If there is a unified theory of Spades, then it is Timing.It's a strange fact that the concept of Timing in Spades is rarely mentioned in articles and is never given treatment in any of the published works. Of course the classic books on Bridge all cover this important theory in great detail. But it is this very concept that is at the heart of all spades strategy. If you want to master this game, first become very intimate with the concepts of timing.
Truly at its heart, Spades is a battle to win more time. Ruffing, suit establishment, the 5-5, the hold-up, endplays, squeezes, trump management, nil defense, nil coverage, - what is the underlying theme here? Timing.
But what the hell is "Spades Time"? I imagine you have a vague and muddy understanding of this strange concept, but clarity usually eludes even the "top players". It is thus important for us to break the concept into pieces. Only then will we be able to fully appreciate and later utilize the concept to its full potential.
A hand is divided into thirteen units. Each unit is a "time unit" and is controlled by the person on lead. Thus, when the opposition is on lead, you have lost a time unit. The reason we describe the units with the term "time" is because a spades hand is greatly affected not only by
how these units are played, but
when they are played.
There are two general categories of Timing to consider --
Trick Establishment and
Trick Avoidance.
A team has a limited amount of time (13 tricks) to win additional time units, which become tricks. Time units can be gained or lost during a hand. There are many variables that affect time such as the cards you hold, the skill of each player at the table, who has the opening lead, and luck.
The essential thing to remember is that both teams are battling for more time.
A simple Timing example: You hold a singleton heart, and you hope for a 2nd round ruff. If the side suit is led twice, a ruff is available and you gain a time unit. However, if that suit is not led twice before spades are led, a potential time unit (the ruff) has been lost.
An opposing example: ♠ Axxxx
♥ --
♦ xx
♣ KQJxxx
If hearts are led to force you to ruff, it will become increasingly difficult to later steal time units with established clubs. On the other hand, if clubs are led early, it will become more likely that your established clubs will win time.
The underlying factor in each example is
when each suit is played. Time is either gained or lost based on the timing of each lead.
Terminology:Spades Time: The concept that a spades hand is divided into 13 time units. The manner and order in which each unit is played affects the time units available to each side.
Time Unit: 1 trick.
Time Management: The art of managing one's cards in order to maximize the amount of time units available.
Captaincy: Some hands allow one player of a partnership more information earlier about the correct line of play. This player must take control as he will know how to steer the tempo. It is critical for the captain's partner to quickly follow his lead. Keep in mind that most hands do not have a captain as everyone is trying to find the correct line. But sometimes, a player will gain a quicker insight on a particular deal and needs to steer the ship. Most "good players" are over confident of their abilities and want to control every hand, and thus never recognize when their partner should be steering the hand.
Two Categories of Timing Approaches:Defensive Timing: A timing strategy implemented when a team lacks captaincy.
Offensive Timing: A timing strategy implemented when a team holds captaincy.