The pass
Make a suit short
The pass is your best chance to shape your hand. Pass all the cards you hold in a short suit and you are out of it: when it is led, you can throw away a heart or the queen of spades. Two or three clubs or diamonds are the easiest to get rid of.
Pass high cards
Aces, kings and queens win tricks you don't want. Low cards, the twos to fives, let you play under everyone else, so keep them, and low hearts above all.
The queen of spades
With the queen and only one or two other spades, pass her, or she is likely to be forced out of you onto a trick you take. With four or more spades below her she is safer kept: you can follow spades with the small ones, and throw her on somebody else's trick once you are out of a suit.
Without the queen, the ace and king of spades are a danger: whoever holds her will throw her on them. Pass them if you have few other spades.
Remember what you passed
You know three cards in another player's hand. If you passed the queen of spades, you know who holds her.
Playing the cards
The first trick is safe
No points can be played to the first trick, so it is the safest time to get rid of your highest club.
Duck with your highest safe card
When you don't want a trick, play the highest card that still loses to the one winning it. Your low cards are worth more later in the hand, when there are more points about.
Last to play, win it high
Last to a trick with no points in it that you will win anyway? Win it with your highest card of the suit, not a low one, as long as you have something safe to lead next.
Out of a suit, throw your worst
When you can't follow suit, throw the card that would hurt you most later: the queen of spades if you hold her, then your highest hearts, then high cards in the suits you still hold.
Lead spades to bring out the queen
Without the queen, and with no spade above the jack, leading spades is safe for you and a danger to whoever holds her: each spade trick uses up another of their spades, until she has to come out.
Count the cards
Keep track of the hearts and spades that have been played, and of who has run out of which suit. A player out of a suit will throw points when it is led, and you will know before you lead it.
Watch for the moon
If one player is taking every point, take one yourself, even if it costs you a few: one heart is cheaper than 26. There's more on stopping a moon.
The score
Play the score
The game ends when someone reaches the target, so near the end the scores change what you want. If you are lowest, the sooner it ends the better: points to the player nearest the target can end it. If you are behind, keep it going, and send points to whoever is winning.
That is also when a moon matters most: 26 to each of the others can end the game in one hand, with the shooter on top or not.
Practise against the bots
The bots here are famous lovers, each with a way of their own: Romeo can't hold on to a queen, and Don Juan runs at the moon on hands nobody else would. Play solo is free, as often as you like.