What shooting the moon requires
Shooting the moon means capturing all 13 hearts and the queen of spades in one hand. In Made Simple Games, the shooter receives zero points while each opponent receives 26.
Collecting most of the points is not enough. If another player takes even one heart, the moon fails and your captured points score normally. The plan therefore needs control of both the high-point tricks and the low hearts that appear late.
Signs of a strong moon hand
- Several high hearts, especially the ace and king.
- The queen of spades with enough high spades to control when it is captured.
- A long side suit headed by high cards that can draw out opponents’ lower cards.
- Very few low cards that can lose the lead after the point-taking phase begins.
- A score situation where a 26-point swing is worth the risk.
Use the pass to build control
Pass low cards from short suits and retain connected high cards. The ideal pass removes escape valves that could force you to lose a trick while preserving suits you can run from the top.
The cards you receive decide whether to commit. If the incoming cards add low, uncontrollable ranks, play a normal low-score hand instead. A moon attempt is a response to the complete hand, not a promise made before the pass.
When to reveal the plan
Early tricks should test whether your winners are secure without advertising the moon. Once you begin taking hearts or capture the queen of spades, opponents will watch for a run. At that point, draw out the cards that can interrupt your control.
Track every heart and the highest remaining cards in your long suit. A low heart in an opponent’s hand can stop the attempt if that player wins a carefully chosen side-suit trick.
Know when to abandon the attempt
If another player captures a point, the moon is impossible. Immediately switch to damage control. Before that moment, abandon the plan if you cannot account for a higher card or if an opponent can retain the lead through a suit you cannot control.
An exit card—a low card likely to lose—can save the hand. Use it before you accumulate a disastrous partial total, not after you already hold 20 points.
How to stop another player
- Give a point to a second player as early as safely possible.
- Keep a low heart that can lose to someone other than the suspected shooter.
- Lead a suit that forces the shooter to spend a high control card.
- Do not keep feeding tricks to the same player simply because your cards are low.
- Watch who takes every early point; coordinated defense matters more than minimizing one extra point.