Thirteen Strategy: How to Win More Hands
The deal matters in Thirteen: a hand with three 2s is a happy hand. But over a game of several hands, the same players finish first again and again, and it is not because they get better cards. They see their hand as a handful of plays rather than thirteen separate cards, they know when to hold back, and they keep an eye on what has already gone. Here is how. If you are new to the game, start with the rules.
1. Count Your Plays, Not Your Cards
The real question about a hand is not "how good are my cards?" but "how many turns will it take me to play them all?" Thirteen cards that sort into a run of five, two pairs and two singles are five plays. Thirteen cards that sort into nine singles and two pairs are eleven plays, and you will rarely get that many chances.
So before your first play, sort your hand into combinations. Look for runs first, because a long run gets rid of many cards in one turn and few players can follow it. Then look at pairs and triples. Sometimes there are two ways to split the same cards: 6-7-8 as a run, or keeping your pair of 7s and your pair of 8s. Choose the split that leaves you the fewest plays and the fewest low singles.
On this site the computer players do exactly this, and the Why? button often tells you so: "Beating it would break up a pair, three of a kind or a run, so it passed."
2. Get Rid of Your Low Cards Early
A single 4 is the weakest thing you can hold. Early in a hand, when everyone has plenty of cards, you can lead it and the others will happily play over it. Late in the hand, nobody wants to see a single 4 led, and you may never get the lead to play it at all. Whenever you start a round, think about leading your lowest combination: the lonely low single, or the low pair.
The same goes for following. If someone leads a 5 and you hold a 6 you don't need, play it. Getting a useless card out of your hand for free is always good.
3. Treat 2s as Control, Not as Points
A 2 almost always wins the round it is played in, and winning a round means you lead next. That is what a 2 is for: getting the lead back when you need it. Spending a 2 early to beat a 9 wins you a round you didn't need, and later you may find yourself stuck with three low singles and no way to take the lead.
A good rule: keep your 2s until you can count your remaining plays on one hand. Then use a 2 to take the lead and run out the rest. The same is true of bombs. Four of a kind and double runs are your answer to an opponent's 2, so don't spend them early as ordinary plays unless you are about to go out.
4. Passing Is a Play
Newcomers often feel they must play whenever they can. You don't. Passing costs you nothing except your place in that round, and it is often the right choice:
- When the only way to beat the table is to break up a run or a pair you are counting on.
- When the only way to beat it is with a 2, and it is still early in the hand.
- When the player who would lead next is someone you are not worried about.
The exception is when somebody is close to going out. Then the round matters a great deal, because whoever wins it leads next.
5. Watch the Player About to Go Out
Keep an eye on how many cards each player holds. When someone is down to one or two cards, change how you play:
- Beat their plays if you can, even with a 2. If they win the round, they lead, and they may simply play their last cards.
- Lead what they can't follow. A player with one card can only play a single. Lead a pair, a triple or a run and they have to pass. Against a player with two cards, avoid singles and pairs.
- If you must lead a single, lead a high one. A low single just hands them the chance to drop their last card on it.
6. Count the High Cards
You don't have to remember every card. Just remember the big ones: the 2s and the Aces. There are only four of each. If the 2♥ and 2♦ have been played, your 2♣ is now the second-highest card left. If all four 2s are gone, the A♥ cannot be beaten as a single.
A card that nobody can beat is a guaranteed round. Near the end of a hand that is gold: lead your unbeatable card, win the round, then lead your last combination and go out. Our Hard computer players remember what has been played and use exactly this trick, so watch for it.
7. Think About the Order of Your Last Plays
When you are down to two or three plays, plan the finish. Suppose you hold a 2 and a pair of 6s. If you lead the pair of 6s, someone may beat it and you may never get the lead back. If instead you wait for a single to be led and drop your 2 on it, you win the round and lead the pair of 6s as your last play. Always try to make your last play the one you lead, and use your strongest card to get the lead for it.
8. Long Runs Are Hard to Answer
A run of six or seven cards empties a big piece of your hand, and the chance that someone holds a higher run of exactly the same length is small. Leading a long run often means you keep the lead, and you get to play again straight away. The same is true of double runs.
Practice Makes It Natural
Try a few hands on Normal and use the Hint button when you are unsure. Then tap Why? beside the computer plays to see the thinking behind them. When the card order feels like second nature, move to Hard. For house rules that change these tactics, such as playing without bombs, see the variations page.