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Tips dnup
dnup is a game of opportunity. Prioritize flexibility among other things. When cards come back to your hand, they flip and become something else, transforming them into future options. Try to plan 2 possible paths that can be switched mid-round. You can never really relax, even if your opponent only has one card left and you have 5 or more. Comebacks are very possible.
Start slow and finish with big sets. You don't want to be targeted and blocked by playing your useful cards first.
Try taking, rotating, and deliberately having others return your card(s) to make a better set of cards. Taking 2-3 cards per round may lead to a stronger hand overall.
The better your set(s) of cards, the more likely you are to empty your hand plus return others' cards to their hands.
Card counting is hard due to the nature of the deck. It's easier to count what 9s and 10s are left.
Single cards with low values should be shifted into sets to strengthen them. High values are better used as singles or pairs. If you have a low-value set, it may be better to play it early and let it return to your hand so it rotates.
Cooperation is important. Players/leaders need to get blocked. Blocking someone is rarely a "wasted" turn.
Luck plays a large role. Sometimes you get bad hands. Getting a bunch of singles is hard to overcome, even when taking cards.
Your last set should be difficult to block (e.g. a big set or high value). A preemptive block using a single or pair in the endgame is usually a good idea, especially if another player is down to 1 or 2 cards.
Take the opportunity to get rid of undesirable low/mid singles by "adding" to other players' sets. It's slow, but safe. But it's also not terribly useful, and it can help your opponent's set into something that's harder to block.
Once you're out, you're out (you don't have to worry about being blocked if your hand is empty), so make sure your last play cannot be blocked.