The one bit of higher level strategy to implement is the ability to make your opponents burn through your cards in pegging after a go, so you and your teammate are left playing back and forth for the last few cards unimpeded. If it's getting later in the hand and there's an obvious card to avoid from the player following you, do that - but it's pretty rare. If you see an opportunity to pair, pair it, if you see an opportunity to get a run going, do it. ![]() Since it's tough to coordinate hands and the like, you don't have to worry about trips being set up like you would in 1v1 play. Most of the time, your hand is pretty obvious - keep your points, discard the card that doesn't fit.įor instance, 5 6 8 9 T, holding 6 8 9 T and 5 8 9 T are both worth 5 points, but discarding the 5 would value the "hand" at 7 if you or your teammate are the dealer, and 3 if your opponents are dealing.Īs for pegging, 90% of it is recognizing that you can make points, so you should do just that. In doubles, hold the most points you can in your hand, except value a discarded five as two extra points if it's your team's crib, and -2 points if it's your opponent's crib. ![]() Discard strategy is similar to singles strategy.
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