Why play DNP? Because it works. Because it has a lot more to do with skill than luck. Because it's fun when the other team thinks you're completely off your rocker and you beat them handily.
In my opinion, DNP works so well because it opens up an option that other players ignore. To most spades players, there is only one good way for your score to go: forward. To DNP players, your score can go either forward or backwards, and it's okay (and even desirable). And, as usual, those with the most options tend to win. It also gives the DNP player far more control over the game. The game suddenly becomes less about the actual cards you get and more about what you bid. Since you have more control over what you bid than you do over what cards you get, it's easier to control the game.
This is a list of general rules I follow while bidding and playing DNP.
Bidding A Hand
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The Cards
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In general, this is how I bid a hand.
- Count each ace.
- Count each king if you have between 2 and 4 of that suit.
- Count each spade after the third.
Naturally this will change depending upon seat position and other circumstances. For instance, if I have 7 diamonds including the ace, I might not count that ace, especially if previous bids have been high.
Perhaps more important is what I don't bid. DON'T BID CUTS. Ever. Nothing will bag your team faster than bidding cuts. I also don't bid risky nils (except for the occasional parasite nil).
Seat Position
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From 1st and 2nd seats, bid honestly. Nothing can screw your team up faster than lying from 1st and 2nd seats. If you can DN, you better do it. First partner on a team that can DN should DN.
From 3rd and 4th seats, you've got a lot of thinking to do. Let's get started:
- Consider the total score at the end of this hand assuming everyone makes their bid. Does your team win? Do your opponents win? What kind of a bid do you need to make to prevent your opponents from winning? If you haven't reached the end game, drop to the next case.
- Consider the case where you bid honestly. What does that make your team's total bid? Are the total tricks on the table enough for your team to have a chance at setting the other team? Is your team's bid enough to win? Does it drop your team behind your opponents by more than 50 points? If bidding honestly is favorable, gives you a good chance at setting, or is enough to win, then do it. If it just drops your team behind by 50 or more points, drop to the next case.
- Consider bidding a bit beyond yourself. If you can't or it doesn't really help, drop to the next case. For example:
- If my RHO has just gone DN, I'll risk a chancy nil behind him. My opponent will be more interested in covering the DN than he will setting my nil.
- If there are less than 11 total tricks on the table, I might raise my bid to get it up to 11. If the opponents take 3 bags to set our team bid, I might be okay with that.
- If I can at all manage it, I'll bid for win. Stretching my hand by one or two tricks isn't much, especially if there are still open tricks on the table.
- Consider the case where your opponent makes all bids. You can generally make this happen. Can you safely bid enough to create the 200 point delta? If I'm doing this in 3rd seat, I usually add 1 or 2 tricks to the opponents bid to make up for the 4th seat bid. If your partner bid nil, you might be trying to set his nil and make your bid, or you might be covering his nil and letting your bid get set.
Playing A Hand
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Since you just got done bidding, you should have a good idea of which cards are your winners. Only take tricks with those cards; do your best to lose all the rest of them. That means dumping that queen off as soon as possible. The exception is when you're covering a nil (which any spades player can do) and going for set.
Going for Set
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I consider going for set on any hand when the total tricks on the table is are at 12 or greater. If both partners are bidding by a scheme similar to the one I use above, setting is beyond simple. First, conserve all those queens and jacks; believe it or not, those will be your set winners. Don't play unnecessarily to non-spade suits; let your partner keep his queens and jacks as long as possible. After spades have been broken, you should unload either your highest spade (if it's the ace) or your lowest spade. Your partner should play his highest spade (if it's higher than the other opponents spade) or his lowest spade. Continue doing this until you run the other team out of spades. Now never lead spades again; lead those queens with confidence and trump your way to a set.
We're Getting Set
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So, the other team pulled some wool over your eyes and you miscounted your tricks? First, don't panic. If trumps haven't been run, then you or your teammate probably can take an extra trick. If you and your teammate are playing by similar bidding rules, then your teammate probably saw your ace get spaded and knows he might have to help you out. If things are completely out of control, then lose with style. Give the other team as many bags as possible. Make it expensive for them to set you. Besides, getting set usually isn't so bad; it just sets you up for a DN two hands from now.
Bagging vs. Setting
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If you have the choice, prefer setting a team over bagging them. Remember, you can't always set a team, but you can bag them pretty much whenever you want to. Ideally, you want your opponents to have as many bags as possible when they reach the end game. That might mean you have to take a few bags to prevent them from bagging out; plan for this in your bid.