Round one, seven players. Your hand: Skus, XXI, K♥, K♦, K♠, XI.
Solo now, or hold for the Dapp?
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Answer
Pass on the Solo, and hope round two comes back to you for the Dapp. Five of the seven guardians are already sitting in your hand (Skus, Moon, three Kings), one Pagat and one King short of the instant win: 50 Victory Points, 90 with a live Challenge. But the instant win only fires AFTER the exchange, and a Solo never touches the Dapp at all. The pass is a bet, not a guarantee: a later player could still call Solo in round one and end the bidding before the Dapp ever opens, or an earlier player in round two could claim it first, voluntarily or by the second-to-last duty, before your own turn arrives. The pass is still the right call, because a Solo forfeits the exchange completely and would strand this hand exactly as dealt, but know what you are betting on. Playing this glorious hand as dealt throws away the one line that could end the round before a card is even led.