I'm not playing much the lower missions, so I don't know much about the difficulties of that one.
But low which isn't a task in most missions usually mean you got a lot of cards on that colar, or is rarely a negative comm to insist in one of the others colors where you got no cards.
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On those missions where the 9s need to not win or similar, I assume that comm 9 mean exactly 2 cards included 9.
Wreckage wrote: ↑14 June 2024, 00:50When you comm the lowest, everyone else should be tossing their highest cards anyway, so this suit can be led as much as possible. There’s no reason to keep an 8, unless they need to win a task.
Note that if you hold three cards, you can still do the usual play which is to play your highest second to last, so per example with 248, you play 4 first, then 8, then 2.
I believe it's stronger most of the time.
But on that mission, that will change which player got access to the lead, and that's highly situationnal. Another upside is if the hands are 248/67/1359, then now there is no problem anymore. The chance of it happening is extremely low, but that's an upside.
AlexT2067 wrote: ↑03 June 2026, 06:42
I have a personal convention for "Win with a 1" missions :
Top comm mean 3/4 long color
Bottom comm mean 5+ long color, being a "forcing" comm because nobody can block you.
That one I know extremely well.
And I fully agree with the 3/4 long color.
Note that bottom comm have various meaning and is situationnal. If nobody ever commed, that's where you should go to try to exhaust two others colors. If you are commander, you can even not comm, and play your highs one by one, and once that's clear, comm another color, either for you to win it, or as a negative.
[edit: Alternatively, you comm after everyone got a chance to comm once, so that a hand b159 g148 p25 y14 can know which color they should comm first.]
But I usually prefer to wait for others to comm, and if your long color is commed, comm where you are weak to ask to goes there first. So they goes there first, you discard.
Subs plays are potentially always positive turn 1. I still don't know about that, but that transform losses into wins (weak hand+r23) and transform wins into losses (not being able to get the lead back).
And that post was years old. It's fine if you want answers though.