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Counting suits in Thulla: how to know who is out of what

By Abdul Rauf · Updated

Every Thulla game turns on one question: who can throw a thulla on this suit? A player who is out of a suit is dangerous when you lead it, and a gift when somebody else does. You cannot see their hand, but you can work a surprising amount out. This guide teaches the three things to track, then plays through three tricks with the notes written down.

A Thulla Champions practice table in the Club theme. The Ace, Jack and Six of spades are on the table and the player's hand shows only the spades lit up, the other cards greyed out.
The first trick of a round in Practice. The Ace of Spades has been led, so everyone who holds a spade must play one: in the bottom hand only the spades are lit, and the greyed cards cannot be played.

The three things to track

  1. How many cards of each suit are still unseen. There are 13 of each suit. Subtract the cards in your hand, and the cards that have been played in finished tricks. What is left is hidden in your opponents' hands. The smaller the number compared with the number of opponents, the more likely someone is already out of the suit.
  2. Who is known to be out of which suit. A player admits it in two ways: they throw a thulla on a suit, or on the very first trick they play a non-spade because they have no spade. Write it down: Sara: no spades.
  3. Which cards a player must be holding. When somebody picks up a pile, everyone sees every card in it. Those cards are now in that player's hand, and you know exactly what they are.

What you track is public. Everything on this list can be seen by every player at the table, and it is exactly what the Hard bot tracks, too.

A worked example, three tricks

You are Bilal. The players sit in the order Ahmed, Sara, Bilal, Hina. Your hand includes ♠7, ♠9 and ♠J, among others.

Trick 1: spades

Ahmed opens with the ♠A, as the rules demand. Sara has no spade and plays ♦3, a dead card. You play ♠7. Hina plays ♠K. Ahmed's ♠A wins, and he leads next.

Trick 2: hearts

Ahmed leads ♥9. Sara plays ♥J. You play ♥4. Hina plays ♥2. Everyone followed suit, so it is a clean trick, and Sara's ♥J is the highest heart. Sara wins and leads next.

Trick 3: diamonds and a thulla

Sara leads ♦8. You follow with ♦5. Hina has no diamond and throws ♣K: a thulla. The trick ends at once. The highest diamond on the table is Sara's own ♦8, so Sara picks up ♦8, ♦5 and ♣K and leads next.

What the notes tell you

SuitWho is outMeaning for your next lead
♠ SpadesSaraDo not lead a spade you cannot afford to pick up: Sara can throw a thulla.
♦ DiamondsHinaSame for diamonds: Hina can throw a thulla.
♥ HeartsNobody knownThe safest suit to lead right now.
♣ ClubsNobody knownNobody is known to be out, and you know Sara holds the ♣K, so she is the one to beat in clubs.

That is all counting is. You are not memorising 52 cards; you are keeping four short notes, one per suit, and updating them when something is thrown.

How to use what you know

Common counting mistakes

Practise it

Try it against the Easy bots first, keeping your four notes on paper: the bots play without a plan, so the information is easy to read. When you can do it without paper, move up to Medium, and then Hard. A Hard bot loses about 1 game in 100 against three Easy ones, and counting is most of the reason why.

More: strategy tips · common mistakes · the endgame · practise now

Frequently asked questions

Do I need to count cards to win at Thulla?

You do not need to count every card, but tracking three things (how many of each suit are unseen, who is out of which suit, and which cards players picked up) is the main difference between a strong and a weak player.

How do I know someone is out of a suit?

You only know for sure when they throw a thulla on that suit, or on the first trick when they play a non-spade instead of a spade. Nobody can hide it then.

What is the easiest suit to track?

Spades at the start of a round: the first trick shows you immediately who has none.

What do I do with the information?

Avoid leading a suit that someone is out of unless you hold a safe low card, and throw your most dangerous card when you are out of the led suit yourself.

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