Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
Suit bids For a safe suit bid you normal y need at least five trumps
including Ace or Ten, at least two side suits which are void or
headed by an Ace, and not more than five losers. If dealt such a
hand, you can reckon on playing it from the hand – for example:
4. J J AK9 AT8 Q9
This enables you to bid up to 36 (with 1, game 2, hand 3, times
clubs 12). The opposition wil probably take up to 20 in clubs and
28 in diamonds, giving you a safety margin of 12 card-points to
compensate for one partner’s dropping an Ace or Ten on his
partner’s winning trump.
For a ‘hand’ game, worth an extra multiplier, you general y need
six trumps plus a non-trump Ace or void. Consider it especial y if
you have a void, as taking the skat al too often produces just two
middling cards of that very suit, which you might as wel throw out
again. A hand game also entitles you to declare schneider in
advance though, to do this, you should be confident of winning nine
of the ten tricks.
The time to think of a skat game is when you need the draw and
discard in order to produce the sort of hand on which you would
have bid ‘hand’ if original y dealt it. For example:
5. J J AK9 K AT8 Q
In a hand game, the opposition could make 49 straight of in
spades and diamonds, and finish you of with the trump Ten. Here,
you need the skat to enable you to ditch the two dangerous
singletons, or one of them if the skat of ers support to the other.
Two points to watch in bidding suit games are Jacks and non-
trump Tens.
The danger beset ing a Ten is that of being caught by the Ace,
giving the opposition, in a single trick, one-third of the points
needed to win.
A Ten in hand is obviously safest when covered by the Ace, and
A Ten in hand is obviously safest when covered by the Ace, and
most dangerous when held singleton. With a singleton Ten,
therefore, you should consider playing from hand only if you can be
sure of winning most of the other tricks. It is not unknown for the
soloist, playing third to the first trick, to win it with a singleton
Ten; but of course it would be unwise to count on it. A singly-
guarded Ten is an obvious risk. On a low lead from your right, you
may play the Ten and have it captured by the Ace on your left; or
you throw the guard, and then lose the Ten to the Ace on a
subsequent trick. A twice-guarded Ten is safer, but stil risks being
trumped on the third round of the suit. If dealt one T-x combination
and taking the skat, it is usual y acceptable to keep it; if dealt two,
it usual y best to lay both Tens aside to ensure 20 towards your
card-points.
The danger of Jacks is that of bidding ‘without’ too many of
them. Suppose you have only the diamond Jack and take the game
at 36, reckoning yourself without 3, game 4, times spades = 44.
You turn the skat and find it contains, say, the heart Jack. Now your
game is devalued: you are ‘without 2, game 3, times spades = 33’.
Having bid 36, you are ‘bust’, and threatened with loss. The best
thing to do is to play on, hoping to win schneider. This wil give
you the extra multiplier you need to justify your bid. If you turned
a black Jack, you would be ‘with (or without) 1, game 2, times
spades = 22’ – worse stil . In this case you must look for other
ways of justifying your bid. Can you entrump clubs and win
schneider? If so, you wil score ‘with 1, game 2, schneider 3, times
clubs = 36’. If not, can you make a brave at empt at a grand (48),
or a clever discard for nul ouvert (46)? General y, it is unwise to
bid too high when playing without Jacks, unless you can assume
from the auction that the higher trumps are in one player’s hand
rather than lurking in the skat. Being double-crossed by Jacks in the
skat tends to disconcert inexperienced players. Experts take this
danger into account intuitively and are rarely caught out by it.
Grand bids To bid grand hand, you need at least five of the nine
power factors represented by Jacks, Aces, and the opening lead.