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A complete fictional Dutch round, move by move

This is a fictional teaching example, not user data or a claimed real match. It exposes information that real players would keep private so each decision can be checked. Three players—Asha, Bram and Cleo—play one complete round using the canonical rules.

Deal and private information

Asha receives black King, 8, 9 and Queen; she peeks at the black King and 8. Bram receives 2, 5, red King and Jack; he peeks at 2 and the red King. Cleo receives Joker, 4, 6 and Queen; she peeks at Joker and Queen. All cards return face down in their original positions.

At this moment Asha knows 8 points across two positions, Bram knows 17, and Cleo knows 7. Nobody knows a full hand. The complete deal is shown here only to make later swaps auditable.

First circuit: remove known danger

Asha draws a 3 from the deck. Because 3 is lower than her known 8, she swaps it into that position and discards the 8. This is legal because a deck draw may be swapped. Bram draws a 7 and replaces his known red King, discarding 15 points. Cleo draws an 8; both known cards look better, so she discards the draw immediately.

Asha and Bram made decisions from known values. Cleo protected strong known cards rather than gambling on an unknown position. None of them looked at a replaced card.

Second circuit: use information, not optimism

Asha draws a Queen from the deck and discards it, triggering its power. She looks at one of her unknown positions and finds the 9. Bram draws a 10 and discards it without using a power. Cleo draws a 5 and swaps it for her known Queen, reducing that position from 10 to 5.

The Queen gave Asha verified information but did not change her hand by itself. Cleo's swap is legal because the 5 came from the draw pile.

Third circuit and the call

Asha draws a 4 and replaces the 9 she just identified. Bram draws a 6 and, uncertain about his hidden 5, discards the 6. Cleo draws a Queen, discards it, and checks her unknown 6. On Asha's next turn she draws an Ace and replaces her remaining unknown Queen.

After one more circuit with no beneficial changes, Asha starts her turn by calling Dutch. She does not draw. Bram and Cleo each take one final turn, then play stops before returning to Asha.

Reveal and lesson

Asha reveals black King, 3, 4 and Ace for 6. Bram reveals 2, 5, 7 and Jack for 24. Cleo reveals Joker, 4, 6 and 5 for 12. Asha is strictly lowest, so her successful Dutch call records 0. Bram records 24 and Cleo 12.

The decisive choices were not spectacular: Asha replaced known high cards, used a Queen to turn uncertainty into information, then called before opponents gained more turns. Cleo improved substantially but did not have enough information to call.