![]() Spades is a plain-trick game in which spades are always trumps. After the main description, there is a collection of numerous variations, which are still common in face to face social games. The introduction of of on-line play and tournaments has also led to some standardisation of the rules, and this page has been revised so that the main description conforms to the standard. ![]() However, since the mid 1990's Spades has become popular internationally because of its easy availability in on-line card rooms on the Internet. Until recently it has been little known elsewhere, except in a few places where American troops were stationed, for example in parts of Germany. But sometimes is right to go for the win now to deny your opponents any chance of a comeback.Spades was invented in the USA in the 1930's and is played quite widely in that country. It is risky, so you probably wouldn't want to do this if you have a huge lead. ![]() I'd also consider the aggressive bid to a sum of 14+ tricks if the extra trick would put my team over the winning scoring threshold. Your very good hand maximizes these marginal ones, so you can consider bidding higher, even if it brings the total bid of the table over 13. These are hands that can get anywhere from 1 to 3 tricks depending on how the cards fall, so they bid 2. Or maybe they have unfavorable suit distribution like ♠6 ♥AQJT42 ♣T73 ♦Q63. Your partner could have a hand bid conservatively with a hand full of maybes like ♠JT6 ♥AQ3 ♣73 ♦KQ432. This hand makes your partners lower honors relevant, so you can consider aggressively bidding to 8 if your partner bid 2 or more. Imagine you have a monster hand like ♠AKQ7432 ♥KT3 ♣KQ ♦A which is worth easily 7 tricks (4.5-5 in raw spade power + 2.5 in side suits). The fact that your hand has a lot of high cards and spades simultaneously protects your partners winners while promoting half-tricks into full tricks. Very strong hands often make your partner's hand much better. This doesn't happen too often, since monster hands for one player usually mean that someone else is bidding nil which can change bidding and play patterns. In addition to Forget I was ever here's answer, it's appropriate to bid to 14+ tricks where your hand is disproportionately strong by itself (like comfortably bid 7 or more) and no one bids nil. Holding five or more Spades in your hand, on an overbid deal, will definitely surprise someone expecting length tricks in Spades that are now vulnerable to your holding. Someone is in for a nasty surprise and it doesn't look to be you. If one's hand clearly is strong enough for a 3 bid with a chance at 4 tricks, but as dealer the hand is already bid to 11, a bid of 3 to overbid the deal at 14 seems in order. ![]() In the most extreme case, where the opponents win the game if they make their bid and it is thus essential to set them, one might as well bid for the set and overbid the hand to 14. Anyone making their contract is thus automatically gaining on the field in an overbid deal. in an overbid hand there will never be more than 120, likely less, points available. In an underbid hand there are potentially 130 points available to be earned. ![]() Strong players play well and weak players play poorly, of course but under stress of an overbid deal weak players can be expected, typically, to exaggerate their own worst tendencies: this is part and parcel of being a weak player. When one is clearly the strongest player in the game. There are no hard and fast rules or heuristics for such a decision, but the following indicators will tend to be positive in such a circumstance: ![]()
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