| Three-handed Hearts -- a challenging game A very fine variation of the game of Hearts is called "Trio.” There are those instances when a fourth player is just not available, and the remaining three persons are still clamoring for some Hearts action! The three-handed game is ideal for fast-paced action and provides the perfect opportunity for team play. In order to facilitate this variation, the deuce of clubs is removed from the deck, and each player receives 17 cards. (Some players prefer to use a 52 card deck, with a one card kitty, or a discard of two cards on trick #1 by the player holding 18 cards. ) The 51 card deck is best, and the person holding the three of clubs must lead this card to begin the play of the hand.
Passing of Cards: Four cards are passed after the deal is complete. The extra card passed is in proportion to the four extra cards dealt to each player. The rotation is Hand # 1 - Left; Hand # 2 - Right; Hand # 3 - Left; Hand # 4 - Right, etc. There is no "keeper" or "hold" hand. Thus, the odd numbered deals are Left passes, and the even numbered deals are Right passes.
Opening Lead: The three of clubs is the first card played. There is no "dumping" on the first trick.
Moonshots: It is generally more difficult to shoot the Moon, because the suit distributions are more erratic. After the pass, a seven or eight card suit is not uncommon. Usually a Slam (Moon) is successful only if a defender errs badly, or the "shooter" has a massive heart suit with the tops, and control of the Queen of spades. Passing a low or middle heart will squelch most Slams.
Spade Guards for the Queen: This is an important aspect of the game. Queen sixth (Q with five other spades) is safe, although Queen fifth (Q with four accompanying spades) may work if the spade guards are high cards, and the suit is breaking evenly. The key is to keep the person with the attacking spades off lead. A spade Queen with four low spades is very suspect, and three backers are useless! Tracking the spades suit carefully is essential, as you may be able to escape a vulnerable holding by spearing (nailing) a "hanging" Ace or King.
Team play: This game is the ultimate for ganging up on the low-score player.
Two on one works quite well. It just does not make sense to drive the spade Queen from the player with the high score, if you are in second place, or vice-versa. The really good players are able to lead through the vulnerable hand, or time the play of a deuce or three in order to nail the person who is winning. It is also essential to count everything, and track the key cards played. Let's look at a sample hand, after the completion of the pass. Remember, everyone holds 17 cards. | |
| The pass of four cards is done. Let's look at the hands. West has long spades, weak hearts, and reasonably safe diamonds. East is short in spades, with borderline hearts, safe diamonds, and suspect clubs. South has terrible clubs and two worthless diamonds; however, he is blessed with a well-protected spade Queen, and the ultimate end-game escape card -- the two of hearts! It will be a battle between East and West, assuming that South plays properly.
The play: East leads his (required) club three, and South grabs the Ace in order to start the diamonds. The six is led, as West rises with his King, and East wins the Ace. The Jack of spades is now played, as South drops the four spot, and West eagerly takes the Ace. The six of spades is covered by the ten, and King. The diamond Queen is cashed, fetching the ten and Jack. Now, South clears the spade suit by drawing West's remaining spots with the nine, eight, and seven. East is delighted to unload his clubs. (Dropping a heart is also a plan; however, East has a natural heart stopper against a possible Moon, and his club six is a going concern.) Undaunted, South now starts his clubs from the top down. West's only chance is to save his low diamonds, and he breaks the hearts ASAP. As soon as a heart is discarded, South will stop the clubs, and lead a very clever four of hearts! West steps in with the nine, in a desperate attempt to save his five. East ducks with the six. West is cooked - or is he? South will have the final say! It all depends on the score. West can now try the diamonds, and South can wait for East to rise. Or if West is the target, South can aim for him. Another plan for South is to dump the Ace of hearts on a diamond lead and save three more points. Finally, if West continues hearts, South will take the Ace, and say "good-bye" to the rest of hand with his deuce. Regardless, South escapes with a nice score.
It is clear that South is very seasoned. The delicate plays in the diamond and spade suits early in the hand, as well as the lead of the four of hearts at the right time, is the hallmark of a great player.
Try three-handed Hearts. It is a nice "change of pace", and you will have fun! | |