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Defending a Lone Picker

When the picker goes alone, every other player at the table is on your side. Play like it: schmear onto any trick a fellow defender is winning once the picker has played, lead so the picker has to commit before most of your side does, and expect the picker to hold long, strong trump.

Knowing the picker is alone

What changes

Against a picker with a hidden partner, every defender has to be careful: the player winning a trick might be the partner, so throwing an ace on it might be a gift. Against a known lone picker that worry is gone. Any non-picker winning a trick is a teammate.

Our computer players used to defend a lone picker as if a hidden partner might be among the defenders. Teaching them that the other defenders are teammates made them measurably better, though the gain per deal is small simply because lone pickers are not that common.

What a lone hand usually holds

A sensible picker goes alone with long, high trump: seven or more trump with a black queen, six with both black queens, and similar shapes, usually with a fail ace or two kept back. So:

Counting to 60

The defense only needs 60 of the 120 points, and against a lone picker every point any defender takes counts toward it. A picker who loses even two well-schmeared tricks is often in trouble. Keep a running count; when your side is close, the last tricks are worth fighting for even with cards you would normally save.

Cracking a lone picker

A crack against a lone picker doubles a hand that already pays each defender one unit at a time. A picker going alone by choice is announcing a strong hand, so the bar for cracking should be high; see when to crack.

Related

Play a hand

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