In a climbing shedding game, you generally (1) want the lead so that (2) you can play your low cards and (3) choose the melds that will best use all your cards. But there’s a risk to shedding cards: your hand becomes less flexible. If you play most of your hand and lose the lead, your opponent(s) may be able to lead melds that you can’t play on.
Crisps has some atypical features to consider:
• Specials (bombs) can only be played on top of Cs (or led)
• You only need to match a meld—not beat it
• Both players draw a card after each trick (until the deck is exhausted)
Cs and Specials
Cs are simultaneously strong and weak—higher than other singles or pairs, but an opportunity to play specials. If you have the lead, a C, and 1 other card, you’ve won the round. Lead the other card. No matter what your opponent plays, you can play the C. If they pass, you draw a card and repeat. You can try to put yourself into this position by playing a meld that uses everything in your hand but a C—but be careful that your opponent can't match what you play. It’s important to be aware of what specials your opponent may have. It’s usually a bad idea to play a C if your opponent has 3 or 4 cards because they may be able to shed out in response. Because of that, it's important to hold on to high non-C singles. If your opponent has 4777C, they may lead the 4. If you play a higher card, they’ll respond with the C. Now they want you to play a C so they can shed out with 777. You’re better off passing on their C to make them draw another card. If they lead their drawn single, you can play any high single (except a C) to take the lead. If they lead their special and you can’t beat it, hopefully they don’t draw a pair or a C. Now if they lead a single, you can safely play a C. Cs will almost always get played eventually. If I have multiple low specials, I’m more likely to play my special on a C than to respond with a C: I want to draw out your high special and leave more Cs in play for my other special. If I’m in the opposite position, I want to respond with a C so you’ll play your low special and I can play over it. 4-card specials are especially strong because they’re unlikely to be beaten.
Matching Melds
Leading is weaker in Crisps than many other climbing games because you can match melds. If you lead a 1, I can respond with my own 1. In most climbing/shedding games, you’d only be able to play the lowest rank if you have the lead. This also means that high cards aren’t guaranteed to win the trick. In other games, 789 wouldn’t be beatable, but in Crisps it is. Because of that, you usually want to avoid being the first to play high cards to a trick. If we both have one 9 and no C, whoever plays the second 9 will win the trick. You want to drain your opponent’s high cards so that you can take and control the lead towards the end of the hand. It’s possible to go out before the draw pile is gone, but it only happens in a small percentage of hands. If I drain your high cards early in the hand, I can take control when it matters—leaving you unable to regain the lead.
Drawing Cards
Drawing is an important part of the game. Cards can be good or bad depending on how they fit into your hand. They can also be good or bad for your opponent. The most important thing to watch for is the ability to make specials. Sometimes it’s better to draw a low card to deny your opponent a special. But if two 2s have been played, then it’s generally safe to make your opponent draw the 2. Be careful drawing face up cards. While they may seem good, your opponent could be drawing better face down cards. There’s a lot of power in knowing what your opponent has. If a low card is flipped up that would give you a special, you often don’t need to fight for it. Your opponent is unlikely to want it unless it makes a run or step pairs, so your opponent will probably choose the face down card. It’s often more important to avoid getting a known bad card than to ensure you get a known good card. Avoid playing melds early in the hand that deny you flexibility later. Step pairs could become specials. 12345 could become 123 and 345 with another 3. The worst thing that can happen to your hand is to end up with low disconnected singles. Be careful to not play too aggressively in the early part of the hand. Try to balance shedding weak cards with maintaining flexibility and building strong melds.
Credit: Matt Diephouse (400+ ELO, won the Arena season, & 200+ plays)
