banner
Deals from Master Spades


Master Deals
Rate Your Game
Visitors' Deals
Spades Strategy
Spades Courses
Duplicate Spades Info
Home

Master Deals

A few of these deals have appeared in the book "Spades for Winners" and "Master Spades."


1 The Bridge Player Takes up Spades. The South player on the next hand admitted she was really a Bridge player just visiting the Spades Internet site out of curiosity.
2 Underleading Aces.   A player with spade length can often explore a position by underleading an ace. This tactic enables him to keep control of a suit while also retaining an entry to the suit.
3 "Partner, Lead a Spade, Dammit!"   If it is right to lead spades, then as often as not, the spade lead must originate from the partner of the long spade suit.
4 "You trumped my Ace, Partner!"   Sometimes the only way to maximize your side's tricks is to trump Partner's ace.
5 Submarine Attack.   Sometimes the only way to protect Partner's nil is to open a new suit not with an ace, but with a deuce.
6 The Crocodile Coup.   When trying to sink a nil bid, it is often critical for the defender on the frontside of the nil to win the eleventh trick.
7 His Weakness Was Too Much Strength.   It can be tough trying to defeat a nil bidder when his partner has bid six or more. Try this tip: avoid the spades break.
8 "Great Lead, Guy."   Sometimes an opening lead can be so marvelous that it pleases all four players.
9 Unsafe at any Size.   Is a nil-bidder secure when his spade holding is 542? Watch how the defenders pull some sleight-of-hand!
10 "So, how did you play that hand?"   If four-handed Spades is not competitive enough for you, try Duplicate Spades.
11 In the Stratosphere.   A high-level bid will be either your salvation or your doom. It depends on whether you know the magic formula.
12 Meat and Potatoes.   If there is any type of deal that favors the experts over the average Spades players, it is those in which they have a 4-4 spade fit.
13 "Carry Your Bags, Ma'am?"   The typical Spades player despairs if he takes too many bags. The expert player wants to take even more!
14 Protect the Weak.   It is not merely chivalry to protect the weak; the one you assist may be your partner.
15 "What shall I bid, O Master?"   A strong player might bid three with the North cards. "In your case," I replied, "bid no more than two."
16 Anything But That!     When Partner can trump a certain suit, leading that suit is often the worst play you can make.
17 Run, Suit, Run!   The goal on every Spades hand is to run a long suit after trumps have been drawn. This is a rare achievement; either the cards or Partner fail to cooperate.
18 Hold It!   The hold-up play accepts a mild risk. It seldom loses, and often gains in a big way.
19 There's More than One Way.   You'll not set a pair of conservative bidders. However, they will help you win in other ways.
20 "What Happened?"   If you play with an expert, you will win more often, but you will not always know how or why.
21 Face Up   At the mid-way point South knew every card in his partner's hand, just as though the cards were face up on the table.
22 The Killing Third Round I   Many nils are sunk on the third round of a suit. The catch is that the defenders must be able to lead that third round.
23 The Killing Third Round II   When your opponents use the effective strategy of playing two rounds of spades, you can often foil them with the killing third round of trumps.
24 Anonymous Spades   One of the nice things about Internet Spades is that you cannot see your anonymous partner scowl when you make a mistake.
25 Ambush.   The right time to underbid is not when you intend to play like a kitten, but when you plan to pounce like a tiger.
26 A Team Effort.   Spades games are won by teams, not by individuals. A good partner will deduce your plan and assist you to bring it off.
27 A Bidding Controversy.   How many do you bid on AQJxx? It all depends on your card skill.
28 The Recipe.   It is seldom easy to set when the table total is 11. It typically requires a combination of opponents' error, your skill, and some luck.
29 Innocent Discard.   West made the discard that any one of us would likely make. It cost his side its bid.
30 Give a Man Some Rope...   It is a bad idea to give your opponents a ruff and sluff. But if they muff it, it was a good idea.
31 Needs a Little Adjustment.   If you usually play with strong partners, you have to make adjustments when your partner is merely above average, as all partners claim to be.
32 Stop That Ruff!   Everyone knows there is only one way to stop enemy ruffs. If you can do it yourself, don't leave it up to Partner.
33 "Well Done, Pard. No Bags!"   Many players take pride in their ability to avoid bags. I'd rather have such players as opponents than as partners.
34 There's Always an Exception.   When presented with a ruff and sluff, it's usually best that the ruff is taken by the player who is short in spades. Usually is not always.
35 The Endgame at Nil.   Study all four hands to see if you can figure out how North's nil was busted.
36 Spades Literacy.   Want to learn how to read a hand? Start by keeping track of the 'count' cards -- the cards that constitute a player's bid.
37 Falsecard at Your Own Risk.   Always play true cards -- unless you enjoy torturing your partner.
38 The Magic Five-Five.   Hands with two 5-card suits (spades and another) are so strong you can add 1 to your normal bid -- for the distribution and your great skill.
39 Scrooge McSpades.   If there are three bag-avoiders at the table, you have the advantage. Two of them must be opponents.
40 Bag 'Em or Set 'Em?   Once your side's bid is assured, should you try to bag the opponents or set them? Here's a simple formula.
41 Spades Follies.   Bag-avoiders have a cute trick. They withhold the last spade until the finish, giving the opponents all the bags. This ploy can please both sides.
42 Three Bags Full.   "You're always showing contempt for bag-avoiders. Can't you show even one good result from this strategy?"
43 2 + 2 = 5.   Teamwork counts. Two players can form a strong partnership only if they understand each other's card conventions. Watch how it is done.
44 Don't Try This at Home.   If you make expert plays, you'd better have an expert partner who will be understanding if things go wrong.
45 "Where's My Tylenol?"   They say bad Spades has its charms. That may be true if you're a kibitzer. As a player, though, have the headache medicine handy!
46 Trump Reduction.   A common defense against nil bids is for the defenders to reduce the trumps in their two hands. No, make that three hands.
47 No Upset.   Have you heard the tale about the impoverished Spades player who wouldn't draw trump? No? Here it is again.
48 Monkey See, Monkey Do.   When there are two nils on the table, the second nil is usually riskier than the first. In fact, it may be downright bizarre!
49 Anything But That!   Ruffing is such fun -- it takes away the enemy's winners. Often this is entirely, thoroughly, the wrong strategy.
50 The Good Ol' Days.   This example comes from my student days, when players preferred to play Spades with zest rather than accuracy.
51 Use It or Lose It.   The advantage of saving your aces is that you may get a chance to capture a king. The disadvantage is that you may lose your ace.
52 I Used It - And Lost It.   If you take your aces early enough, you'll make your tricks, all right. But you might lose the hand.
53 A Feat of Self-Destruction.   Many Spades players have the habit of dropping middle cards early to avoid bags at the finish. After all, what could possibly go wrong?
54 Shattered.   If there is an urgency to leading spades, the act of breaking spades is important enough to be worth a trick itself.
55 An Unblock Brilliancy.   "Do you still refuse to play with anti-baggers?" "Actually," I replied, "it's the other way around. They refuse to play with me!"
56 The Four-Spade Nil.   Players often get away with a 4-spade nil. There is a simple defense to it -- provided the defenders figure it out in time.
57 First, the Good News...   If you need a spade break, is it a good or bad idea to let the opponents do it? It depends...how good or bad are they?
58 Percentage Play.   Spades, like all games that involve some luck, have certain plays that are based on probabilities. As North, what card you you play at Trick Two?
59 Attack From the Middle.   Most players know it is wrong to attack a nil with high cards. But do they know it can be wrong to attack with low cards?
60 2-For-10.   The bonus for bidding and making ten tricks is a Spades option that comes in several versions, but no expert would want to play without it.
61 A Rare Beauty.   Effective falsecarding is common in the related games of Whist and Bridge, but quite rare in Spades. I waited a long time for this gem to turn up.
62 So, Did You Learn Anything?   Earlier, I had asked you to keep track of the 'count' cards. Did you really do it, or were you just humoring me?
63 You Play Your Way, I'll Play Mine.   "Do you still have it in for bag avoiders?" "Not at all," I replied. "They are my favorite sort of opponents."
64 Great Texture.   You cannot include queens, jacks, and tens as count cards -- not unless you have so many of them that they are worth an ace.
65 Only a Guess.   You'd have to bet on North to make his nil, even with four spades. But a wrong guess at Trick Two would cost him at Trick Thirteen.
66 How to Spot an Average Player.   "I'm really quite good," she said. "I've been playing this game for years." Maybe she was talking about Hearts.
67 Live and Learn.   Ask any teacher and you will get the same answer: Every time they give a lesson, they learn something new from their students.
68 Like Clockwork.   All Spades players believe they are above average. You can soon spot the typical players by their dull, mechanical style of play.
69 Two Rights.   In Bridge, the wisdom is that if both sides are leading trump, one of them must be wrong. This profound statement does not apply to Spades.
70 Into the Valley of Death.   If you are going to take risks in the bidding, you mustn't lose your courage in the play.
71 Like a Book.   I have mentioned on several occasions that experts can read a hand. It is not that hard to do; try it!
72 Why I Do Not Play on the Internet.   Many visitors to this website ask me to partner them at Internet Spades sites. I always politely decline. Here's an example.
73 Now for the Hard Part.   I hope you have learned by now of the importance of leading spades. Now comes the hard part -- deciding which card to lead, and from which hand.
74 Have Faith, My Friend.   I sometimes have difficulty teaching novices to finesse. They fear the consequences of losing the trick. But such lost tricks usually come back.
75 Coach for Hire.   No matter how good you believe your card instincts to be, there are techniques that can only be learned from a experienced teacher. Here's one of them.
76 That Extra Effort.   If you base your bid on spade tricks, beware of overruffs. Tricks lost in this manner don't come back -- not without some work!
77 Safe Spades. Got Protection?   South had mixed feelings when he heard Pard bid nil. They could use the points, but was 42 adequate protection?
78 Marathon Spades.   No doubt we have all played in all-night Spades sessions, and think we are just as sharp at the finish as when we start.
79 Do We Play Moon?   Moon, or Boston, is a Spades option that commits a side to taking all 13 tricks for a 500-point bonus. It is rare, but not impossible.
80 You Get What You Order.   There are some players who always lead from their shortest suit, seeking a ruff. Often this suits their opponents just fine.
81 The Rule of Twelve.   Many Spades players have the habit of shedding middle cards early in play to avoid bags at the finish. This may be sound strategy when the table total is 11 tricks or less, but it is unwise when the total is 12.
82 Have We Seen This One Before?   Here it is again. Don't lead your lowest card against a nil bid. Retain at least one, preferably two, lower cards for later.
83 Faceless Wonder.   Hands with freakish distribution are impossible to bid accurately. If partner has a poor fit you will take few tricks. But with a good fit...
84 Taking Advantage.   The expert studies his opponents' carding habits. He tries to take advantage of their strengths and weaknesses -- before they catch on!
85 Not Always a Sin.   It takes a while to teach novices that it is a dreadful mistake to ruff ahead of partner. Once they learn, I have to explain when it is correct to do so!
86 An Ace Too Soon.   It is a good idea to win your bid-fulfilling trick by cashing the ace of spades. This alerts Partner to retire from play, leaving the bags to the opponents.
87 Down for the Count.   A player who counts spades on every hand may not be an expert. But we know how to classify a player who doesn't count them!
88 Desperate Call.   The fourth player to bid has the most information, and is expected to adjust the final bid according to the game situation.
89 Seduced by the Power of the Force.   The 100-point bonus for a successful nil is like the Song of the Sirens, leading sailors irresistibly to their doom.
90 Baker's Dozen.   Remember the Rule of Twelve, which cautions players about dumping middle cards when the total is 12 tricks? It also applies to a 13 total!
91 Only Half-Aggressive.   Spades players debate the merits of bidding aggressively vs. bidding conservatively. What they are actually doing is describing their own playing skills.
92 The Forcing Game.   When an opponent is trying to draw your spades, one way to thwart his nefarious plan is to force him to ruff.
93 Horns of the Dilemma - First, the Left Horn.   There are times at Spades when you are faced with a guess. (Every play, right?) All you do is give it your best shot, and hope Partner has taken his Prozac.
94 Horns of the Dilemma - Next, the Right One.   What makes a play correct? Is it the action most likely to succeed, or, as some players would have it, only the results that matter?
95 Standard Convention.   Although the standard lead convention is the top card of a sequence, in second or third position you play the lowest of touching honors. I used to assume everyone knew this.
96 The Thirteenth Card.   It is not a good idea to lead the last card of a suit. The results are unpredictable, but they are usually bad for your side.
97 Rush Hour.   "Should I take my winners immediately?" There is no correct answer. You can rush to cash your winners or be patient; either strategy may backfire.
98 How to Win Tournaments.   Against stronger opponents you may take some risks. But if you believe you are the best, stay calm and wait for opportunity.
99 Pray for a Miracle.   Never give up the ship! Even if you are way behind, miracles can happen, even in Spades.
100 A Touch of Elegance.   Spades may be Joe Six-Pack's card game, but there are still opportunities for artistry.
--- End of Master Deals, Set 1.  

New Feature from Master Spades!

Rate Your Game!

Play these challenging deals interactively!
See if you can earn top scores!

1 Good Grief! 11 To Save the Day 21 Smile, Smile, Smile
2 Camp Swampy 12 Mountain Man 22 Newbie or Expert?
3 Bedrock 13 Far Side of Spades 23 Flexibility
4 Caped Crusader 14 The Reunion 24 Yes, O Master!
5 Back to your Cubicle! 15 A Goofy Game 25 Galactic Championships - Preliminaries
6 I Yam What I Yam 16 Bloodsport 26 Galactic Championships - Qualifiers
7 Sunny Day 17 Who Can Count? 27 Galactic Championships - Quarter Finals
8 John Has a Date! 18 Bloom County Spades 28 Galactic Championships - Private Game
9 Merry Melodies 19 Acme Spades 29 Galactic Championships - Semifinals
10 At a Picnic Table 20 Rocky's Road 30 Galactic Championships - Finals


Deals Submitted by Visitors

1 Surprise Result.   -- Art Kuffner
2 Reversal of Fortune.   -- phlexicon
3 All Thirteen Tricks   -- A Spades puzzle by Big Chris
4 Tough but Elegant   -- Another puzzle by Big Chris
5 Go for Broke   -- phlexicon
6 From the Jaws of Defeat   -- Atomonic
7


Home
Home