How to Defend Against the Picker
You and two other defenders against one picker and their partner
The picker wins about 70% of hands on average. That means defenders win about 30% — which sounds bleak until you remember there are three of you. Each defender, on average, takes home points more nights than they donate. The reason: coordinated defense is genuinely strong, and the picker is fighting against three brains, not one.
Defending well is its own skill, distinct from picker play. You do not know who your fellow defenders are at first — the called ace's holder is the picker's partner, and until that ace plays, anyone could be on either team. Good defense is about extracting information, signaling to teammates, and then converting both into denied points. This article covers all three.
1. Goal: 60 Points, Not 61
The first thing every defender should internalize: the math is on your side. Thepicker's team needs 61 to win. The defenders need 60 — a tie goes to defense. That is a real edge. You do not need to dominate; you need to deny 60 of 120 points spread across six tricks plus the bury.
More importantly, every ace and every ten matters disproportionately. Each ace is 11 points, each ten is 10. There are 8 aces+tens in the deck (counting both colors, all four suits). Capture half of them and you are basically winning. Lose half of them and you are basically losing. Defenders should obsess over aces and tens — winning small Kings and Queens is decoration; capturing money cards is the game.
This shapes every decision. Win a trick worth 5 points? Mediocre. Win one worth 20? Game-changing. Sometimes the right play is to lose a small trick on purpose so the picker spends a trump and your teammate can win a big one later. Defense is about point flow, not trick count.
2. Lead the Called Suit
If you are a defender with the lead, and you have a card in the called suit, lead it. This is the single highest-leverage defensive move in Sheepshead. It does three things at once:
- Flushes the partner. The picker's partner must play the called ace when its suit is led. You force them to identify themselves. Now everyone knows the teams.
- Risks a trump-in. If your fellow defender is void in the called suit, they can trump in and capture the ace — 11 free points off the picker's team.
- Wastes picker's trump. If the partner has the ace but a defender takes the trick with trump, the picker can't protect the ace next time around. The whole partnership is now scrambling.
The corollary: never lead trump as a defender. Leading trump pulls trump from your fellow defenders — exactly what the picker wants. Defenders lead fail, pickers lead trump. Memorize it.
3. Signaling to Your Fellow Defenders
You cannot talk, but you can play cards. Sheepshead defenders have a small vocabulary of signals that experienced players read instinctively:
A. Following Suit Order
When you can't win a trick, the card you choose to throw can signal information. Throwing a low fail when you have a higher one in the same suit signals "I have strength here, lead this suit again." Throwing your highest card you can't win with signals "I'm out of this suit going forward."
B. Showing Out
The most powerful piece of information: a defender who fails to follow suit on a non-trump lead has just announced they are void. Your other defender partners now know to lead that suit next chance — they can trump in for big tricks.
C. Trumping High When Picker Has the Lead
If the picker leads a fail you're void in, and you trump in with a high trump, you are telling your fellow defenders "I'm a defender" (no partner would risk their trump on a picker-led trick). This signal is especially clear when the picker leads a non-trump suit — any non-picker who trumps in is almost certainly a defender.
4. When to Take a Trick, When to Ditch Points
This is the heart of defensive play. Every trick presents a choice: try to win it, or throw something off and let it go. The right answer depends on three questions: who is currently winning the trick? How many points are in it? And what does your hand need for the rest of the game?
When to Take the Trick
- The picker or partner is currently winning AND the trick has 10+ points.
- You can win with a trump card you would otherwise waste later.
- Winning lets you lead the called suit next trick.
- You are last to play and your card is guaranteed to win.
When to Ditch Points (and Lose On Purpose)
- A fellow defender is already winning — never overtake a teammate.
- The trick is worth fewer than 5 points and you'd burn a high card to win it.
- The picker is winning but your only winning option is your boss trump — save it.
- You're void in the suit led and trumping in costs more than the trick's value.
"Points Before Power"
When you have to lose a trick, lose with points (an ace or ten — to a confirmed defender) or with garbage (a 7 or 8). Never lose with a King or a Queen if a 7 is available. The old rule: points to your friends, garbage to your enemies. This is the same principle as schmearing, just from the defender side.
5. Long Thru, Short To
One of the oldest defender adages, and one that pays off in tricks won: "longthrough, short to." It describes which fail suit to lead based on where the picker is seated relative to you.
Long thru: when the picker plays before your fellow defender, lead your longest fail suit. The picker must follow (using trump or fail) before your defender plays. With a long suit, you have more chances to drag the picker into a bad commit, after which your teammate finishes the trick.
Short to: when the picker plays after your fellow defender, lead your shortest fail suit. Now you want to create a void in your own hand as fast as possible so you can trump in later when the picker leads that suit. Short leads burn through that suit quickly.
This is geometric, not memorized — once you internalize the seating, it becomes reflex. Look at where the picker is. Look at where your suspected fellow defenders are. Pick the lead that puts the picker in the worst position.
Key Takeaways
- • Defenders only need 60 points to win — tie goes to defense.
- • Obsess over aces and tens. Capture half and you basically win.
- • Lead the called suit when you have it. Flushes the partner and threatens a trump-in.
- • Never lead trump on defense. You pull trump from your teammates.
- • Take tricks worth 10+ points; ditch points on tricks worth less than 5.
- • Never overtrump a fellow defender.
- • Long thru, short to — match your lead suit length to picker's seat.
- • Throw garbage to the picker, throw points to confirmed defender teammates.