Back to the main Hearts page

 

 

  Hearts Tips and Strategies

 

 

 

Hearts Column of the Month – April 2003

 

 

 

By Joe Andrews

 

 

 

Beginner / Intermediate Korner:
The Score / The Pass / The Position: Part One
I am often asked if I change my passing strategy during the course of a game. The short answer is: absolutely!

To see why, let's look at Hearts when played at the expert level, and what happens at the beginner / intermediate level, at various stages in the game. Please keep in mind that some "experts" play like rookies, and some rookies play like experts!

There are three stages in the typical Hearts match (which I borrowed from the comparable stages in Chess): the opening game, the middle game, and the end game.

First, let's see what we can observe in most expert-level games. In the opening game (hands # 1 - 4), the players are jockeying for position. With high-level players, the points will be distributed somewhat evenly, and it is not surprising to see less than a ten point spread from first to fourth place. If a player shoots the Moon early on, the three opponents will then "target" him or her in order to prevent a one-sided game and a three-way battle for second place. Unless the random deals are one-sided, no one bolts out to a big lead. As a matter of fact, Moons are very infrequent in expert-level games, as the defense is quite strong, and the passing is disciplined.

The middle game (hands # 5 - 8) usually features an attempt by one player to take a decisive lead. If the opponents are careless (not likely at higher levels) and do not stay focused on aiming for the "low man," one player will run away with the game, as the others panic and resort to "duck and dump" tactics. Experts never allow easy "Moons!" They try to pass a "stopper" heart, and are not afraid to take a safe four points as insurance. The score spread will remain within a "moon" (26 points) from top to bottom. It's wonderful to watch great three players work as a team in perfect harmony and "gun down" the person in the lead.

The end game (hands # 9 - 12 or higher) is a ferocious battleground, as first place becomes the "finish line." The lead changes hands frequently. Some games are decided by pure luck (with a bad "hold" or keeper hand, or an outrageous distribution in a key suit). In the final analysis, the winner earns his first place the old fashioned way: hard work!

The Novices (and Wannabes)
Most beginners have a "devil may care" approach, with the philosophy of "every man for himself." Pass your big cards, duck, dump, and leave the dirty work of stopping the Moon to the next guy. A lot of beginners can't count to thirteen or track which cards have been played. Nothing is more brutal than leading the last card of a club or diamond suit, and getting ripped with the Queen of spades and two hearts!

After four hands (the opening game), somebody is usually off to the races! If there is a good player at the table, he may try to go after the person in first place. However, he is often working alone, as the other two players are thinking of themselves. Then when our hero gets hit with a Queen of spades from a jittery opponent who just couldn't wait for one more trick, all bets are off! Now it's quitting time, as a few "words" are said, and the forfeit rings up on the screen. Occasionally, the game will remain close, and competitive.

The middle game is usually a continuation of a lost cause, as there is often one person with a healthy lead, and the others now begin to think of second place. Yikes! What ensues is boredom beyond belief. The fellow in first place plays a steady game, and increases his lead. He keeps an eye on his closest competitor, making sure that this player does not shoot the Moon. The ducking and dumping continues as the game grinds along. In many instances, it is all over by the ninth hand, sooner if someone bails out. Nobody wants to be crushed, so many games are never finished.

If the typical novice game ever reaches the end game, it is frequently a one sided affair. The other three players are frantically trying for second place, to salvage a few rating points. Occasionally, there are competitive games that do go on for more than ten hands. This is the exception. The typical game at this level often features three or four Moons! Interestingly enough, if a different player shoots the Moon once during the course of the game, those points will be distributed evenly, and the "Moons" will offset each other. The real killer is when one player shoots two or three times, and the others do not, resulting in a massively lopsided game.

The Rated areas have lots of issues, but this column is dedicated to the strategy and technique of the game. In order to be a good Hearts player, you must learn the basics of the game (passing, counting, and playing defense). When you ascend to the 1800+ level, you will encounter more seasoned players who understand the positional aspect of the game. Most players (not all) who reside in 2000+ neighborhood are well schooled in the finer points, and will give you a high quality effort.

Next month, we will explore specific play and technique with a variety of illustrated hands, and score scenarios.

 

advertisement