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Hearts Column of the Month – May 2003

 

 

 

By Joe Andrews, author of The Complete Win At Hearts; copyright, 2000 by The U.S. Playing Card Company and Bonus Books, Inc.

 

 

 

The “Hold” Hand, Part One: Technique and Play
Every fourth deal of a Hearts game features a "Hold" or "Keeper" hand. It was not always this way. The principle of passing in Hearts is to improve your hand. The "Hold" Hand rule or variation was created in the 1930's, and most players have accepted it. Thus, you have to make the adjustment to "Hold" hands. I have received much e-mail regarding this topic. "Hold" hands are a lot like real life: sometimes you have to accept what you are dealt, and go from there!

Let's look at a few scenarios. It is the 4th, 8th, or 12th deal of a typical Hearts game. You pick up these hands. Assume the score is very close, with no more than a 26 point spread from first to last places.

 

 

 

Hand A:

 Q 2 5
 K J 10
 6 5 3 2
 7 4 3 2

Hand B:

 A K 4
 K 9 5 2
 Q 9
 A 10 5 4

 

Hand C:

 7 3 2
 Q 4 3
 A 7 2
 A K Q 3

Hand D:

 A K Q 10
 A 3
 K Q
 A K J 9 7

 

 

These are typical deals. Most "hold" hands tend to be balanced, with distributions of 4-4-3-2, 4-3-3-3, 5-3-3-2, 5-4-2-2, and 4-4-4-1. Voids are infrequent, and long suits of seven cards or more are quite rare. Remember, the distribution in Keeper hands tends to be balanced; thus you can strip suits with reduced fear of getting blasted! BUT - there are limits. If a deuce of diamonds drops out on the first round of that suit, it might be time to shift suits. Shooting the Moon is difficult, unless the opponents cooperate and dump their high cards under your winners. A player will seldom be dealt the top five hearts and control of the spade Queen. Regardless of it all, you must apply whatever technique you can, and hope for the best.

Analysis of the Hands

In Hand A, you are absolutely shafted! This is a familiar recurring motif with Keeper hands. The elements are there: weakly guarded spade Queen, killer hearts, and no shortness in the minor (club and diamond) suits. Spades will be driven, and unless you're lucky enough to catch a doubleton Ace or King in front of you, you will chalk up 22 points (or some number in that range), and move on to the next hand. I just love the "teaser" cards in the minor suits!

In Hand B, your plight is slightly better. You must hope that the spade Queen is on your right or that you keep your right and opposite opponents off lead. This is a tall order, but there is some play here. If your left hand opponent can be induced to drive spades twice, you may make it. If the person across the table grabs the lead and pushes spades, you'll be forced to take the finesse by rising with a spade honor (unless the Queen pops up on the right). Ducking does not do any good, as you will now be stranded with the A-K. Finally, if the evil Lady is on your left, and it is not a singleton, you are also shafted. Prayer has been known to help on these hands, but good technique may also save the day.

In Hand C, the clubs are a concern. However, you do have three small spades. Take the opening lead, and push a small spade. If a club or diamond is returned, play high and drive another round of spades. It will get ticklish if a 3rd round of clubs is played. Hopefully, you have observed the club spots on the first two rounds. Maybe the third club lead will come from the left. In any case, you hope to win this trick, and "clear” the spade suit. Maybe the spade Queen will have appeared, or maybe a heart will have been discarded. Maybe, maybe, maybe.... Life and Hold hands are full of maybes.

In Hand D, you have short hearts, her Royal Majesty, and weak side suits. Yet there is a good plan here. Play the Ace and King of clubs, and if the club queen does not appear, continue with the Jack. Otherwise, strip clubs from the hand. Next comes the diamonds. Drive out the Ace. The going may get a little rough! That three of hearts will be your escape card. The ops will have taken at least one shot at the spade suit. Maybe (here's that word again) you will get a chance to drop her nibs on a third round of dimes.

Most likely, you will be on lead with spades. You must play a third round of spades and hope that the suit is breaking 4-3-3-3. If it's not your day, an opponent also has four spades. All is not lost! After clubs and diamonds have been cleared, and you have played three spades, you have one more arrow in your quiver. By this time, you will have taken a heart (discard). Play your Ace of hearts, and exit with the three. If the opponent who wins the trick has the last spade, it's lights out! You are a victim of bad luck. However, you did the best you could. If the opponent who wins the three of hearts does not have the last spade, you have made it!

Play Scenario Quiz
Here is an example of a Hold hand that could decide the outcome of a game. You are playing in a Tournament Hearts rated room on Zone.com, and only the first place winner advances. The game has been competitive. Here are the scores:

 

 

 

 

You
79

Bob
97

Bill
98

Sue
98

 

 

 

 

It's a Keeper hand, and you pick up this collection:

 

 

 

 

 

* Q 7
 K Q 9 3
 5 3 2
 A 7 4 3

 

 

 

 

 

In a passing situation, you would have been glad to unload the spade Queen and the Q and 9 of hearts. Now we see why passing is so helpful. But that option is not available here... What is your plan? Remember, you can take seventeen (or less) points and take first place.

Win a copy of Win At Hearts and two new decks of cards! Two winners will be selected among those who submit accurate solutions. Send your strategy / plan for this hand to heartsmoon@aol.com.

Have fun! The two winning analyses will be published next month along with the second part of this "Hold" Hand article.

 

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