The first move is to let the cards pass.
Because the outline of sufficient level stipulates that after checking the opponent's cards, the latter two players will not win and still have a chance to play cards, it is regarded as a preferential policy in sufficient level, which is the most used and easiest skill to master in actual combat. The pass here is a tactical check, not that there are no suitable cards to play.
The example is as follows: When your opponent dealt a set of unqualified cards (such as five eights) or bigger cards (such as two jacks), and your last two families checked, at this time, although you have five nines or two queens in your hand, you deliberately refused to play, but gave them to the next two families, because if you play directly, not to mention your opponent, your next family may fold your cards. However, after the strategy of giving cards was adopted, the situation took a turn for the worse, because your next home is your opponent's Federation, and he generally won't fold five cards as big as eight or two jacks and let the Federation get the licensing right without three people playing. At this time, you will enjoy the right to re-card the level according to the provisions of the outline. When you cover five 9s or two queens, only the first person can play cards. In this case, unless your opponent happens to have five 10 or two kings, it will not be easy for him to deal with your hand, so your chances of getting the licensing right will be greatly increased. If your opponent tries his best to fold your cards, you won't get the right to deal, but you will drag your opponent down.
This desperate tactic has great benefits, but it also has certain risks, and its success depends on the tacit cooperation between federations. This is because in leveling activities, especially in leveling competitions, there are strict regulations on the performance of players who are not on the card, and a unified and standardized way is needed, which is usually called "passing". In this case, each player has two possibilities to "cross" this card. One is "true crossing", that is, there is no will to play this round of cards; One is "false transmission", that is, tactical surrender. When you are out of date, the Federation mistakenly thinks that you can't handle it, and comes forward to solve your problem, your strategic intention will be destroyed; And when you are really out of date, and your Federation mistakenly thinks it is fake and ignores it, let the enemy take the lead. The only way to solve the contradiction is to improve the quality of the players themselves and strengthen the tacit cooperation between the federations. Smart players will hesitate before forging checks and then shout "cross". Under normal circumstances, Lian will not stand up. This way, which is neither suggestive nor can give the federal fake card information, is often more effective.
The second trick is to block the cards.
Blocking cards need to be used correctly. The basic principle is: correctly estimate the situation, if it is favorable, it will be excessive, and if it is unfavorable, it will be blocked.
When it's your turn to play cards, you will encounter several situations: there is no matching order or there are one or more matching orders, and then you will be faced with three choices: check, straight and block. If this kind of card is exactly what your Federation needs and is not to your opponent's taste, it is good for your own side. This is when you should check or deal to the lowest point. On the other hand, when it is bad for your own side, you should block the cards, that is, you should follow the higher deck in your hand or you would rather divide a higher deck. Another way to get a card is to go directly to the checkpoint.
There is also a special card block, which can also be called advanced card block. When you foresee that your next home is about to compete for a subject, but its card point is not high, use a card block that is not lower than your opponent's card point if possible.