SPADESonline.co
Play Free

Beginner

Advanced Spades Strategy

Trump economy, seat position, set arithmetic, bag warfare and endgame counting - the concepts that separate a strong Spades partnership from a decent one.

Spades Learn Updated guideHow To Play
Play Spades Online →

Once you can count a bid and follow suit without thinking, the remaining improvement in Spades comes from trick sequencing, seat position and reading the scoreboard. Strong partnerships spend whole hands attacking the opposing contract instead of protecting their own, and they know how the last four tricks will go by trick nine. This page covers the concepts that decide those hands.

Trump Economy: What Each Spade Is Actually Worth

There are thirteen spades and you probably hold three or four of them. Each one has exactly one job: winning a trick that no side-suit card of yours could win. Beating the nine of spades with your king when the four would have done the same thing is the most common leak in otherwise competent play. Ruff with your smallest spade and keep the honours for control.

Trump length and trump honours ask for different plans. A holding of A-K-Q-8-5 is a control hand: you can pull two rounds of trumps, strip most of the ruffing power out of the opposing hands, and then cash your side-suit ace knowing nobody can beat it. A holding of 8-7-5-3-2 is a ruffing hand, and its value lives entirely in a side-suit void. Play a ruffing hand as if it were a control hand and you will burn your spades on tricks that were never in danger.

Drawing trumps is right when you hold both the top spades and the side-suit winners that become good once trumps are gone. It is wrong when you are drawing your own ruffing power. Count what a round of trumps takes from the opponents against what it takes from you before you lead one.

Seat Position: Who Plays After You

When you lead a trick, the opponent on your left plays second, your partner plays third, and the opponent on your right plays last. That last seat has the final word on everything you lead, so if the player on your right is the dangerous hand - a heavy bidder, or the partner covering a nil - stop feeding them suits they can win cheaply. Change the suit and make them follow instead of choose.

The mirror of that is worth engineering deliberately. Leading a suit where the opponent on your left is strong forces them to commit a card before your partner has to decide anything, and your partner sitting third can then cover or duck with full information. This is why the same card can be a good lead from one seat and a bad lead from another.

In fourth seat the rule is simple and almost nobody follows it consistently: if your partner is already winning the trick, play your lowest card in your least useful suit. If you are taking the trick, take it with the cheapest card that does the job. Every honour you spend one rank too high is a trick you will miss at the end of the hand.

Attacking The Contract: How To Set The Other Team

The number of tricks your side needs to set the opponents is fourteen minus their combined bid. If they bid nine, you need five of the thirteen, because that leaves them on eight and one short. Work that number out during the bidding round, not at trick eight, because the plan changes what you lead from the very first card.

The economics strongly favour hunting sets. Setting a nine-bid costs the other team 90 points in a race to 500. Your own made four-bid is worth 40. That is why experienced partnerships will accept a bag or two, or even a small risk to their own contract, to break a large opposing bid.

The mechanics of setting are mostly about denying easy tricks. Lead the long suit of the team that bid heavily so they are forced to ruff early and spend the spades they were counting as separate winners. Attack the weaker of the two bidders. Hold one high spade back for the last trick they expect to win, and do not cash your side-suit aces early when a heavy trump hand is sitting behind you waiting to ruff them.

Bag Warfare

Bags are a weapon you can aim. A team sitting on eight accumulated bags is two spare tricks away from losing 100 points, and once you can see they will comfortably make their contract, the correct play is often to stop fighting and hand them the last few tricks. Ducking a trick you could win is a real strategic decision, not a mistake, when their bag column is nearly full.

The reverse does not work. Bidding fewer tricks than your hand is worth simply guarantees your own bags, because the tricks arrive whether you bid them or not. Bid what you expect to take, then shed the surplus in play by ducking, refusing marginal ruffs and never overtaking your partner.

Nil, From Both Sides Of The Table

When your partner bids nil, your job changes completely. Take the lead and keep it, and lead your aces early, because a nil hand can safely discard a dangerous queen underneath your ace. Lead the suits where your partner is long, so their middle cards disappear while somebody else's honour is still on top of them. Winning tricks yourself is now more valuable than usual - each one is a trick your partner cannot be forced to take.

Defending against a nil is the same problem inverted. Lead low cards in the suits the nil bidder still has to follow, and do it early, before they have had a chance to void themselves. Avoid leading suits where they are short, because that just gives them a free discard of the exact card that was going to sink them. Their partner will be trying to seize the lead all hand; take the lead away and hold it.

Blind nil, declared before you look at your cards, is normally worth 200 either way and is usually restricted to a team trailing by 100 or more. Treat it as a scoreboard instrument rather than a strategy: take it when the arithmetic says a normal hand cannot close the gap.

The Last Four Tricks Are Decided At Trick Nine

By the ninth trick you should know how many spades are still outstanding and which player holds the long side suit. If the outstanding count is zero and you still hold a trump, every card in your hand is a winner, because nothing can be ruffed and nothing can be over-taken in a suit that is exhausted elsewhere. That is why the count is a strategic tool, not bookkeeping for its own sake.

Plan your exit from the hand before you are forced into it. If you need one more trick and hold the king of spades plus two small hearts, the trick has to come from the spade, so make sure you are not the player left on lead with only hearts to play into an ace. Endgames in Spades are won by whoever knew three tricks earlier which card they intended to win with.

Bidding And Playing To The Scoreboard

The same hand is worth different bids at different scores. Trailing 430 to 470 with a handful of hands left, a routine four-bid does nothing; you need a set, a nil, or both, and marginal risks become correct. Leading 470 to 380, the opposite applies: refuse the speculative nil, take the low-variance line, and give the opponents overtricks rather than exposing your own contract.

Bag state governs the endgame as much as the point total does. A team on 480 with nine bags is not really on 480, because one careless hand drops them to 380. Check both columns before you bid.

Frequently Asked Questions

When should I draw trumps in Spades?

Only when you hold length and top spades together, such as A-K-Q-x, and have side-suit winners that become good once trumps are gone. With a short trump holding you are just destroying your own ruffing power.

How many tricks do I need to set the opponents?

Fourteen minus their combined bid. If they bid nine, your side needs five of the thirteen tricks, which leaves them on eight and one short of the contract.

Is it worth taking a bag in order to set the other team?

Almost always. A bag costs 1 point now and one tenth of a future 100-point penalty, while setting a nine-bid costs the opponents 90 points immediately.

How do I beat a nil bid?

Lead low cards in suits the nil bidder must still follow, and attack in the first few tricks before they can create a void. Once they are discarding on your leads, the nil is usually safe.

Should I ever bid fewer tricks than my hand is worth?

No. Underbidding does not stop the tricks arriving, it just converts them into bags. If your team needs fewer tricks, shed them during play by ducking and refusing ruffs.