Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
then the contract is automatical y that of the suit led: he cannot
afterwards claim to have intended a no trump or other contract.
The rules of trick-play are as at Handjass, except that, in a no trump
contract, players must always fol ow suit if possible.
Declaring melds Upon playing to the first trick, each in turn
announces the highest meld they hold. The partnership of the
announces the highest meld they hold. The partnership of the
player holding the highest meld scores for al the melds in both
their hands, multiplied by the factor applying to the contract.
Melds count and outrank one another as at Handjass (above), except that, in a
reverse contract, sequences of equal length are decided in favour of that with the higher trick-winners. For example, 6-7-8 is the highest and Q-K-A the lowest of a three-card sequence. As to quartets, Kings beat Aces, Queens beat Kings, and so
on.
Stock (marriage) In a no trump contract there can, by definition, be
no marriage. In a suit contract the marriage does not count as a
meld at this point, but if anyone holds it they score 20 upon
playing the second card of it to a trick, also multiplied by the
relevant contract factor.
Score At end of play, each side totals their trick-points, including 5
for last, and adding 100 if they won every trick. This sum is
multiplied by the relevant contract factor before being added to
their cumulative total.
Game Play up to 2500 points, or 3000 if Undenufe counts
quadruple. If during the course of play a player believes his side
has already taken enough card-points to have reached this total, the
play ceases, except that anyone who holds the marriage but has not
yet scored for it may now do so. If the claim proves correct, the
claiming side wins; if not, they lose.
If a side claims to have won in the first trick of a hand, and the
other side makes a counterclaim, the mat er is set led in the order
‘Stock– Wys–Stich’. This means that the winners are the first side to
reach 2500 (3000) as the result of counting, first, the marriage, if
anyone has it; or, failing that, second, the scores just made for
melds; or, failing that, the point-value of any cards just won in the
first trick (when completed).
The Stock-Wys-Stich rule is not invariable, and the Schweizer Wirteverband of
Zurich claims the original form to have been Stock-Stich-Wys. ‘In some Swiss
cafes, you will see a notice saying "Stock-Wys-Stich" or whatever: this is the local house rule, hung up by the managementto avoid disputes among customers.’
(Nick Wedd, on the Pagat website.)
Variations There are too many variations in al these games of Swiss
Jass to justify listing them here. See, for example, Puur, Nail, As,
published by A. G. Mul er, Neuhausen am Rheinfal .
Note on play As Forehand, don’t bid a black or ‘vegetable’ suit
(acorns or flowers) unless you either have a strong hand, or you
have reason to believe that your partner may be able to nominate a
more profitable contract.
Schieber. Scores are typical y chalked on
a blackboard marked with a Z-shaped grid for each partnership.
From each side’s viewpoint, the top bar shows hundreds bundled in
fives, the oblique bar fifties bundled in twos, and the bot om
twenties bundled in fives. Here the southern partnership has 7
twenties bundled in fives. Here the southern partnership has 7
hundreds, 3 fifties, and 9 twenties, making 1030. Odd points above
or below 20 are writ en as a numeral on the right, with a bar above
to show a minus, and being erased and replaced after each deal (if
it changes). The actual score represented is therefore 1023. The
northern partnership stands at 1363. It is possible to buy special y
designed scoreboards in Swiss shops.
Pandour
2-4 players, 24 cards
Pandours were eighteenh-century Croatian or Austrian militiamen
of just the sort who would have played a game like this. It is the
Jass equivalent of Boston or Solo Whist, and one of the oldest
members of its family. A similar game (Pandoeren) was formerly
popular in the Netherlands.
Preliminaries Three players are active, but four often play, with
each taking turns to deal and sit that hand out. Play to the right.
The normal Jass pack is stripped to 24 by the removal of Sixes and
Sevens. Deal eight each. If two play, leave a spare hand, face down.
Bidding Forehand bids first. The lowest bid is 100, which is an
undertaking to make at least 100 points in melds and tricks.
Subsequent bids rise in tens up to the maximum 300, with four
extra bids inserted. Misère is a bid to lose every trick, pandour is a
bid to win every trick, and each of these may be bid at no trump or
(higher) with a trump suit. The bidding sequence runs:
100, 110, 120, 130, 140, 150, 160, 170, 180, 190, misère
without, misère with, 200, 210, 220, 230, 240, pandour without,
without, misère with, 200, 210, 220, 230, 240, pandour without,
250, 260, 270, 280, 290, 300, pandour with.
Whoever bids highest becomes the soloist. Pandour with a trump
cannot be overcal ed, and if anyone absent-mindedly bids 310 or
higher they are obliged to play a trump pandour themselves.
Play The soloist leads to the first trick, and if playing misère in
trumps must start with a trump. During the course of the first trick
melds are cal ed and scored as at Handjass or Schieber, but with the
addition of four Nines andasequenceofsix, both scoring 150. The
rulesoftrick-play are as at Handjass and Schieber, except that in a
trump misère you are al owed to undertrump if unable to fol ow
suit.
Score The contract scores are 1 game-point for each 50 bid (100-
140 = 2, 150-190 = 3, etc.). Misères count 4 each, pandour
without trumps 5, with trumps 6. If successful, the soloist scores the
number of game-points appropriate to his bid (not more). If not,
this amount is scored by each opponent, including the dealer if four
play, but not if this would give him the game: you can only reach
the target on active service. Game is 15 points, or any other agreed
total. A player upon reaching the target score drops out of play.
The last player left in loses.
Variations Any of the fol owing additional bids may be included by
agreement.
Push Bids may be made with a ‘push’ (stossen) of one, two or even
more cards. A bid of ‘100, push 2’, for example, means that if that
contract is played, everyone first passes two cards face down to his
right-hand neighbour and then picks up the two passed from the
left. Raising the number of cards to be pushed raises the level of
bidding. For example, a bid of 100 is overcal ed by 100 pushing
one card, that by 100 pushing two, and so on.
Piccolo is a bid to win exactly one trick, either without or (higher)
with trumps. It counts 4 game-points, and is overcal ed by any
misère.
Under-pandour is a bid to lose exactly one trick (by winning
exactly seven). Without
trumpsitcounts5andisovercal edbypandourwithout; with trumps it
counts 6 and is overcal ed by pandour with.
Differenzler
(3-4p, 36c) Deal three batches of three cards to four players, or four
batches of three to three players, and turn the last for trumps. Melds
don’t count, only trick-points, which are the usual 157. Each in turn
bids to win an exact number of trick-points. Play as at Handjass. At
end of play, each scores the dif erence between what he bid and
what he took. The winner is the player with the lowest total after
12 deals. A player who fulfils his bid exactly deducts 10 from his
current total.
Mittlere
(3p, 36c) Deal twelve cards each in threes and play as at Handjass
but without scoring for melds. The aim of the game is to win at
least one trick, to take not more than 99 of the 157 trick-points
available, and to avoid taking the middling number of trick-points.
Play begins at no trump. As soon as one player cannot fol ow suit
to the card led, the suit ofwhatevercardheplaysimmediatelyand
automatical ybecomes trump for the rest of the deal. This means
that if a Jack or Nine was played earlier, and lost the trick,
that if a Jack or Nine was played earlier, and lost the trick,
whoever won it wil have to count it as 20 or 14 respectively
instead of 2 or 0 points!
With three players there wil be either one winner, who scores
plus 2 to the others’ minus 1 each, or one loser, who scores minus 2
to the others’ plus 1 each. If everyone takes at least one trick but
under 100 points, the player in the middle loses. If one takes no
tricks or 100+ points, then he loses to the others. If one takes no
tricks and another takes 100+, then the one in the middle wins. If
one takes 100+ points but succeeds in taking al the tricks, then he
wins. My sources do not state what happens if two players tie, but I
think the third should then win if he has at least one trick and not
more than 99 points, and otherwise lose. A game is 12 deals.
Schmaus
(2p, 36c) The Swiss version of Smousjas, the two-player trick-and-
draw member of the family. From the usual 36-card Jass pack deal
nine each in threes, turn the next for trump, and half cover it with
the remaining cards, forming a face-down stock. So long as at least
two cards remain in stock the holder of the †6 may, upon winning
a trick, exchange it for the turn-up. Non-dealer leads to the first
trick. So long as cards remain in stock there is no need to fol ow
suit. The trick is taken by the higher card of the suit led, or by the
higher trump if any are played. The winner of each trick takes the
top card of the stock, waits for the other to do likewise, and may
declare a meld before leading to the next. The usual melds apply,
with the exception of four Nines for 150, but with the addition of
sequences of six for 150, seven for 200, eight for 250, and nine for
300. King and Queen of trumps can be declared for 20
independently of a longer sequence, but not at the same trick. No
single card may be declared more than once in sequences of the
same length, but maybe declared in longer sequences. For example,
declaring A-K-Q prevents the later declaration of K-Q-J, but not of
K-Q-J-T. When the last card of the stock has been taken, the last
trick-winner may declare a final meld. Strict rules of trick-play then