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Hearts Column of the Month -- November 2003

 

 

 

By Joe Andrews

 

 

 

The Moon!, Boss -- The Moon!, Part One

Shooting the Moon is the most devastating maneuver in the game of Hearts. It can produce an instant win, salvage a lost position, or crush an opponent's ego. If the game of Hearts did not have the Moonshot feature, it would be a boring game indeed! Players would pass their highest cards, dump their winners on void suits, and duck every lead possible. Positional play would go right out the window. In some ways, we would have a miniature version of the TV series "Survivor."

Approximately 10% of the Moons are made with sledgehammer hands. There are basically two varieties of these "ice cold"  Moons: (a) Lots of big Hearts from the top down and control of the Spade Queen, and (b) a void in Hearts, and control in two or three of the other suits. Here are two very basic and extreme examples (after the pass is completed or a "keeper" hand is dealt):

(a)  A K Q,  A K Q J 10 9,  A K,   A K

(b)  A K,  None,  A K Q J 10 9,  A K Q J 3

In example (a), it is "rip city"! All plays are forced!  The first Club is won, and then the Spade, Diamond, and Club suits are cashed out, followed by the Hearts. In example (b), the first Club is ducked with the three. Any suit is returned (Hearts cannot be led unless a player has at least a 12-card Heart holding). Once again, the hand rolls for the balance of the tricks.

In reality, it is not as easy as this. Good players usually pass a middle or low Heart -- a pretty darn good "insurance policy" against a Moon. Another solid technique is to pass a minor (Club or Diamond) suit in which you hold the stopping card. Having a long and winning Spade suit containing the Queen is a big plus, as you can run this or another strong minor suit in the same hand, until you receive a forced Heart discard. The Ace of Hearts usually kills most Moons. "Splitting" Hearts (discarding a Heart on two different opponents) is a reliable defense. Finally, there are those hands in which the distribution will not be favorable for a Moon.

The majority of Moons are made by poor defense, or intended collusion between two or more players. Some players are just too greedy, and will not take a comfortable 4 points to prevent a Moon. The errant discard of a key stopper card can make a difference. Then we have those situations in which it just does not pay to eat a boatload of points to be the hero! There are rare instances in which two players may "team up" to help the high scorer (at the time) to complete a Moon. In Zone.com Hearts, there is no subtraction option, and occasions will arise in which the first-place player has a lead of more than 26 points, and does not really care who shoots the Moon. This can be very effective if the high scorer at this table has 74 or more points.

Holiday Quiz

If you know your stuff, you can win an autographed Hearts book, and a special limited-edition Bicycle Cards collectible two-deck set.  The first person who submits the correct line of play for all four hands grabs the Prize!

Here are some "play plan" hands for your pleasure and enjoyment!

1. You are the dealer, and you have completed the pass. The score is 0-0. You now hold:

 A 5,  A K Q J 2,  K Q,   A K 10 9

The lead of the Deuce of Clubs comes from your left-hand opponent. It draws the Jack and Queen. You win the Ace. What is your plan?

2.  You are the dealer, and the score is close, with all players within 15 points (you have 40 points, and the high score has 55 points). You have just completed a pass to the right. You now hold this collection:

 K Q 10 8 6,  A K Q 3 2,  None,   K 10 3

The Deuce of Clubs comes from the right. You drop the 10-spot and the Queen and Ace appear. The player across the table leads the Jack of Spades, followed by the 9, your King, and the Ace. The Deuce of Spades is now tabled. It draws the discard of the 5 of Hearts, and the 7 of Spades (from the right). You win the 8-spot. Now what?

3.  It is a "keeper," or hold hand.  You are in third place, with a score in the high 70s. First place has a 20-point lead. Here's what you have, amigo!

 J 10 2,  A K Q J 10 6 2,  10,  K Q J

The Deuce of Clubs comes from your left, and catches the 10, 9, and your King. You play the 10 of Diamonds, as you take a marginal risk in order to get rid of those awful Clubs on future Diamond leads. The Diamond 10-spot draws the Queen, Ace, and 9, in that order. The player opposite you now cashes the top two Spades (the Ace and King), announcing to the world that he holds the Spade Queen. Everyone follows to both Spades, and you play low twice, saving the Jack.  Now he tries a third round of Spades. The Ace of Clubs is dumped, as well as the 9 of Hearts. You win the Jack of Spades. Come up with a good plan.

4.  It is the start of a new game. You are the dealer. After the pass you hold this:

 A K Q,  A K 9 3 2,  K 9,  Q J 9

This is a real dog! The Deuce of Clubs lead fetches the Ace, King, and 9, and a very prompt lead of a low Spade from the left. You win the first trick of four Spades with your Ace. Now you try the Diamond 9. It draws the Queen, Ace, and 4, and another predictable Spade lead. You are in with the King. You shift to the Queen of Clubs, and get a middle Heart discard, and two middle Clubs. What is the best way to play this hand?

Please send your solutions to:  heartsmoon@aol.com

The answers / solutions will be posted next month. Good Luck!

 

 



 

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