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Philosophy of knock dummy

                                                                     


        The  knock dummy philosophy is the principle used to design a classic dummy playing system for all players. They must use art, techniques, styles, tactics, and advanced psychology to achieve the knock dummy philosophy. Here are the main principles:

         1. Must knock, the most important goal of dummy gameplay. Knocking means ending the game by arranging all cards in hand in valid sets or runs or dummy with one card remains face down. Knocking, dark or light, wins absolutely, not need counting the points to compete with other players. 

              Knock dummy must have a knock value because all three players get the Head or upcard and the Speto or queen of spades and two of clubs values, so there is only knocking value left for your winning. If there is no knock value, will try to knock for what? Knocking is very difficult to play for and why still need counting the points.

               Knocking is not easy. Players must use their skills in planning various strategies, including styles, tactics, timing and luck. Players must create knock opportunities as quickly as possible. Once collect or draw a card and wait for dummy or the fool card. Throw risky cards to hope for knock. 

               So knocking is the best goal. What good is it if someone compliments you on how well you play, but doesn't knock? It's still lost. Please keep in mind that you must knock.

            2. Must score the highest, the second most important goal after knock. If not knock, let's get the highest points. When the stock pile runs out, the player who gets the highest points is the winner. 

                 Players must use dummy skills in collecting cards and baiting in order to get the most points. It is suitable for players who do not want to knock out, but want to block a dark knock player or an opponent. They have a high probability of definitely getting the highest points at the end of the game. Players must control the card situation well and can read the timing of cards.

                The principle of getting points is to collect and lay down cards on the last turn. Pick up cards that can be made several full melds. If the full melds are face cards, there is a chance to get highest points as well. 

                On the last turn, count the points carefully, lay down dead melds with no dummy first and then lay off dummy to beat an opponent. Make sure you win the game and throw the safest card. Please remember that you must lay down cards to win, if not win, hold them to block dummy.

             3. Must block, a defensive player often makes his opponent's game more difficult to win. He shows his ability to control the dummy situation in order not to be knocked easily. 

                 There are several ways to block cards, such as holding the Head or Speto defensive card, picking cards to prevent others from getting a lot of scores or knock, keeping live dummy in hand,  putting down a dead meld, no dummy added or holding a new card face. 

                  Another exciting challenge is the Speto defensive discard to create an opportunity for other hands to hold the Speto. It is not easy to play with the Speto in hand. This kind of blocking needs to be watched carefully as you might be able to draw the Speto against yourself. 

                  Good defensive players have to block each other's cards. Make full use of your playing skills according to the happening card face. Do not discard a card favorable to the other party because there will be an advantage, disadvantage or doubt in game and make the play no fun.

              4. Must not be foolish, a fool discard is a bad ending to the game and hurts a thrower's pride. No one wants this to happen, even with careful caution, it cannot be avoided. 

                  Discarding the fool card, the discarder must pay the fool value round the table at the rate of losing medium to two players , while the light knocker gets the fool value double because he is a skilled player. 

                  The fool discard is caused by many reasons, for example, the carelessness of the players, they fail to remember the cards collected by the right hand, they are not paying attention to a new discard, card situation forces players to discard the fool card or they risk being knocked to create knock opportunities.

                  Playing well, watching right hand playing at all times, no fool discard sound very impressive, but it's just being knocked protection. If you don't rush to score or don't take a risk to create knock chances, you still can't beat your opponents. Fool discard is considered normal in dummy playing. If you don't be foolish, you're not a master or Zian of dummy. Don't think too much.

               5. Get the Head, get the Speto. The Head card or upcard means the top card of the stock pile that placed face up and begins the discard pile.  Do not allow others to turn over the top card. To get the Head value, you must pick only the first face-up card. 

                    The Head and the Speto are special cards valued at the level of losing points , medium loss, and desired by all players. even if you do not knock or get the highest points, the Head or the Speto meld will help you pay the game values less.

                    To get the Head and the Speto meld does not come easy, it depends on a player's luck. The cards are dealt with no the Head or the Speto defensive cards in hand are difficult to get the melds. The player must draw or pick a defensive card to match pairs.

                     You have to prevent your opponents from getting the Head or the Speto meld easily. Do not throw the defensive card close to the Head or the Speto unless there is a reason. If someone throw the defensive card close to the Head or the Speto, ideally, get the points first, worry about fool discard later.

                6. Hold the Speto, get or lose double. The Speto is the most valuable card. It is worth one time at the rate of losing points, medium loss, and worth double if it is in a player's hand. He or she wants to make the Speto full meld, so you can't keep it to play alone.

                    Holding the Speto is not related to the Speto defensive card placed face up as the Head card. If you knock and hold the Speto in hand either in dark or light gameplay, you will get double the Speto holding value from all the players. But if someone knocks first, you lose double round the table as well. If you knock with the Speto pick up from the discard pile, you will get only the Speto value, not double.

                    Players who like holding the Speto can do that as long as they want if their cards are good. The longer they hold the Speto, the better for the one who is waiting the fool card or dummy. 

                    If the Head Speto defensive card turned over, players are forced to hold the Speto. Discarding or holding the Speto is equal value, so there is no need to throw it in a hurry. If you're lucky, you may get the Head Speto meld or take it out in the last turn.  A real Speto holder must dare.

                7. Be justified, based on principles. The president of dummy club designed the knock dummy rules based on various principles in order to make them as universal as possible.

                    The rules are equal for all players, no matter who they are, must play by the rules, if they play against the rules, they will be fined. If they are highly skilled players, they will get rewards for playing.

                     The rules are stricted to the probability principle. Everyone has equal chances to get the game values ​​such as Head, Speto, knock. Whether who will get them it depends on his luck and skills.

                     The secrecy of the card is also used to prohibit any players from revealing or showing their card under any circumstances because the injustice will happen to the other sides and the play is not fun. This rule is therefore considered to be created for those who truly love dummy and want to access the art of Thai knock dummy.