The shared-win principle
- If your teammate is closer to going out, protect their lead.
- Do not beat a teammate's play without a clear reason.
- Use your high cards to stop the landlord, not to win an internal race.
- Track the landlord's card count before every pass.
Let the teammate lead
When a teammate makes a successful play and you are next, passing is usually correct. Overtaking can waste a high card, create a bidding ladder, and hand control back to the landlord.
Overtake only when you can immediately lead a long structure, go out, or block a landlord who is about to finish.
Feeding a teammate
When you lead and your teammate has one or two cards, choose a low single or pair they are likely to beat. Do not lead a high control card that they cannot answer.
- One teammate card: lead the lowest safe single.
- Two teammate cards: prefer a pair if they are likely to hold one, otherwise a low single.
- Do not feed a bomb or rocket pattern unless the teammate can clearly respond.
Blocking the landlord
- If the landlord has one or two cards, play the strongest response that prevents the next play.
- Use a bomb when it changes the result, not merely because it is available.
- If your teammate can block, passing may preserve your high cards for the next trick.
- When the landlord leads a single with one card left, beat it if possible; otherwise the round ends.
Endgame communication
The cards you lead, pass on, and overtake send signals. A low lead can invite a teammate to take control. A pass can show that you trust their finish. A sudden high response can warn that the landlord is close to going out.