Do you play Hearts? You do?
Wonderful! I love the strategy involved in Hearts, and I particularly love shooting the moon. There are few games that require such a mastery of the other players, and which are so unforgiving of screw-ups, as Hearts is when you’re shooting the moon.
As much as it hurts when someone else shoots the moon, under certain circumstances it makes sense to let someone shoot.
There’s no space here for a full explanation of the game of Hearts here, but as a quick reminder, each heart you take in a trick counts for one point, and the Queen of hearts (from here on out, simple the “Queen”) counts for 13 points. Points are bad. Normally you avoid taking point cards, but if you take every heart and the Queen, you have shot the moon, which forces all the other players to take 26 points instead of you.
Since having 26 points added to your score is pretty awful, experienced players do pretty much whatever they can to prevent another player from shooting the moon. If I must sacrifice by holding on to a high heart, so I can take a few points, that makes sense because it saves me from getting hit with 26 points when the player successfully shoots the moon. Most players who are sophisticated enough to notice when someone is shooting are willing to take a bullet to stop someone else from shooting.
But there are circumstances under which it makes sense to let someone else shoot the moon. If preventing someone from shooting the moon will force you to take 14 points or more, it is more in your benefit to let that player shoot, even though it may seem to make sense to take 14 points instead of 26. Don’t agree? I’ll explain why.
First ask yourself: which of these options would you prefer? (For the sake of this exercise, assume no on is near 100 points, which would end the game.)
- Option A: Knock 10 points off your score
- Option B: Give 10 points to someone else
The two options may seem the same, but in fact Option A is 3 times better than Option B. Think about it – scores are only important relative to the scores of other players (again, ignoring the 100-point end-of-game limit, which I’ll come back to). Knocking 10 points off your own score puts you 10 points lower compared to every other player, making it just as good as adding 10 points to each of your opponents’ scores.
Think about it another way: If you had to add 10 points to your score (which is bad, of course), other players would also have to add 10 points to each of their scores to make you unconcerned about your own point increase.
In plain English, you should care three times as much about points you take as points any other player takes. (If you’re interested, an equation describes your utility (your interests): U = points you must take + (all points other players take)/3 )
What this means is that while letting someone else shoot the moon is definitely bad for you, it’s offset some by the fact that two other players also have to suffer (which is good). If you have to suffer personally to prevent someone from shooting, no one else shares in the points you take.
If you work through the math, it’s more in your interest to let someone shoot the moon than take 14 or more points to stop them. In other words, if you’ll have to take the Queen plus one or more hearts to stymie them, it isn’t worth it.
Now we come to the exception to this rule: long-term strategic play. Suppose Emma is trying to shoot the moon, and her success will push someone over 100 points. If that will leave you in a bad spot (e.g. you’re in 3rd or 4th place already), you might want to take a bullet to prolong the game, which might give you time to get ahead of other players. Of course, even in the beginning of the game, you might let someone shoot if they’re a less-skilled player you expect you’ll beat, or if they’re way behind, and you don’t anticipate a threat from them.
On the other hand, strategic considerations might make it worth it to let someone shoot the moon to avoid even smaller sacrifices on your behalf than 14 points. The important thing to remember is that points added to your score are 3 times as potent as points added to other players’ scores.
Let me know your thoughts on this!




























Actually, I guess I’m not quite a “convert” – I’ve been looking forward to playing the game ever since I read an article about it in Wired magazine. I just didn’t get to play until a few weeks ago.
I’ll frequently be working on one thing, then midway through remember I need to work on something else, and both tasks are important, liable to be forgotten, and are tempting because I know I can finish each in only a few minutes.
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