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Tips chuhan
- Pick a writ?**
Sometimes it is wise to take a writ and sometimes it is not. Generally, if you have a varied hand with most numbers, it is ok or even desirable to take a writ to pad out individual numbers in your hand and increase the numbers of 3s and 6s you have (for their abilities). Conversely, if you have only a few numbers left in your hand, it is better to avoid taking a writ that is likely to give you more to play. There's also the scoring to think about. Each card in your hand at the end of the game is a point, as is each writ. So in summary, taking a writ is good if it is likely to help you play your hand in fewer turns, and bad if it will add turns in order to play your hand.
- Playing six cards of rank 2**
Successfully playing six cards of rank 2 is immediately worth 6 points. You don't have to wait for the end of the round; you get them immediately (as long as your play isn't canceled somehow). The average round is likely to score around 4-8 points, so an additional 6 points is really helpful. If you have a really good shot at playing the six cards, it can be worth pursuing. For example, if you have five of the rank 2 cards, take a writ and hope for that sixth. If you can play the 3 powered card that says "play all different as lowest," which enables you to play a 2, 3, 4, 5, 6, and 8 (for example) as if they were six of rank two, then do it. This often leaves your hand in weak position, but the six points is almost always worth it. In any case, it helps if you maintain a high card, such as a 7 or 8 to improve your chances of clearing out some weaker cards before the game's end, denying a point or two to your opponent.
- Keep a 3 or 6 with an ability, or play it in a set?**
If you have a set of 3s or a set of 6s, it's usually worthwhile to play the full set. In some cases, it may be more valuable to hold onto one or two for their ability, but these are situational. In most hands, a player is only likely to use a couple for their ability. Perhaps the most valuable include: "cancel," "play all different as lowest," "LEAD: discard a card," and the two that have you pass. But even these can be worthless for you in many circumstances, so just think critically.
- Some tips**
- The card with the ability "reveal the top 4 cards" also allows you to reveal the opponent's hand if there are no more writs. This is especially useful to play right at the end. - Remember that you will only score points if you go out first. You need a plan to get rid of your worst card or worst set. Don't ditch your highest card/set until you have a plan to get rid of your worst card/set. - You can play the "cancel" and then react on yourself with the "cancel the cancel," thereby playing two cards out of turn. But this requires that your opponent plays an ability card to triggere the opportunity. - Don't be afraid of the discard pile. Each card has a number of dots on it that represent how many copies of that rank there are. Counting the discard pile can help tremendously to determine what your opponent may still have. - The card that passes and doubles the points for the round is a big risk, especially since the pass immediately puts you at a disadvantage. It's more likely to explode in your own face than in your opponent's, so be judicious with this card. - The card that lets you pull a 0-5 rank card from the discard can be really useful in picking up rank 3 cards for their ability, for completing your set of six twos, or just for extending a set so your opponent is less likely (or even completely unable) to respond.