf.
- To give one's partners (or oneself) the chance to throw in points.
When should one's opening lead be a tarot?
- When a defender has 7 tarots or more and he is taking charge of
protecting the Dwarf. [A defender is in charge of protecting the Dwarf
when he has one of the 3 highest tarots among 7+ in
hand--thus he may assume his partners are short in tarots,
and if they hold the Dwarf, it is in jeopardy.]
- When the defender has few tarots, to indicate to his partners he has
a "lock" in two suits at least, in order to throw in
indefensible points on a tarot or trick offered by the partners.
In contrast to the previous case, this player will not be
in charge of protecting the Dwarf.
- Leading an odd-numbered tarot less than 10 announces a hand of
7 tarots or more; leading an even-numbered tarot less than 10
announces fewer than 7 tarots.
But: If a defender cannot protect the Dwarf, and the strong
hand has not been clearly indicated, it is hazardous
for him to lead a tarot, especially if he has 7 tarots or more.
- Thus if a defender opens with a low, even-numbered tarot, his partners
know:
- He possesses fewer than 7 tarots, and
- he possesses one of the 3 highest among them, and
- he has a lock in 2 suits.
- If a defender opens with a low, odd-numbered tarot, they know:
- He possesses at least 7 tarots, and
- he possesses one of the 3 highest among them, and
- he has a lock in one or more suits.
When should one's opening lead be a suit?
- If one has a strong hand. One generally opens in one's longest suit
in order to discover the Taker's absent suits and to improve
one's balance with tarots. The king as first lead is not
obligatory--it depends on the length of the suit.
If the suit is very long, one may hope to run the
gamut, exhausting the Taker before the king is played. (A king in sixth
place or greater.)
To lead the king from a long suit permits you to retain control
if the Taker has cards in that suit. If the Taker trumps, it is not a
loss, since a primary goal of the Defense is to discover the Taker's
absent suits.
- If one has a weak hand. One generally opens in a short suit
in order to:
- protect the Defense's strong hand;
- protect the Dwarf in Defense;
- go absent in a suit rapidly, thereafter to exhaust
one's tarots. If one hasn't any more tarots, one may
throw in point cards when one's partners claim a trick.
- Lead with a king from a short suit (3rd in the suit or less) because
it cannot be defended, and you may find the Taker is absent in that suit.
If played in the first turn, it is likely to claim a singleton from the
Taker, thus retaining control.
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 Taker will likely play tarots when there are 3 or more tarots
in the Dog.
- The Taker will likely play a suit if there are 3 or more of that suit
in the Dog.
- The Taker will likely play a suit if its king is in the Dog.
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:
- Defender 3 plays a tarot; Defender 2 wins the trick.
- Defender 2 plays a tarot; Defender 1 wins the trick.
- Defender 1 plays a club; the Taker trumps it.
- The Taker plays a heart; Defender 1 is out of tarots, and discards;
Defender 2 plays a heart; Defender 3 trumps.
- Defender 3 plays a tarot; Defender 2 wins the trick.
- Defender 2 plays a club; the Taker trumps it.
- Etc.
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
- The Excuse on the first turn where tarots are led
is an absolute request to stop; a Defender who leads subsequently
will only play the highest tarot.
- The Excuse on a suit trick is a request to stop, in order to
protect the king.
- The earlier the Excuse appears in defensive play, the more
smoothly play will proceed.
- It is important not to let the Taker play the Excuse "free of
charge" since the contract depends on it.
- A defender who plays before the Taker should avoid playing a
lesser card in a suit where he holds the king, lest the Taker later
can trump it.
- A player who trumps ahead of the Taker, if overtrumping, must do so
with his highest tarot, thus possibly saving the Defense from expending
another high tarot.
- As soon as the Dwarf is played it is often a good idea to play
tarots again and especially to play "2 for 1".
- In a trick led with a tarot, if you play before the Taker and have the
Excuse, the 19 and the 20 of tarot, it is a good idea to play the 20,
which will force out the 21, if the Taker has it, and will deny him
good use of it.
- If you are very short in tarots, divest yourself of the high tarots,
to avoid trumping up to your hand when you cannot continue the strategy.
- If you have honors in short suits, it is useful if you play in front
of the Taker to use them. That will oblige him to trump or to give up
the trick on a singleton.
- In a contract "without or against the Dog", if you have at least
6 tarots, don't hesitate to play a tarot.
- A partner who plays tarots in descending order is in trouble. Avoid
leading tarots unless you possess the highest one.
- If you have the Dwarf and at least 5 other tarots (with high-ranking
tarots), defend it yourself, and find the Taker's absent suits--you
will be more effective on your own.
- A defender should never lead in a suit previously led by the Taker,
unless it will be trumped.
- Sometimes you will be obliged to open an entirely new suit;
do not hesitate and announce your play per the rules of opening leads.
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 tarots | 8 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:
- A long suit should be preserved whole (if 8+ tarots).
- Give priority to the long suit with the most cards.
- If two suits are equally long, save the one with the stronger
honors (if 8+ tarots).
- It is essential to have absent suits if one has the Dwarf.
- With four kings make a singleton of a king.
- Discarding a six-card suit to make it absent is excellent because
the Defense has 8 cards of that suit and it protects one's tarots,
BUT this should not be done to save the Dwarf.
- Without enough high cards in a long suit to control play, it is
preferable to discard certain long honors and preserve those in short suits.
- An isolated honor with little chance of taking a trick is better off in
the discard.
- In contrast, 2 or 3 honors in sequence will be able to carry tricks.
- When one is obliged to keep a singleton, choose a suit which has
an honor, especially if that honor was in the Dog.
- A doubleton is preferable to two singletons.
- When you have a long sequence of high tarots, with 2 oudlers in hand,
and you wish to take the Dwarf from the Defense, it may be beneficial
to eliminate a secondary long suit to avoid the Defense playing it
as a winning trump.
- Keep a singleton if there is no better option.
- When you expose two absent suits, it is better to use the Dwarf
in response to the second suit.
If you have in hand:
- King and Queen in a suit of 5 or 6: One has a very good chance
of taking two tricks, and therefore one keeps the Queen. Above this number,
if one cannot exhaust the tarots, one should discard the Queen.
- Queen and Knight: in general both are kept when they are part of
a suit with 5 or 6 cards. In the case of a shorter suit, it depends;
if one needs to keep control in that suit, they should be retained,
if not, one can keep the knight, but if you need guaranteed points,
discard both.
- Queen in a suit of 3 or 4: usually you will want to discard the Queen.
- King, Queen, Knight in a suit of 7 or 8: if you have tarots in similar
number, it is necessary to keep all three to close play sfter exhaustion of
the tarots. If you are weak in tarots, discard the Queen and Knight.
- King, Queen, Knight in a suit of 5 or 6: discard the Queen and keep
the other two. Exception: if the Taker has a good hand, with enough tarots
to purge all the tarots of the Defense (a minimum of 8 and only one
absent suit) then the Queen may stay.
- King and Knight: a classic dead end if both are kept--but don't
discard the Knight if it's impractical.
- Queen and Jack, or Knight and Jack: save them in a long suit
to take the final tricks,
and in case it is necessary to regain control.
- Jack and 10: don't save them in the hope of winning tricks unless
there is no other option.
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 Points | Weak 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...
- Play tarots when you have strong suits.
- If your tarots are weak, play a few midrange tarots (12 to 14)
to force out the Defense's major tarots.
- Don't play tarots if your suits are weak or you have a suit without
honors.
- Play tarots only after your long suit is depleted.
- If the Defense is hunting for the Dwarf, play a weak tarot.
The Dwarf is in a set of 7 or 8 Tarots...
- Don't play tarots unless you have 6 or 7 major tarots and a full
long suit.
- With strong tarots, play the weakest suit in response to
the Defense hunting the Dwarf.
- Play your strong suit when the Defense is out of tarots.
- With weak tarots, play your long suit, king first.
The Dwarf is in a set of 6 Tarots or fewer...
- It is possible to save the Dwarf with a long, strong suit and
the three highest tarots to block a chase and regain control.
- With 3 oudlers in hand, 6 tarots can preserve the contract using
the two certain oudlers.
You decide to play the Dwarf last...
- Even with 10 tarots you must remain vigilant to unfavorable
distributions.
- It is often desirable to play one or two tarots to clarify the
situation and to detect a lopsided distribution.
- In the event of overtrumping, it is necessary to play a 15 or 16
tarot as soon as possible to limit future attempts.
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:
- (with 7 tarots in hand): the five highest tarots;
- (with 8 or 9 tarots): the four highest tarots + 16;
- (with 10 tarots): the four highest tarots;
- (with 11 [12] tarots): the three highest + 17 [or 16, 15];
- (with 13 or 14 tarots): the three highest;
- (with 15 [16] tarots): the two highest + 18 [or 17, 16];
- (with 17 tarots): the two highest;
- (with 18 tarots): 21.
Main Play
- If you have a long suit with 5 or 6 cards including the king,
play the king first and continue in that suit from weakest card
to strongest until it is exhausted.
- If you have a long suit with 5 or 6 cards including both king
and queen, play king then queen [except if the knight was played
on the king's trick or it was trumped], then the lesser cards.
- If you have a long suit with 5 or 6 cards including the king, knight
and jack, play the king, then the jack [except if the queen was played
on the king's trick or it was trumped], then the small cards,
saving the knight for
when the Defense's tarots are gone.
- If you have a long suit with 7 or 8 cards including the king,
play the king and then the small cards.
- If you have a long suit with 7 or 8 cards including the king and queen,
play the queen and the small cards, keeping the king for when the
Defense's tarots are exhausted. But: if your tarots are short, play the
king then queen [except if the knight was played on the king's trick or
it was trumped].
- If you have a suit of 5 or more cards without the king but with the
queen and knight, play the knight, then the queen [except if the knight
were trumped].
- If you have a suit of 7 or more without the king but with the queen
and knight, play the knight then small cards, saving the queen for when the
Defense's assets are exhausted.
- Toward the end, when the defenders have no more tarots to play,
in order to play a queen-knight-jack-10 sequence, you should play the
queen or the knight over the jack or the 10 to be sure that the king falls
while the other defenders still have cards in that color and so they will
not throw in points.
- Beginner's mistake: Don't play your isolated kings; save them to regain
control of the hand.