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The "high voltage line" and "safety line" of the egg whipping

Author: Kong Xiangtian

Huai'an egg whipping has developed from the original entertainment game to the current competitive competition. However, compared with other competitive events, the fairness of egg whipping is obviously insufficient, and the accidentality is obviously more than enough. The usual saying of "luck accounts for 7 points, technology accounts for 2 points, and cooperation accounts for 1 point" breaks the limitations and embarrassment of this kind of competition. Therefore, egg whipping can not be called a competitive game in the strict sense, but more suitable as a game entertainment between each other. In fact, this does not completely deny the role of card skills. Although a good hand can be won even if there is no skill, in most cases, technical and skillful. For example, there are some "high-voltage lines" that cannot be easily touched; there are some "safety lines" that can pass unimpeded. The following is a summary of the specific situation of these "high voltage lines" and "safety lines" from nine aspects.

First, the "high-voltage line" of whipping eggs:

1. Tribute is cautious. One side pays tribute, especially double tribute, and starts with a single card, which is a big taboo for whipping eggs. Because their big cards have been paid out, if they start playing single cards, it is equivalent to giving up their "right to serve". If you want to continue to play cards, you have to pay a relatively large price (such as using firepower). Therefore, as a tribute party, you should first correctly assess your own strength before playing the cards, and see how sure you are to win. If you can't play the first game, the single card must be played carefully. You can start your own dominant hand and try to force your opponent to fire, rather than using your own strength for no reason.

2. Proceed cautiously. When grouping cards, try to group as few or no straights as possible. Because once the straights are formed, the card type is relatively fixed, and then want to change, it is more difficult, often make the cards scattered, a mess. Similarly, as the party playing the cards, it is not advisable to start the straight, but should try to retain the change of the card type. Those who can play the cards first are generally the party that pays tribute, and there is basically no advantage of a single card. If you start out of the straight, the opponent can easily adjust the big straight to block, and some of the cards they single down can't be left without worrying, so it is extremely unfavorable to themselves.

3. Three cautious pairs. When the opponent still has three cards left, is it better to play a single card or a pair? Through long-term practical observation and summary, the conclusion reached is: it is advisable to make a single order, and avoid making a right one. Of course, it should be analyzed on a case-by-case basis, and it cannot be one-size-fits-all. If you know that the opponent is three single cards, and it is relatively large, and you still insist on giving the single card to the opponent, is it not too dogmatic? In general, it is more common for the opponent's three cards to form a 2+1. If you choose a pair and play the other side as a card, it is not easy to defend.

4. Four cautious out of the double. There is a common saying for egg whipping, called "the gun does not hit four". This means that when the opponent has four cards left, there is no need to deliberately press them. Because of the four cards, if it is a fire, you can't control it; if it's not a fire, he can't go away. The opponent has only four cards left, and it is not a fire, which is easier to deal with. However, it is necessary to prevent a situation in particular, that is, four cards, forming two pairs. At this time, one is the best, three can also be, that is, resolutely can not be paired. If both pairs of your opponent are larger, once you take over, you may not be able to control them.

5. Five cautious orders. When the opponent has five cards left, be especially wary of 4+1 cards. Therefore, the card should be avoided to prevent the opponent from being played as a net fire. Even the smallest fire, you can't take him. Of course, it is also necessary to prevent the possibility of forming 3+2 or straights, so against five cards, neither one nor 3+2 or small straights can be played. So, what cards are the most ideal? It is best to come up with a pair. Because, even if the other party is a 3+2 combination, the pair is usually relatively small, the three cards are often relatively large, playing a pair of cards, the other party is not easy to take over.

6. Six cautious out of pairs. When the opponent still has six cards, it is usually necessary to avoid pairs to prevent him from being a 4+2 card and being beaten into a net fire. The opponent is six cards, and the choice of cards is relatively large, which can be three, five, or one. Three of them are the most ideal and the most destructive to the other side. If it is a 3+2+1 card type, if three cards are taken, the remaining cards are more difficult to walk; if it is other cards, it is not easy to walk. Five sheets is also a good choice. However, it is necessary to be cautious to prevent the opponent from being a 5+1 card and being beaten into a net fire.

7. Seven pieces of caution out of three. The opponent has seven cards left, most likely 4+3 cards, so three cards are particularly taboo. This has to be guarded against. So, what is the right card to play at this time? Five, six, one, two are all feasible in principle. The choice of five or six sheets is the best. In this way, neither let the other party light up with one hand, nor will it beat the other party into a net fire, which plays a role in destroying its card type. There is not much danger in making one. Because, if the other party is 6 +1, generally you can't help him; if not, at least play the other party into two or even three or four hands, which increases the difficulty of getting out. Playing two sheets requires a little caution.

8. Eight pieces of caution out of three. If the opponent has eight cards left, the composition is slightly more complicated: there is a 4+4 possibility, there is a 5+3 possibility, there is a 4+3+1, 4+2+2,5+2+1 possibility, and so on. At this time, the most untouchable high-voltage line is to produce three sheets. In this way, it is very likely that the other party will be beaten into a net fire. If the other person is two fires, there is nothing you can do; if the other party is 6+2, you are basically powerless. However, if you make five or six cards, the trouble caused to the other party is greater. There are really no cards to play, one or two, you can also try. 9. Nine pieces of caution out of five. The more cards the opponent has left, the greater the variables. If the opponent has nine cards in his hand, he is most afraid of five. The reason is that it is possible to make a clean fire for the other party. In addition, one should also be as small as possible to prevent the other party from being beaten into two net fires. As for other cards, there are relatively few scruples. Six sheets can be produced, and there is basically no danger. You can make three cards, although there is a certain risk, but if the opponent is a 6+3 card

9. Nine pieces of caution out of five. The more cards the opponent has left, the greater the variables. If the opponent has nine cards in his hand, he is most afraid of five. The reason is that it is possible to make a clean fire for the other party. In addition, one should also be as small as possible to prevent the other party from being beaten into two net fires. As for other cards, there are relatively few scruples. Six sheets can be produced, and there is basically no danger. You can play three cards, although there is a certain risk, but if the opponent is a 6+3 card, you are basically helpless against him. You can make two shots, so that the other party needs at least three times to finish, and the risk is not too high.

Second, the "safety line" of whipping eggs:

When I talked about "high-voltage lines" just now, I also mentioned some "safety lines" in passing. Here, let's focus on that.

1. Head tour can be singled out. The so-called "head tour" here means that you do have the certainty of the head game. In this case, if there are one or two small single cards, they must be processed as soon as possible. Otherwise, it will be a drag on winning. Usually adhere to the principle of "two orders must be divided by one single". But some people, no matter whenever it is his turn to play cards, the first thing to play must be the smallest single card. Ask him why? The reason is simple: "I don't come out who will bring it for me?" "If there is a certainty of winning, of course, it is right to consider; but it is a bad hand, and a few single cards are thrown, but the opponent is completed." Therefore, when there is a grasp of the head game, a single card can be issued, otherwise, it cannot be torn off.

2. The first one can be paired. No matter what the situation, the starting pair is always a good choice. The so-called "the situation is not clear, the pair goes first". Most of the players who play first are losers, and a single card certainly does not have any advantage, but pairs or other cards are not necessarily weak. Therefore, it is wise to start a pair or other dominant hand.

3. Three tickets are available for billing. When the opponent has three cards left, is it the best to play the order, or the best to play? The answer is: orders. The reason is that it is easier to defend the opponent by playing two cards; it is more difficult to defend the opponent and play the opponent into one card. Of course, it depends on the specific situation. If it can be clearly concluded that the opponent is three single cards, of course, it is better to play pairs; if you can't make a clear judgment, it is safer to choose a single card.

4. Steel plates can be first out. The steel plate is a six-card card with three or three consecutive cards, and the probability of composition is relatively small, and the probability of the shot being suppressed is also relatively small. Therefore, steel plates, especially small steel plates, can be out first, so as not to be trapped in the hand and cannot go out. If the steel plate is hit out, it is generally necessary for others to fire; if you are trapped in your hand and then want to fight out, you often have to fire it yourself. Therefore, if there is no other special consideration, the steel plate should be issued sooner rather than later.

5. Five sheets can be paired. If the opponent has five cards left, the first thing to defend is 4+1; the second is to defend against 3+2 or straights. Therefore, the card can not be played, so as not to make the opponent into a net fire; nor can it be 3 + 2 or small straight, so as not to hit the opponent's hand, so that it is just out. At this point, the safest play is to send a pair. If the other party is 4+1, it is definitely not good to pick up the cards; it is not easy to pick up the cards; even if it is 3 +2, usually the pairs are relatively small, and the three cards are relatively large, and it is generally not easy to take over.

6. Six sheets can produce three. When the opponent is six cards, the card composition may be 4+2, it may be 4+1+1, it may be 5+1, or 3+2+1, and so on. At this time, the safest card is to play three cards, followed by five cards, you can also play one, but you can't play two to prevent the other party from being beaten into a net fire. Of course, there are also certain risks in playing one. If the opponent is a 5+1 hand, it is also possible to be hit as a net fire.

7. Seven sheets can be rammed. When the opponent has seven cards left, it is safest to play five; it is relatively safe to play six; it is also feasible to play one and play two. Five or six cards will not let the opponent's cards be played in one hand, nor will the opponent be beaten into a net fire, which is very destructive. Playing one or two has certain risks, but it is also invincible. If the opponent is really a 6+1 or 5+2 hand, there may generally be nothing he can do about it.

8. Eight sheets can be out of five. The opponent has eight cards left, and the first safety line is to produce five or six. Secondly, it is also relatively safe to produce one or two sheets. There are various possibilities for the composition of the eight cards, such as 5+3, 6+2, 5+2+1, 4+3+1, 4+2+2. At this time, it is especially important to be careful to make three sheets to avoid beating the other party into a net fire. Choosing five cards and six cards can play a role in destroying the opponent's card type.

9. Nine sheets can be out of six. When the opponent has nine cards left, the choice of cards is quite large. In addition to playing five cards is taboo, six cards are the safest. Two or three are also relatively safe. But be a little careful to draw a card to prevent the opponent from being beaten into two net fires. The opponent has nine cards left, the variable of the card is relatively large, as long as some sensitive cards are avoided, the safety factor is relatively high.

Finally, it should be pointed out that whether it is a "high-voltage line" or a "safety line", it cannot be separated from the "fundamental line" of the specific card situation. The card situation is ever-changing, and the "high voltage line" and "safety line" will not remain unchanged. At this time, the "safety line" may also become the "high-voltage line" at that time; the "high-voltage line" at that time may also become the "safety line" at this time. Therefore, any mechanical, dogmatic, non-flexible approach is very inadequate.