This is a plea to everyone reading this: when in doubt, just play the commed color.
An unwillingness to play the commed color has resulted in so many mission losses that I’ve seen. And I’m not just talking about new players, it’s a regular occurrence to sit down at a table with all experts/masters, and have multiple players decline to play the commed color. Like, playerA will comm y8 high to do their task, I’ll lead my lone y5, playerB will take it with the y9, and then we spend the next five tricks passing the lead between playerB, playerC, and me with none of us leading yellow. After everyone has failed to lead yellow I assume playerA has all remaining yellows, but then (once it gets down to the last few tricks and I’m stuck in the lead) I see playerB and playerC each dump a yellow onto my subs. Why??
That’s the most egregious scenario, where there’s no justification at all for failing to play the commed color. Some other examples of things I don’t think people realize are bad plays:
#1
Tasks (all to one player):
- Win a trick with a 6
- Win the p5 and y6
Comm:
- b7 high
We lead blue once, then the person who took the trick with the b9 comms a solo b8 and dumps the lead to green. We play a few more tricks, the b7 player eventually takes the lead and plays b3, getting rid of the b8. The b8 player dumps the lead again, we play a few more tricks, but the b7 player is unable to take the lead again before someone only has subs left. When the b8 player decides to not lead the b8, they’re forcing the b7 player to take the lead twice instead of once, which burns so much time.
#2
Tasks (all to one player):
- Win a trick that has as many yellow as pink
- Win more pink than green
Comm:
- b9 high
Someone plays out their g689, emptying green, presumably because of “win more pink than green”, before dumping to blue. This inevitably makes “win a trick that has as many yellow as pink” impossible - when the last blue card is led, it needs 1 yellow 1 pink and 1 green on it.
#3
Tasks (all to one player):
- Win a trick with all odds
- Win no yellow
Comm:
- b9 high
Someone thinks it’s helpful to take the lead and play out their y4789, and by the time we get to the third blue trick which would have all odds, commander only has subs left. At the start of this mission, we were in a situation where the b9 player couldn’t win any of the last four tricks (because they will all have yellow) and also wouldn’t be able to win any of the last three tricks (because they will all have subs). It was transformed into a situation where the b9 player can’t win any of tricks 2-5 (because they all have yellow) or any of the last three tricks (because they all have subs).
Of course there are exceptions, but they are easier to realize (e.g. someone gives a problem comm, or someone else has a task that needs to be completed before playing the commed color). “I’m not sure what will happen if I lead the commed color” is not a good excuse. Thinking like that will turn ten won games into a loss, for every lost game turned into a win.
An unwillingness to play the commed color has resulted in so many mission losses that I’ve seen. And I’m not just talking about new players, it’s a regular occurrence to sit down at a table with all experts/masters, and have multiple players decline to play the commed color. Like, playerA will comm y8 high to do their task, I’ll lead my lone y5, playerB will take it with the y9, and then we spend the next five tricks passing the lead between playerB, playerC, and me with none of us leading yellow. After everyone has failed to lead yellow I assume playerA has all remaining yellows, but then (once it gets down to the last few tricks and I’m stuck in the lead) I see playerB and playerC each dump a yellow onto my subs. Why??
That’s the most egregious scenario, where there’s no justification at all for failing to play the commed color. Some other examples of things I don’t think people realize are bad plays:
#1
Tasks (all to one player):
- Win a trick with a 6
- Win the p5 and y6
Comm:
- b7 high
We lead blue once, then the person who took the trick with the b9 comms a solo b8 and dumps the lead to green. We play a few more tricks, the b7 player eventually takes the lead and plays b3, getting rid of the b8. The b8 player dumps the lead again, we play a few more tricks, but the b7 player is unable to take the lead again before someone only has subs left. When the b8 player decides to not lead the b8, they’re forcing the b7 player to take the lead twice instead of once, which burns so much time.
#2
Tasks (all to one player):
- Win a trick that has as many yellow as pink
- Win more pink than green
Comm:
- b9 high
Someone plays out their g689, emptying green, presumably because of “win more pink than green”, before dumping to blue. This inevitably makes “win a trick that has as many yellow as pink” impossible - when the last blue card is led, it needs 1 yellow 1 pink and 1 green on it.
#3
Tasks (all to one player):
- Win a trick with all odds
- Win no yellow
Comm:
- b9 high
Someone thinks it’s helpful to take the lead and play out their y4789, and by the time we get to the third blue trick which would have all odds, commander only has subs left. At the start of this mission, we were in a situation where the b9 player couldn’t win any of the last four tricks (because they will all have yellow) and also wouldn’t be able to win any of the last three tricks (because they will all have subs). It was transformed into a situation where the b9 player can’t win any of tricks 2-5 (because they all have yellow) or any of the last three tricks (because they all have subs).
Of course there are exceptions, but they are easier to realize (e.g. someone gives a problem comm, or someone else has a task that needs to be completed before playing the commed color). “I’m not sure what will happen if I lead the commed color” is not a good excuse. Thinking like that will turn ten won games into a loss, for every lost game turned into a win.