Pinochle and Related Games
Pinochle
(Two-Hand Pinochle)
Pinochle is a classic two-player game developed in the United States, and it is still one of the country's most popular games. The basic game of Pinochle is Two-Hand Pinochle, which derives from the European game Bezique. It is explained first.
Enthusiastic players have since created many interesting variations of Pinochle, including good versions for three players, four players (with partners, some including bidding subtleties incorporated from Bridge), and more.
Number of Players. Two people can play. Versions for more than two players follow this description.
The Pack and Rank of Cards. A 48-card Pinochle pack is used. It consists of: A (high), K, Q, J, 10, 9 (low) in each of the four suits, with two of each card. Less frequently, a 64-card Pinochle pack is used, which includes 8s and 7s as well.
The Shuffle and Cut. From a shuffled pack spread face down, each player draws a card. The person with the highest card deals first and has his choice of seats. If both players draw cards of the same rank, they cut again. The non-dealer may shuffle, then the dealer shuffles, and the non-dealer cuts, leaving at least five cards in each portion of the pack. The dealer completes the cut.
The Deal. The dealer gives 12 cards to each player, non-dealer first, dealt three or four cards at a time. The next card is turned up and placed on the table; it is the trump card and every card of that suit is a trump. The remainder of the pack forms the stock and is placed face down so as to cover half of the trump card. (When the 64-card pack is used, each player receives 16 cards.)
Object of the Game. The goal is to win tricks, so as to score the value of counting cards taken in on tricks, and to meld certain combinations of cards having values in points (see below).
The values of cards taken in on tricks are:

Each ace 11
Each ten 10
Each king 4
Each queen 3
Each jack 2
Last trick 10
Nines (and 8s and 7s, when the 64-card pack is used) have no
point value.
The values of the melds are:
Class A
A, K, Q, J, 10 of trump suit (flush, or sequence) 150
K, Q of trump (royal marriage) 40
K, Q of any other suit (marriage) 20
Dix (lowest trump; pronounced "deece") 10
Class B
A, A, A, A (100 aces) 100
K, K, K, K (80 kings) 80
Q, Q, Q, Q (60 queens) 60
J, J, J, J (40 jacks) 40
Class C
Q, J (pinochle) 40

(The dix is the nine of trumps if the 48-card pack is used; it is the seven of trumps if the 64-card pack is used.)
The Play. Each trick consists of a lead and a play. The non-dealer leads; thereafter the winner of each trick leads next. When a trump is led, it wins the trick unless the opponent plays a higher trump. When any other suit is led, the card led wins unless the opponent plays a higher card of the same suit or a trump. The leader may lead any card, and the opponent may play any card. It is not necessary to follow suit.
After each trick, each player draws a card from the top of the stock to restore his hand to 12 cards; the winner draws first.
Melding. Upon winning a trick, and before drawing from the stock, a player may meld any one of the combinations that have value, as previously described. He makes his meld by placing the cards face up on the table, where they remain until he wishes to play them, or until the stock is exhausted. Melding is subject to the following restrictions:
1) Only one meld may be made in a turn.
2) For each meld, at least one card must be taken from the hand and placed on the table.
3) A card once melded may be melded again, only in a different class, or in a higher-scoring meld of the same class.
To illustrate these rules: A player may not put down K, Q, J and score both for the marriage and for the pinochle; only one meld may be made in any turn. The player may put down Q and J for 40 points; and, after winning a subsequent trick, he may add the K and score for the marriage. A player may meld the trump K, Q for 40 points and later add A, J, 10 for 150, but may not first meld A, K, Q, J, 10 for 150 and later score for a royal marriage, even if he adds another king or queen of spades. A player may not meld K, Q and then meld another marriage in diamonds by adding another K or another Q. He would need a different king or queen of diamonds.
Once a card has been melded and placed on the table, it may be played to a trick as though it were in the holder's hand; however, after it has been played, it may no longer be used to form a new meld.
Melding the dix. If the dealer turns a dix (pronounced "deece") as the trump card, he scores 10 points immediately. Thereafter, a player holding a dix may count it merely by showing it upon winning a trick. He may count the dix and make another meld in the same turn. The holder of the dix has the right to exchange it, upon winning a trick, for the trump card.
The Playoff. The winner of the twelfth trick may meld if possible, and then must draw the last face-down card of the stock. He shows this card to his opponent, who draws the trump card (or the dix, if the exchange has been made). The winner of the preceding trick now leads, and the rules of the play are as follows: each player must follow suit to the card led if possible, and must try to win when a trump is led (by playing a higher trump). A player who cannot follow suit must trump if he has a trump. In this manner the last 12 tricks are played, after which the players count and score the points they have won in their tricks and melds.
Scoring. The score may be kept with pencil and paper, or chips may be used. If chips are used, there may be a central pile from which each player draws enough chips to represent the number of points he scores. Alternatively, each player may be provided with chips representing 1000, from which the appropriate chips are removed as points are scored.
Melds are scored when they are made. Scores for cards taken in tricks are added after the play is complete and the cards are counted. In this count, 7 points or more count as 10. Example: 87 points count as 90. If one player scores 126 and the other 124, or if each scores 125, they count only 120 each; the other 10 points are lost.
Game. Every deal may constitute a game. The player who scores the most points wins.
Alternatively, a match can be played to 1,000 points, playing a series of deals. When one player has scored 1,000 or more, and the other player less than 1,000, the former wins the game. If at the end of the play of any hand each player has 1,000 or more, play continues for a game of 1,250, even if one player has, for example, 1,130, while the other has only 1,000. If both players go over 1,250 at the end of the hand, the play continues for a 1,500-point game, and so on. However, this seldom happens because either player has the right, during the play, to "declare himself out."
Declaring Out. At any time during the play, a player may "declare out." At that point, play stops and his tricks are counted. If, in fact, the player has 1000 points or more, he wins the game - even if the opponent has more. If the claimant has fewer than 1,000 points, he loses the game. If the game has been increased to 1,250 points, 1,500 points, or a higher score, a player may declare out at that figure.
Variation 1. After declaring out, a player must win a trick before the cards are counted; and if, in the meantime, the opponent also declares out, the first player to win a trick is the one to have his cards counted and to win or lose the game, depending on his score.
Variation 2. The same as variation 1, except that the claimant's cards are not counted until he wins a trick on a lead from his own hand.
Three-Hand Pinochle
A Pinochle game on the order of the two-hand game was once played by three players, usually with a 64-card pack. Each player received 12 cards in the deal and played in turn. Game was 1,000, as in the two-hand game. This version has been superseded by Auction Pinochle (described on p. 214)
Partnership Pinochle
The basic game of Partnership Pinochle is described first. Several variations have grown in such popularity that they are also described below, including Partnership Auction Pinochle and Double-Pack Pinochle.
Number of Players. Four people can play, two against two as partners.
The Pack. The 48-card Pinochle pack is used.
Rank of Cards. A (high), 10, K, Q, J, 9. If duplicate cards are played to the same trick, the one played first ranks higher.
The Draw. The two players drawing the highest cards play as partners against the other two. If two players cut cards of identical rank, they draw again.
The Shuffle and Cut. Any player may shuffle the cards, and the dealer shuffles last. The player to the dealer's right cuts.
The Deal. The dealer distributes the entire deck, three cards at a time to each player in rotation, except that the last card is turned up to indicate the trump card. Every card of that suit is a trump for the current deal.
The Trump Card. Each player in turn, beginning with the player on the dealer's left, has the right to exchange the dix (nine of trumps) for the trump card. The trump card, or the dix exchanged for it, then becomes part of the dealer's hand, so that each player has 12 cards. If the dealer turns a dix as the trump card, he scores 10 points for it; each original holder of a dix scores 10, whether or not it was exchanged.
Melding. Following the exchange for the trump card, each player shows on the table any melding combinations he holds, and scores them in accordance with the tables and rules for basic Two-hand Pinochle. Instead of doubling the value of a single combination, the following scores are counted for double combinations:
Double pinochle 300
All 8 jacks 400
All 8 queens 600
All 8 kings 800
All 8 aces 1,000
Double flush 1,500
Having shown and scored their melds, all players pick up their hands. No meld finally counts unless the side making it wins at least one trick. If either member of that partnership wins a trick, both members score their melds.
The Play. The player on the dealer's left leads first and may lead any card. Each player in turn must follow suit if possible. Otherwise, he must play a trump. If a trump is led, each player must beat the highest card previously played. If a player is unable to play according to these requirements, he may play any card. The winner of each trick leads next. (Variation: In some games, each player in turn must try to win every trick, whether a trump trick or not, and must play a card higher than any previously played, even if the highest card so far was played by his partner.)
Scoring. A single score is kept for each partnership. The partnership is credited with the points both partners score in melds (provided the side wins at least one trick), plus the value of cards they have taken in tricks. Cards may be counted as in Two-Hand Pinochle (Aces, 11 points; tens, 10; kings, 4; queens, 3, and jacks, 2). However, most players simplify the count by scoring 10 for each ace or ten taken in, and 5 points for each king or queen, with jacks and nines counting nothing. Other players simplify still further by counting 10 points each for ace, ten or king and nothing for any lower card. In any of these methods, the winner of the last trick always scores 10 points, and the total points by cards are 250.
Game. The first side to score 1,000 points, in melds and cards, wins the game. Any player may claim the game ("declare out," as described for Two-Hand Pinochle) at any time he believes that his side has scored 1000 points or more. Play then stops, and the cards are counted to verify the claim. If the claimant's side has 1,000 points or more, it wins the game regardless of how many points the other side has. If the claimant's side has fewer than 1,000 points, it loses the game. The claimant's side may not count its melds in the current deal as part of its total unless it has won a trick after melding. If at the end of play in any deal, both sides have reached 1,000 or more, play continues to 1,250. If the same thing happens again, play continues to 1,500, and so on.
Partnership Auction Pinochle
Although other interesting variations follow this description, Partnership Auction Pinochle for four players is considered the classic form of the game.
The Deal. Twelve cards are dealt to each player, but a trump card is not turned.
The Play. Each player in turn, beginning on the dealer's left, may either bid or pass. The lowest bid is 100. When a player has passed, he may no longer bid; however, until then, he may bid each time it is his turn, provided the bid is higher than the last previous bid. Bids are made in multiples of 10 points.
The highest bidder names any suit as trump, and the players meld. Play then proceeds as in Partnership Pinochle, with the player on the dealer's left leading first, no matter who made the highest bid. A side that wins any trick may count the melds of both partners.
Scoring. If the bidding side, in melds and cards, scores at least the amount of its bid, it scores all the points it has made. If it scores less than its bid, the amount of the bid is deducted from its score, even if it causes that side to have a net minus score. The non-bidding side always scores all the points it makes. The first side to reach 1,000 points wins the game. There is no declaring out, since the score of the bidding side is always counted first, and both sides cannot reach 1,000 on the same hand.
The Widow. A variation is to deal only 11 cards to each player with a widow of four cards. The widow goes to the highest bidder, who looks at it, but does not show it. He then keeps one card and gives one card each, face down, to the other players.
Partnership Pinochle for Six or Eight
Six players form two partnerships of three each, sitting alternately. Eight players form two partnerships of four each, also sitting alternately. A double Pinochle pack (96 cards) is used, and the cards are dealt out four at a time, so that each player has 16 cards in the six-hand game and 12 cards in the eight-hand game.
The rules of Partnership Pinochle (with the last card turned as trump) or of Partnership Auction Pinochle (with players bidding for the trump) are followed.
Scoring. Instead of the scores for certain standard melds, as shown in the rules for Two-Hand Pinochle, multiples of these melds are scored as follows:
8 aces (2 of each suit) 1,000
8 kings (2 of each suit) 800
8 queens (2 of each suit) 600
8 jacks (2 of each suit) 400
Double pinochle 300
2 kings and 2 queens of same suit 300
Double flush 1,500
Triple pinochle 600
3 kings and 3 queens of same suit 600
Quadruple pinochle 1,200
4 kings and 4 queens of same suit 1,200
12 aces (3 of each suit) 2,000
12 kings (3 of each suit) 1,600
12 queens (3 of each suit) 1,200
12 jacks (3 of each suit) 800
Triple flush 3,000
15 of same denomination, (such as 15 aces) 3,000
Firehouse Pinochle
This is the game from which Check Pinochle was derived. It is a four-hand partnership game, with 12 cards dealt to each player and bidding for trump. The player on the dealer's left bids first, and each player has exactly one bid (or he may pass). The minimum bid is 200, and a player does not need any specific holding to bid. The high bidder names the trump and leads first. The game is won by the first side to reach 1,000 points, and the score of the bidding side is counted first.
Check Pinochle
This is a Partnership Auction Pinochle game in which special bonuses are paid in checks (chips) for unusual melds and for making or defeating the bid.
The Play. Four people play, two against two, using a regular 48-card Pinochle pack. Each player is dealt 12 cards, and no trump card is turned. The bidding begins with the player to the dealer's left. The minimum bid is 200. None of the first three players may bid unless the player holds a marriage in his hand. If all the players pass, the dealer must bid 200, and may bid more if he holds a marriage. Until he has passed once, a player may continue to bid in turn so long as he bids higher than the previous bid.
The high bidder names the trump suit. Then all the players may meld, according to the Partnership Pinochle table listed earlier on page 207. The high bidder leads any card, and the play proceeds as in Partnership Pinochle (see p. 206).
Scoring. The game is 1,000, and the score of the bidding side is counted first. Every hand is played out. A side cannot score its meld unless it has won a trick.
Check Awards. Each player collects from one of his opponents: for melding a round trip, 5 checks; flush, 2 checks; 100 aces, 2 checks; 80 kings, 60 queens, or 40 jacks, 1 check; double pinochle, 2 checks.
For making a contract of 200-240, 2 checks; for a contract of 250-290, 4 checks; 300-340, 7 checks; 350-390, 10 checks; and 5 checks more for each series of 50 points.
For defeating the opponents' contract: twice the number of checks for making a contract.
For making a slam (winning all 12 tricks): 5 checks.
For winning the game: 10 checks, plus 1 check for each 100 points (or fraction thereof) by which the winners' score exceeds the losers', plus 5 checks if the losers have a net minus score.
Irregularities. Bidding without a marriage. The opponents, after consultation, may elect: 1) to abandon the deal, 2) to assume the contract at the highest or lowest bid they made during the auction, or 3) to require the offending side to assume the contract at the highest bid it made.
Revoke. A revoke (failing to follow suit or trump when required and able to do so) becomes established when the offending side leads or plays to the next trick. All previous tricks stand, but all other cards go to the non-offending side.
Double-Pack Pinochle
The most popular form of Partnership Pinochle, Double-Pack Pinochle evolved during the 1940s and produced two innovations: a double pack, with no nines or lower cards, and bidding during which a player can tell his partner about the contents of his hand.
Number of Players. Four people can play, two against two as partners.
The Pack. A pack of 80 cards is used: four each of A, 10, K, Q, J (ranking in that order) in each suit. The pack is made by mixing together two regular 48-card Pinochle packs, and discarding all the 9s.
The Draw. Each player draws a card from the pack. The players with two highest cards are partners against those with the two lowest, and the highest deals. There is no rank of suits, and if two or more players draw cards of the same rank, they draw again to determine the order among themselves only. High card deals. (Example: A draws an ace, B and C draw kings, D draws a jack. B and C draw again; the higher will be A's partner, the lower D's partner. Player A deals.)
The Deal. The dealer shuffles the pack and offers it to an opponent, who cuts it approximately in half. The entire pack is dealt, four or five cards at a time, giving each player 20 cards. The turn to deal passes to the left.
The Bidding. Beginning with the player to the dealer's left, each player in turn may make a bid, announce a meld, or pass. Having once passed, a player may not bid again in that hand.
The minimum bid is 500. Bids are made in multiples of 10, and each bid must be higher than any previous bid. (It is customary to drop the extra zero at the end of every score and bid. Example: 50 instead of 500, 51 instead of 510, and so on.)
Before any player has bid, each player in turn may announce the amount of his meld, without giving any other information as to the nature of his hand, such as by announcing 100, 400 (or 10, 40). The player may announce more or less than the actual amount.
In making a bid, a player may state that it is based on a flush or on a long suit, and may also announce a meld, as by bidding 500 and announcing a flush and 100 meld. The bidder may not name a particular suit, or say that he has two long suits, or give any information as to the playing strength of the hand. If a player announces a flush or long suit before any bid has been made, he is deemed to have bid 500. If a player announces a meld in points after a bid has been made, he is deemed to have topped the previous bid by 10 points for each 100 points, or fraction of 100 points, that he announces. Example: The last bid was for 500; if the next player announces 100 meld, he has bid 510; if he announces 140 meld, the bid is 520. (In some games, only bids and passes are permitted, but not announcements.)
If all four players pass (or announce melds) but no one bids, the hands are thrown in and the next dealer deals.
Melding. The high bidder names the trump suit. Each player then melds, scoring as follows:
Sequences Points
A, K, Q, J, 10 of trumps (flush) 150
K, Q of trumps (royal marriage) 40
K, Q of any other suit (marriage) 20
(There is no extra score for a duplicated sequence. A double flush counts only 300.)
Groups Points
4 aces (one of each suit) 100
Double aces (two of each suit) 1,000
Triple aces (three of each suit) 1,500
4 kings (one of each suit) 80
Double kings (two of each suit) 800
Triple kings (three of each suit) 1,200
4 queens (one of each suit) 60
Double queens ( two of each suit) 600
Triple queens (three of each suit) 900
4 jacks (one of each suit) 40
Double jacks (two of each suit) 400
Triple jacks (three of each suit) 600
A quadruple group counts simply as two doubles; sixteen aces count 2,000
Pinochle
Pinochle ( Q, J) 40
Double pinochle 300
Triple pinochle 450
Quadruple pinochle 3,000
A card that is part of a meld under one heading may be counted as part of a meld under another heading, but not part of another meld under the same heading.
A side's melds do not count unless that side later wins a scoring trick.
A worthless trick, such as four jacks, does not make the meld count.
The Play. The high bidder leads and may lead any card. Each player in turn must follow suit, if possible. If a trump is led, the player must top it if he can. If the player cannot follow suit, he must trump, if possible. If duplicate cards are played to the same trick, the one played first ranks higher. The winner of each trick leads next.
Scoring. Cards won in tricks may be scored in either of two ways, which should be agreed on before the game begins:
1) Aces, tens, and kings score 10 points each or
2) Aces and tens score 10 points each, kings and queens score 5 points each. Other cards count nothing, but the last trick counts 20. The total to be won in cards is 500.
If the bidding side makes at least the amount of its bid in melds and cards, it scores all it makes. If it makes less than the bid, the whole amount is subtracted from its score. That side's opponents always
score whatever they made.
Game is 3,550, and the score of the bidding side is counted first.
(These rules are based on those prepared by Richard Setian of Philadelphia.)
Three-Hand Double-Pack Pinochle
There are two methods of dealing:
1) Twenty-five cards to each player and five to a widow; the high bidder must announce the trump before seeing the widow.
2) Twenty-six cards to each player and two to a widow; the high bidder may announce the trump after seeing the widow.
Game is 4,550. The minimum bid is 500, and if the first two players pass, the dealer must bid 500. There are no announcements of melds or suits in the bidding. Each player melds, but must win a scoring trick to make the meld count. The high bidder gets the widow and must discard an equal number of cards before picking up his meld. The discard counts, but he must still win a trick to score the meld. Any irregularity in discarding is a revoke.
The high bidder may concede defeat before leading, in which case each opponent scores his meld plus 100, while the bidder is set back the amount of his bid.
Six-Hand Triple-Pack Pinochle
Six people play in two partnerships of three each; each player has an opponent to his right and left. Three regular Pinochle packs, without the nines, are mixed together, making a pack of 120 cards. Each player is dealt 20 cards, and the rules of Double-Pack Pinochle apply, except that game is 4,550, the minimum bid is 750, and the last trick counts 30. Most of the extra melds made possible by the triple pack do not count extra; if a player should hold twenty aces, five of each suit, the value would be 2,500 (that is, 1,500 for triple aces plus 1,000 for double aces). However, a quintuple pinochle counts 4,000, and all six pinochles count 5,000 (which is more than enough for game, if the side is not 500 in the hole).
Auction Pinochle
This is the most popular form of Pinochle for three players and is played with the standard Pinochle pack.
Number of Players. Three players receive cards in the deal; these are the active players. (Four or five people can also play. If there are four players, the dealer receives no cards; if five people play, the dealer and the player second from his left receive no cards. These are the inactive players, who participate in the settlement, but not in the bidding or play.)
The Draw. The players draw to determine first deal and seats. The person drawing the lowest card deals first, the player with the next lowest sits on his left, and so on. There is no rank of suits, so players cutting equal cards cut again.
The Deal. Three or four cards at a time are dealt to each active player in turn, beginning on the dealer's left; a widow of three cards is dealt after the first round of dealing. All cards are dealt as follows: 1) either three cards, the widow, then four more rounds of three cards; or 2) four cards, the widow, two rounds of four cards, and a final round of three cards. Each active player receives 15 cards in all.
Object of the Game. The bidder seeks to score at least as many points as bid by making melds, and taking counting cards in tricks. The two opponents combine against the bidder to prevent him from making the contract.
| Some Auction Pinochle Strategy Hints
As a rule the opponents should use the following methods:
1) "An ace calls for an ace." When the opponent on the bidder's left leads an ace, the other opponent is expected to play the other ace of that suit if he holds it.
2) "Smear on your partners tricks." A player should fatten (or "schmier" in German), a trick taken by his partner by playing a high-scoring card on it, reserving the lowest cards for tricks won by the bidder.
It is understood that the typical play is not made when more points might be scored by a different play. |
The Bidding. Each active player in turn, beginning with the player on the dealer's left, bids or passes. Having once passed, a player may no longer bid. The player on the dealer's left must start by bidding at least 300. Each successive bid, in multiples of 10, must be higher than any preceding bid. When two players have passed, the auction is closed; the player who made the highest bid wins the contract; and the other two players become his opponents. (Variation: In many games, the compulsory first bid by the player on the dealer's left is 250, not 300.)
The Widow. If the contract is for 300, the bidder may concede defeat without looking at the widow, in which case his loss is reduced (see "Concessions" below). If the bid is anything more than 300, or if the bidder of 300 does not wish to concede, he turns up the three cards of the widow so that all the players may see them and then adds them to his hand.
Melding. The bidder names the trump suit and lays out his melds, which are scored in accordance with the following table:
Class A
A, K, Q, J, 10 of trump (flush, or sequence) 150
K, Q of trump (royal marriage) 40
K, Q of any other suit (marriage) 20
Dix (lowest trump) 10
Class B
A, A, A, A (100 aces) 100
K, K, K, K (80 kings) 80
Q, Q, Q, Q (60 queens) 60
J, J, J, J (40 jacks) 40
Class C
Q, J (pinochle) 40
(No card may be used twice in melds of the same class, but the same card may be used in two or more melds of different classes.)
Cards count for the side winning them as follows: each ace, 11 points; each ten, 10; each king, 4; each queen, 3; each jack, 2; winning the last trick, 10. Some players simplify the count by scoring 10 points for aces and tens, 5 each for kings and queens, and zero for jacks or nines. Others simplify still further by scoring 10 points for aces, tens and kings and zero for other cards. Under any system, the total that can be scored is 250 points.
Burying. Only the bidder may meld. Then the bidder buries (discards) three cards face down in front of him, which count as a trick. The bidder may not bury any card he has used in a meld. However, he may change the trump suit, the melds, and the cards buried as often as desired before leading to the first trick.
The Play. Having melded and buried, the bidder restores the melds to his hand and leads first. He may lead any card. A trick consists of one card played by each player. The highest card of the suit led, or the highest trump if the trick contains any trump, wins the trick. When identical cards are played on the same trick, the card played first outranks the other. Each player must follow suit if possible; if a trump was led, he must try to win the trick if he can. If he cannot follow suit but has a trump, he must play a trump but need not try to win the trick if it has previously been trumped. The winner of each trick leads next.
Settlement. In Auction Pinochle, every deal is a complete game, and the players settle in full before the next deal. Settlement may be made with chips, or a score may be kept with pencil and paper. The bidder collects if his melds plus the value of the cards he has taken equal or exceed the amount of the contract. The bidder can never win more than he bid. The bidder pays if the points he scores fall short of his bid.
In settlement, the bidder pays to or collects from every other player in the game, (including the inactive fourth and fifth players, if any) and pays the kitty if the bid was 350 or more (see below).
The Kitty. A separate score is kept, and a separate pile of chips is maintained for an imaginary extra player called the kitty. The kitty collects only when a minimum bid of 300 is forfeited and pays or collects the same as an opponent does when the bid is 350 or more. Every player in the game owns an equal share of the kitty and must chip in to make up for any deficit when kitty cannot pay what it owes. Each player shares equally in any surplus remaining in the kitty when the game breaks up or when a player leaves the game.
Values of Bids. Every contract has a value in units or chips. The customary schedule of values is as follows:
Bid Basic Values Value if Spades Are Trump
300-340 3 6
350-390 5 10
400-440 10 20
450-490 15 30
500-540 20 40
550-590 25 50
600 or more 30 60
Variation. Several other schedules of unit values are in common use. These are:
1) The basic value doubles for each step above 350, so that 450 is worth 20; 500, 40; 550, 80 and so on. This schedule, however, tends to bring the value of an unusually big hand far out of proportion to the values of normal hands.
2) 300 is worth 1 chip; 350, 2 chips; 400, 4 chips; 450, 6 chips and so on, adding two chips for each step. These values apply when diamonds or clubs are trump. Spades count double and hearts count triple.
3) One unit or chip is added for every additional 10 points bid, so that 350 is worth 5 points, 360 is worth 6 points, 370 is worth 7 points, and so on.
Concessions. If all the players pass on the compulsory 300 bid, the bidder may forfeit without looking at the widow, in which case he pays the basic unit value (3 chips) to the kitty but nothing to the other players.
Having intentionally looked at any card in the widow, the bidder may concede defeat, in which case there is no play but the bidder pays the basic unit value of his bid to each opponent. This is called a "single bete."
The opponents, by agreement, may concede the bidder's contract without forcing him to play. In this event, the bidder collects the value of the bid from every other player.
Once the bidder leads to the first trick, the deal stands as though played out even if either side later concedes.
Deals Played Out. If the bidder makes the contract, he collects from each opponent. If he fails to make the contract, he pays every other player twice what would have been collected if he had won. This is called a "double bete."
Inactive Player. An inactive player should not look at the widow or at any active player's hand and may not give advice, or comment on any matter of judgment in bidding, play, or concession. He may, however, point out an irregularity such as a revoke or a play out of turn.
SIXTY-SIX
Sixty-Six is an ancestor of Bezique and dates back to the 17th century. Played in its original form, it is still a very enjoyable game.
Number of Players. Two people can play.
The Pack. The standard 52-card pack is stripped of all cards except the A, K, Q, J, 10, and 9 of each suit, making a total of 24 cards.
Rank of Cards. A (high), 10, K, Q, J, 9.
The Deal. Each player cuts, and the player drawing the high card shuffles, offers the pack for a cut, then deals six cards each, three at a time, beginning with his opponent. The thirteenth card is turned up for trump and laid beside undealt cards which become the stock.
Object of the Game. The goal is to score 66 points as follows:
Marriage in trumps (K, Q announced) 40
Marriage in any other suit (K, Q announced) 20
Each ace (taken in on tricks) 11
Each ten (taken in on tricks) 10
Each king (taken in on tricks) 4
Each queen (taken in on tricks) 3
Each jack (taken in on tricks) 2
Winning last trick 10
The player who first reaches 66 scores 1 game point. If he reaches 66 before the opponent gets 33 (a "schneider"), he scores 2 game points; if before the opponent gets a trick (a "schwarz"), he scores 3 game points. If neither player scores 66, or each has scored 66 or more without announcing it, no one scores in that hand and 1 game point is added to the score of the winner of the next hand.
If a player "closing" (see below) gets 66 or more, he scores the same as if the game had been played out. If the player fails, the opponent scores 2 points. If a player closes before his opponent has taken a trick, but fails to score 66, the opponent scores 3 points.
The Play. The non-dealer leads first. No one is obligated to follow suit. The higher card of the suit led, or a trump played to a plain-suit lead, wins the trick. The winner of the trick draws the top card of the stock (the opponent taking the next card), and leads for the next trick.
Either player holding the nine of trumps may exchange it for a higher trump card at any time, provided he has previously won a trick, unless the nine is the last card in the stock. A "marriage" is announced by showing the appropriate king and queen and leading one of those cards. Marriages may be announced only when one of the two cards is played - unless a player by showing a marriage makes his score 66 or more.
The non-dealer may announce a marriage on his first lead and score it after he wins a trick.
After the stock is exhausted or closed, the non-leader on each trick must follow suit if possible. Marriages may still be scored.
Closing. Either player may close (end the game), when he has the lead, either before or after drawing, by turning down the trump card. Thereafter, no cards are drawn, and the last trick does not score 10 points.
If either player announces during play that his score is 66 or more, the play immediately stops and the game is "closed."
Game. Seven game points.
Three-Hand Sixty-Six
The dealer takes no cards and scores as many game points as are won on his deal by either of the other two players. If neither active player scores 66, or both score 66 or more but they fail to announce it, the dealer scores 1 game point, and active players do not score. The game is 7 game points. A dealer may not score enough to win the game; he must win his seventh point when he is an active player.
Four-Hand Sixty-Six
The A, 10, K, Q, J, 9, 8, 7 of each suit are pulled from a standard 52-card pack to form a 32-card deck. Eight cards are dealt clockwise to each player in packets of three, then two, then three, beginning with the player on the dealer's left. The last card is turned for trump and belongs to dealer.
The player on the dealer's left leads, and each succeeding player in turn not only must follow suit but must win the trick if possible. If the player cannot follow suit, he must trump or top the previous trump if he can.
The scoring is the same as in the two-hand game, except that there are no marriages. A side counting 66 or more, but less than 100, scores 1 game point; a side with more than 100 but less than 130 scores 2 points; if it takes every trick (130), the side wins 3 points. If each side has 65, neither scores, and 1 game point is added to the score of the winners of the next hand.
The game is 7 points. In some localities, the 10 of trumps counts 1 game point for the side winning it, in addition to its value as a scoring card. If one side has 6 game points and wins the 10 of trumps on a trick, that side scores game immediately.
BEZIQUE
The original game of Bezique is the ancestor of American Pinochle, which, along with other versions - most notably, Rubicon Bezique and Six-Pack Bezique - have become more popular than the parent game. Three- and Four-Hand Bezique variations are described later.
Number of Players. Two people can play.
The Pack. Two standard 52-card packs are stripped to form two 32-card packs containing the Ace down through the seven of each suit. The 32-card packs are shuffled together to form a pack of 64 cards.
Rank of Cards. A (high), 10, K, Q, J, 9, 8, 7.

The Shuffle and Cut. One player shuffles. Each player lifts a portion of the pack and shows the bottom card. Low card deals first. If cards of the same rank are shown, the players cut again. Each player may then shuffle, the dealer last. The non-dealer cuts about half the pack and the dealer completes the cut.
The Deal. Eight cards are dealt in packets of three, then two, and then three, beginning with the non-dealer. The next card is turned and its suit indicates the trump suit. The undealt cards are placed face down, partly covering the trump card, and become the stock.
Object of The Game. The goal is to show and score for certain declarations, and to win tricks containing aces and tens, called "brisques."
Scoring. If the dealer turns a seven as the trump card, he scores 10. Thereafter, either player, upon winning a trick, may exchange a trump seven for the trump card, or merely declare a trump seven, and score 10.
The other declarations are:
Marriage (K, Q of the same suit) in trumps 40
Marriage (K, Q) in any other suit 20
Sequence (A, 10, K, Q, J of trumps) 250
Bezique ( Q, J) 40
Double Bezique 500
Any 4 aces 100
Any 4 kings 80
Any 4 queens 60
Any 4 jacks 40

Each brisque (ace or 10) taken in counts 10. Winning the last trick counts 10.
All points except brisques are scored as soon as they are made, either on a scorepad or with chips. After the play ends, brisques and the last trick are counted and scored.
The Play. Non-dealer leads. Thereafter, the winner of each trick leads next. Any card may be played to the lead. The card led wins the trick unless a higher-ranking card of the same suit or a trump is played.
After winning a trick, a player may make any declaration by placing the cards face up on the table in front of him and leaving them there until he wants to play them, which he may do at any time.
After making the declaration, if any, the winner of the trick draws the top card of the stock, and the opponent draws the next card to restore each hand to eight cards.
A player may declare and show more than one declaration at a turn, but may score for only one at that time; he may score others (or a new declaration) the next time he wins a trick.
A card may not be used twice in the same declaration, but may be used in different declarations. Example: if spades are trump, the Q may be used in a marriage, a sequence, a bezique and four queens; but if four queens were declared and one of them was played, another queen may not be added to the three still on the table to score an additional 60 points; four different queens would be required.
The K, Q of trumps may be declared as 40, and the A, J, 10 added at a later turn to score 250; but if the entire sequence is declared at once, the K, Q may no longer be declared as 40.
Likewise, a bezique may be declared as 40 and a second bezique added for 500, but if a double bezique is declared at once, it counts
only 500.
When the stock contains only one face-down card, the winner of the previous trick takes it, but may not declare. His opponent takes the exposed trump. Each player picks up any cards still exposed on the table. The winner leads, and in the play of the last eight cards, each player must follow suit and try to win the trick if possible.
Game. The game is 1,500 points. If both players reach 1,500 on the same deal, the higher score wins. Some people play 1,000 points as the game, and in some games, each deal represents a full game.
Bezique Without Turning Trump
This game is like regular Bezique except that no trump card is turned. The first marriage declared establishes the trump suit, and there is no count for the seven of trumps.
Three-Hand Bezique
Three 32-card packs are shuffled together to make a 96-card deck. The player to the dealer's left leads first, and thereafter, the winner of each trick leads next. The three participants play in clockwise rotation. Only the winner of the trick may declare. A triple bezique counts 1,500; a player having counted 500 for a double bezique may add the third and count 1,500. Game is usually set at 2,000.
Four-Hand Bezique
Four 32-card packs are shuffled together to make a 128-card deck. The four players play in clockwise rotation. Participants may play as individuals or two against two as partners.
In the partnership version, partners face each other across the table, and the winner of each trick may declare, or may pass the privilege to the partner; however, if the partner cannot declare, the winner of the trick cannot then declare. Partners may not consult on who shall declare. A player may put down cards from his own hand to form declarations in combination with cards previously declared by his partner and still exposed on the table; but he may not declare any combination that the partner could not legally declare. For example: If one partner has declared a sequence, the other partner may not add a trump king to the queen in the sequence and score for a marriage.
After the last card of the stock has been drawn, each player in turn must beat the highest card previously played to a trick, even if that card was in his partner's hand.
A double bezique counts 500, and a triple bezique 1,500, but only if all the cards come from the hand of the same player. Game is usually set at 2,000 points.
SIX-PACK BEZIQUE
A favorite game of Sir Winston Churchill (and one in which he was one of the earliest expert players), Six-Pack Bezique is fast, high scoring, and exciting. Many players think it is a better game than the standard Bezique.
Number of Players. Two people can play.
The Pack. Six 32-card Bezique packs are shuffled together. It does not matter if they differ in back design or color.
Rank of Cards. A (high), 10, K, Q, J, 9, 8, 7 in each suit.
The Shuffle. Both players shuffle, trading portions until all the cards are thoroughly mixed.
The Cut. Each player lifts a portion of the pack and shows the bottom card. The player cutting the high card has choice of seats and whether or not to deal. Since the deal is a disadvantage, it is customary to choose not to deal. If the players cut cards of the same rank, regardless of suit, they cut again.
The dealer then lifts off a part of the pack. If this portion contains exactly 24 cards, the dealer scores 250. The non-dealer then estimates the number of cards the dealer took off; if his guess is correct, he scores 150. The remainder of the pack is then toppled over, all cards face down, at the side of the table so that cards may easily slide off the top. This is the stock.
The Deal. Using the portion lifted off the pack, the dealer gives 12 cards to each player, one at a time, starting with his opponent. Any cards left undealt in the packet are restored to the stock. If the dealer runs out of cards before giving 12 to each player, he takes enough cards from the stock to complete the deal.
Object of the Game. The goal is to score points by showing certain declarations, sometimes called "melds," as in Pinochle, and by winning the last trick.
THE NOVEL ÒCUT 24Ó RULE
One of the most whimsical features of Six-Pack Bezique is the opportunity to score points even before play begins. If the dealer is successful in cutting exactly 24 cards from the top of the pack prior to dealing 12 cards to each player, he earns 250 points. Then the non-dealer has the chance to guess how many cards the dealer took off. If he is correct, he earns 150 points. An unusual skill element that is far removed from the traditional rules of card games, Cut 24 adds a unique twist to the already exciting game of Six-Pack Bezique. |
Declarations. The following combinations have scoring value:
Sequence (A, K, Q, J, 10) in trumps 250
Sequence (A, K, Q, J, 10) in any other suit 150
Marriage (K, Q) in trumps 40
Marriage (K, Q) in any other suit 20
Bezique:
Q, J, if spades are trumps
Q, J, if diamonds are trumps
Q, J, if hearts are trumps
Q, J, if clubs are trumps 40
Double bezique (2 such queens and jacks) 500
Triple bezique (3 such queens and jacks) 1,500
Quadruple bezique (4 such queens and jacks) 4,500
Any 4 aces 100
Any 4 kings 80
Any 4 queens 60
Any 4 jacks 40
4 aces of trumps 1,000
4 tens of trumps 900
4 kings of trumps 800
4 queens of trumps 600
4 jacks of trumps 400
Winning the last trick 250
Originally, the spade queen and diamond jack counted as bezique no matter what suit was trump, and no other queen and jack combination ever counted as bezique. Many players still follow this rule in playing Six-Pack Bezique.
In some games, "Carte Blanche" - which means no king, queen or jack in the 12 cards originally dealt - scores 250. The entire hand must be shown. Thereafter, each time the holder draws a card, he may show it before putting it into his hand; and if it is not a face card, the player again scores 250 for Carte Blanche. However, as soon as he draws a face card, or puts any drawn card into hand without showing it, the player may no longer score for Carte Blanche.
The Play. When the deal is completed, the non-dealer leads any card. The dealer does not have to follow suit. The card led wins unless a higher card of the same suit is played, or unless a trump is played to a plain-suit lead.
No points are scored for cards won in tricks. Therefore, the tricks are not gathered in, but are left face up in a pile.
The winner of each trick may show and score any one declaration. Then each player draws one card from the top of the stock to restore his hand to 12; the winner of the previous trick draws first and leads next.
The Trump Suit. The suit of the first marriage declared becomes trump. If a sequence is declared before a marriage, the suit of the sequence becomes trump. However, the same suit may not become trump in two consecutive deals. A marriage in the trump suit of the previous deal may be declared before the new trump is established and counts 20. (Variation: When it is played that Q and J always constitute a bezique, regardless of the trump, then the same suit may become trump in two or more consecutive deals.)
Method of Declaring. A player makes a declaration by placing the counting cards face up on the table and leaving them there; however, any such cards are available for play as though any of them were in the player's hand.
Every declaration is scored when it is made. Since the scoring is fast, special counting devices were often used for recording each player's score. Today, these devices are hard to find. Instead, players often use a pile of chips in at least three colors, representing 10, 100, and 1,000 points each. As a player scores, he takes the appropriate amount of chips from the pile.
The same card may be counted in a declaration more than once. Example: A player puts down A, A, A, A and counts 100. The player then plays one of the aces. If it wins a trick, or the next time the player wins a trick, he may put down another ace and score 100 again. However, no more than the cards necessary to any one declaration may be on the table at one time. Example: A player declares four queens of trumps, counting 600. The player holds another queen of trumps, but may not add it to the four on the table and score another 600. That player must first play one of the four queens on the table; then, if he wins that trick or a subsequent one, the queen may add the queen.
A marriage may be declared, and then A, J, 10 of the suit may be added to score a sequence. However, if the entire sequence is scored at one time, the count for the marriage is lost.
If a double bezique is declared, it counts 500. But if a single bezique is declared, it counts 40. When a second bezique is added (both cards of the first bezique being on the table), the full 500 is counted, making the total score for the two 540. Similarly, a third bezique may be added for a count of 1,500, provided that all cards of the double bezique are still on the table. Likewise, a fourth bezique may be added for 4,000, provided all cards of the triple bezique remain on the table.
Only one declaration may be scored during one turn. However, more than one declaration may be announced. Example: Hearts are trumps.
A player who has the K on the table puts down the Q and J, and declares, "40 for bezique, and 40 to score for the marriage of the K and Q." The next time that player wins a trick, he may score the additional 40. Actually a player may have several unscored declarations pending at the same time. He may select the order in which such declarations are scored, and the player does not have to score a combination unless he chooses-whether or not the necessary cards are on the table.
A player who has a declaration still unscored should announce it after every trick, whether or not that player wins the trick.
The Final Play. No declaration may be scored after the last two cards of the stock have been drawn. Each player then picks up any cards he has on the table, and the winner of the previous trick leads. In the play of the final 12 cards, the non-leader must follow suit to the card led if he can, and try to win the trick.
Game. Each deal constitutes a game, and the player with the higher score wins. The winner adds 1,000 to his score. If the loser has failed to reach 3,000, it is a "rubicon" (from the expression "failing to cross the Rubicon"), and the winner scores all the points made by both players even if his score was less than 3,000. Example: The winner scores 2,700; the loser 2,600. The winner scores 2,700 + 2,600 + 1,000 for game, for a total of 6,300. In computing the final scores, it is customary to disregard any fraction of 100 points.
Eight-Pack Bezique
This zany variation is exactly the same as Six-Pack Bezique, except for the greater number of cards and the following differences:
In the deal, each player receives 15 cards.
A single bezique counts 50, a double bezique 500, a triple bezique 1,500, a quadruple bezique 4,500, and quintuple bezique 9,000.
Five trump aces count 2,000, five trump tens 1,800, five trump kings 1,600, five trump queens 1,200, and five trump jacks 800.
The loser is rubiconed if he fails to reach 5,000.
Rubicon Bezique
This game is the forerunner of the Six-Pack and Eight-Pack variations.
Two people play, using four 32-card packs shuffled together, 128 cards in all. In the deal, nine cards are dealt to each player. No trump is turned; the first marriage declared is the trump suit.
A sequence in a non-trump suit (called a "back door") counts 150. A triple bezique counts 1,500, a quadruple bezique 4,500, and the last trick 50. There is no count for the seven of trumps.
Carte Blanche is scored as explained in Six-Pack Bezique (p. 225), except that it counts only 50 each time.
The same cards may be used more than once in the same declaration, as explained under Six-pack Bezique; however, there is no additional count for four of a kind in the trump suit.
Each player gathers in his tricks as they are won, but brisques are not counted except to break a tie or to permit a player to escape being rubiconed. If either player counts brisques, both count them.
Each deal constitutes a game, and the player with the higher score adds 500 for game. All fractions of 100 points are disregarded unless they are needed to determine the winner. If the player with the lower score has less than 1,000 points, including brisques, he is rubiconed; and the winner receives a bonus of 1,000 instead of 500, plus all the loser's points, plus 320 for all the brisques.
Chouette Bezique
Chouette Bezique is a variation that allows three or more people to play Rubicon, Six-Pack Bezique, or Eight-Pack Bezique. The game is similar in format to a game called Chouette, a version of Backgammon which is played when more than two players want to participate in the same game.
All three players draw a card from the shuffled packs. The player with the high card is "in the box" and has his choice of seats; the player with the next-highest card is "captain" and plays against the player in the box. The third player and any others are partners of the captain and may consult with him, but the captain makes the final decision on any play.
If the player in the box wins the game, he collects in full from every opponent and remains in the box. The captain then retires, and the next player in order of precedence becomes captain.
When the player in the box loses a game, he pays every opponent in full and retires, becoming lowest in order of precedence. The previous captain is now in the box, and the next in line becomes captain.
SKAT
Skat is often said to be the best three-player card game in the world. What is not mentioned nearly so often is that it is also the most complex! Whereas most three-player games are variations of games that are better-played with two or four people, Skat is actually designed with three players in mind - and works best that way.
The game was first brought to the United States and other countries by German immigrants. It peaked in popularity during the 1940s, then went into a decline. In recent years, it has become more widely played, and many players rate it among the most scientific of all card games. Players with the patience to learn its many subtleties will be well-rewarded.
Newcomers to the game will find the rules easier to grasp if they first understand that Skat has a very complex scoring system. While this broadens a player's strategic options, it also makes the game difficult to learn. In most bidding games, the winner of the bidding simply names the trump, with a few other options (such as no-trump or bidding "null.") In Skat, however, the winner of the bidding has an array of options, which can be mixed and matched to "customize" a game format that best fits his hand and (theoretically) maximizes his score. Each option has a "degree of difficulty" called a "multiplier," which is then factored into the score. A hand can be played with several such multipliers. Before jumping into the complex combinations, newcomers should try to experience a few of the many possibilities by using basic play in several practice games.
Number of Players. Three people can play. Four or five may participate, but only three people can actually play at one time.
The Pack. The standard 52-card pack is used and stripped to create a deck of 32 cards which includes the A, K, Q, J, 10, 9, 8, and 7 of each suit.
Rank of Cards. When there is a trump suit, the four jacks are always the four highest trumps, ranking as follows regardless of which suit is trump: J (high), J, J, J. The remainder of the trump suit, and also non-trump suits, rank in this order: A, 10, K, Q, 9, 8, 7. The cards in every suit rank A, K, Q, J, 10, 9, 8, 7, only when there is no trump suit.
The Draw. For games at home, the players may decide on positions at the table in any way they wish. In tournament play, seats are assigned under the direction of the Skatmeister (referee).
The Shuffle, Cut, and Deal. One participant is chosen to keep score. The player on the scorekeeper's left deals first. The dealer makes the last shuffle, and the pack is cut by the player on his right. The turn to deal rotates clockwise around the table. The most desirable time to end the play is when all players have dealt the same number of times.
Cards are dealt to only three players. (With four at the table, the dealer gives no cards to himself. With five people at the table, the dealer gives cards only to the first, second, and fourth players from his left. He always deals the first packet of cards to the player on his left.)
The rule of the deal is "3-skat-4-3." That is, a round of three cards at a time is dealt. Then two cards are dealt face down in the center of the table, constituting a "skat," or blind. Then a round of four cards is dealt at a time, and finally a round of three cards at a time.
Designation of Players. The player on the dealer's left is called the "Forehand" (or "Leader"), the other two players in order being "Middlehand" and "Rearhand" (or "Endhand"). The player who finally wins the bidding is called the Player, and the other two become the opponents.
Object of the Game. At all trump declarations, the primary object is to win counting cards to the total of 61; other goals are to win 91 points or win all the tricks. If the game is Null or Schwarz Announced, the Player tries to either lose or win all the tricks. At Ramsch, the object is to gather as few counting cards as possible.
It must be emphasized that the Player scores nothing, and loses the value of the game, if he fails to take in tricks the minimum number of points guaranteed by that game (see the table on p. 233) whether it is 61 points, 91 points, all the tricks, or none of the tricks, whatever the case may be.
The Play. The opening lead is always made by the player on the dealer's left, who may lead any card. All other players must follow suit if they can, remembering that at any trump declaration, all four jacks are trumps. If unable to follow suit, a player may trump or discard; no one is required to win tricks in any suit even if they are able to. A trick that contains a trump is won by the highest trump played; tricks without trumps are taken by the highest card of the suit led. The winner of each trick leads next.
Bidding Sequence. An unusual type of competitive auction is used to determine which player may declare trump and "game" (the type of play to follow).
The Leader has an advantage in bidding because he is entitled to name the trump and game unless another player makes a bid that the Leader is unwilling to equal. The Leader does not specify how high he is willing to bid.
First, the Leader competes with the Middlehand player who begins by making a bid. If the Leader wants to bid the same amount, he says, "I hold" or "Yes." To win the right to name trump, Middlehand must increase the bid to an amount that the Leader is unwilling to equal. When either player wants to drop out of the bidding, he says "Pass" or "No." Then the remaining player, or survivor, competes against the Rearhand, who may try to buy the privilege of naming trump and game using the same bidding procedure.
If both the Middlehand and Rearhand pass without bidding, the Leader names the game (without bidding any specific number of points) or passes. In the latter case, the hand must be played at "Ramsch" (each player alone, as described below). Otherwise, the winning bidder, now called the Player, declares his game.
Bidding. Each bid names a number of points without specifying trump or game. The lowest possible bid is 10. It is customary to bid up by increases of 2 points, such as 10, 12, 14, and so on.
Games. To the left is the list of the fifteen possible games that the Player may declare, together with their base value, which is used to determine the scoring value of each game.
Solo. On declaring Solo, the Player must also name the trump suit. The two Skat cards (blind) are left face down, and the hands are played out as dealt.
Tournee. On declaring Tournee, the Player picks up the top Skat card. He may use it to fix the trump suit, in which case it must be shown to the others, or may reject it as trump without showing it (this privilege is called "Passt mir nicht" which is German for "It does not suit me").
If the first Skat card is rejected, the second is turned face up and fixes the trump suit. The game is then known as "second turn."
If the card turned is a jack, the Player may either select that suit as trump or may declare that only jacks will be trumps, in which case the game becomes Grand Tournee.
Whether trump was fixed by the first or second card, the Player is entitled to put both Skat cards in his hand and discard any other two cards face down.
Grand. In all Grand games, the jacks are only trumps. Grand Solo is played without the use of the Skat. On announcing Guckser, the Player picks up the Skat cards without showing them and discards any other two cards face down, leaving 10 cards in his hand. Grand Ouvert is a contract to win all the tricks, with the Player's hand exposed on the table before the opening lead. Grand Tournee can be announced only if
a jack is turned up from the Skat, following announcement of Tournee. The Player then has the option of declaring only jacks as trumps, for
a Grand Tournee.
Ramsch. Played only when all three participants refuse to make a bid or name another game, Ramsch is a Grand game, with only jacks as trumps. Each player plays individually and tries to take in as few points as possible.
Null. At Null, there are no trumps, and the cards in each suit rank: A (high), K, Q, J, 10, 9, 8, 7. An announcement of Null is a contract not to win a single trick. The Skat cards are set aside unused. In Null Ouvert, the Player must expose his whole hand face up on the table before the opening lead.
The Skat. The two cards set aside from the play, whether they are the Skat that was dealt originally or discards from the Player's hand, are added to the Player's tricks at the end of play. Any counting cards in the Skat are reckoned in his score. At Ramsch, the Skat goes to the winner of the last trick.
Values of the Games. The point value of each game has to be computed for scoring as well as bidding purposes. The point value of Null games is always 20 or 40, as shown in the table. The point value of every other game is found by multiplying its base value, (as shown in the table), by the sum of all applicable multipliers. Following is the list of possible multipliers. An explanation follows the listing.
Multiplier
Matadors (each) 1
Game 1
Schneider 1
Schneider announced 1
Schwarz 1
Schwarz announced 1
Matadors. The term matadors refers to a hand with top trumps in an unbroken sequence from the J down. A hand holding the J is said
to be "with" a specified number of matadors. A hand lacking the J is said to be "against" as many matadors as there are trumps higher than the highest in the hand. Examples: A trump suit headed by J, J, J, is "with two" because the J is missing. A trump suit headed by J, A, 10 is "against three."
The first item in the total of multipliers applicable to a trump declaration is the number of matadors which the hand is either "with" or "against." The skat cards, whether or not the Player used them, are counted as part of his hand in counting matadors. If the hand is "with," the skat may increase but cannot decrease the value of the Player's game. However, if the hand is "against," a matador found in the skat may decrease the value. Example: The Player has bid 30 and declares Heart Solo. The Player's trumps are headed by J. Thus, he is "against two" and expects to make contract through "Matadors 2, game 1, total multipliers 3; 3 times 10 is 30." But the J is found in the skat; now the hand is "with one," the multipliers are reduced by one, and the Player
is set - unless the Player manages to make schneider when he plays.
Game. In declaring any trump game, the Player contracts to win in tricks (plus whatever is in the skat) at least a majority of the 120 points in the pack, reckoned on this count:
Each ace 11
Each ten 10
Each king 4
Each queen 3
Each jack 2
(No count for lower cards)
If he gathers in tricks enough cards to total 61 points or more - that is, a majority of the 120 points available - the Player earns one multiplier, called (the "point for game").
Schneider. The Player strives to reach 61 points in cards, while the opponents strive to reach 60. Failure by either side to reach half that total (31 for Player, 30 for opponents) constitutes schneider and adds one multiplier.
Schneider announced. The Player may add one multiplier by predicting, before the opening lead, that he will make schneider (gather at least 91 points in cards). This announcement is allowed only in games where the skat cards are set aside untouched.
Schwarz. The winning of all ten tricks by one side constitutes schwarz and adds one multiplier.
Schwarz announced. The Player may announce schwarz before the opening lead-that is, he may contract to win every trick, and thereby gain one additional multiplier. Schwarz may be announced only in games where the skat is not used.
Computing the Game. The table of multipliers above shows the order in which the total score must be computed, since all points beyond the count of matadors are cumulative. That is, having earned any of the subsequent multipliers, the Player is entitled to all those preceding it. Example: If the Player earns the point for schwarz, he also gets the points for schneider and schneider announced.
The Player is not permitted to announce a game that cannot possibly score the value of the bid. For example, the Player may not declare Null if the bid is more than 20, nor Null Ouvert if the bid is more than 40.
Scoring. The score sheet contains one column for each participant in the game. At the end of a hand, the value of the game is computed, as previously described. This value is entered as a plus quantity in the column of the Player, provided that it is at least as large as his winning bid, and as long as he has taken the minimum of points or tricks needed for the game he selected. If the Player fails in either respect, the value of the game is entered in his column as a minus quantity. Moreover, the loss is doubled if the game was Guckser or second turn in a Tournee.
The multipliers for game, schneider, and schwarz are duly applied to determine the value of the game; if the Player did not reach 61 points, the multipliers accrue to his opponents. Therefore, on reaching 60 points, the opponents need not cease play, but may demand that the game continue so that they may try to earn the multipliers for schneider or schwarz.
The value of the game may fall short of the bid if there is an unlucky skat when the Player is "against," (see Matadors, p. 235), but the loss must be at least equal to the bid. In this case, the debit is the lowest multiple of the game's base value game that equals or exceeds the Player's bid. Example: The Player bid 24 and announced Spade Solo. He was originally "against two," but skat held the J. Although the Player made 61 points in cards, his game was worth only 2 x 11, or 22. The loss is 33, the lowest multiple of the base value 11 that exceeds 24.
Scoring of Ramsch. Ramsch is the only skat game in which each person plays alone (without the two opponents acting as partners). The player who gathers the least points in tricks is credited with 10 for winning the game, or 20 if he takes no tricks at all, the others scoring nothing. If all three players tie in points taken in tricks, the leader is the winner and scores 10 points. If two players tie for low score, the one who did not take the last trick is the winner and scores 10. If one player takes all the tricks, he loses the game and has 30 points subtracted from his score.
Settlement. A running total is kept of the points scored or lost by each player. When play ends, each participant pays or receives according to the amount by which his final score falls below or above the average of all the scores. Example:
Final scores:
W X Y Z
28 -75 137 82
It is convenient to first eliminate the minus signs by adding to all scores the numerical value o |