Things You'll Need:
- A well lighted room with good circulation
- One standard card - size table
- Two pens or pencils
- A score sheet or blank piece of paper
- Two decks of standard playing cards
- Three enthusiastic players
- (Alternate) An internet site offering this variation
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Step 1
Preparation:
Remove the deuce of diamonds from a standard deck of cards. Set the scoresheet to have 3 columns, and a place to track "bags." Determine the first dealer, and deal 17 cards to each player. -
Step 2
Basic Rules:
Determine a point limit for the game (300 or 400 is standard). Each trick bid and won is worth 10 points. (e.g. 5 tricks = 50 points). A set (defeated) bid will result in a deduction of the # of tricks bid. Sandbags (bags) are overtricks, and count as one extra point. When you accumulate 10 bags, your score is reduced by 100 points. The person with the deuce of clubs leads this card (Variation--the person to the left of the dealer leads any card but a spade). Spades cannot be led until trump has been played or you have all spades. -
Step 3
Bidding:
Try to gauge the # of tricks you think you can win, and make a bid. Do not count singleton Kings or doubleton Queens for tricks. "Broken" high cards (e.g. A-Q-10; K-J-8) are tough to evaluate. A long spade suit is a premium, especially if it has three or four high cards. Hands with lots of middle cards are very difficult to calculate bids. -
Step 4
Bidding:
Don't even think about a Nil (Zero) bid unless you have plenty of low cards to protect each suit. Remember, a four spot in your hand can set you, if the deuce is led, and the next player has the three. -
Step 5
Bidding:
Long "off" or side suits (clubs, diamonds, and hearts) with the top high cards may be limited for trick taking value if any of these suits are more than six cards in length. Don't forget that the diamond suit has one less card. -
Step 6
Play of the hand:
There are 17 tricks available. If the table (total bid of all 3 players) is more than 14 tricks, it is best to play aggressively and go for the set. If the table bid is exactly 14, this is a judgment call. Bids of 13 or less are "bagging" scenarios, and you will plan to sluff off any possible winners, after you have secured your bid. -
Step 7
Play of the hand:
Watch out for the bags! Keep an eye on your opponents' bag count and look for opportunities to force them to win unexpected tricks. Try to get your middle cards out of the way early, to avoid a "throw-in" play by an opponent at the end of the hand. -
Step 8
Play of the hand:
You must be able to track the high cards of all of the suits, and know when a middle card is a winner. Do not dump your deuces and threes prematurely. These valuable cards are vital escapes if you need to get off lead near the end of hand. -
Step 9
Defense:
Look for the chance set an unwary opponent who has been carelessly discarding high cards to avoid bags. (It is sometimes called "duck and dump"). -
Step 10
Defense:
Be prepared to "work" with an opponent, if the third player gets off to a big lead. "Cut" Spades is a game of collusion, with the players forming temporary "partnerships" for a common objective--or, dropping bags on the other player, or working for a set of an opponent's bid.










Comments
philduran said
on 10/8/2008 are there "blind 6's as in four players? or is the number needed for the "blind" higher or lower because of the variation in number of books?