Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
Play Eldest leads. Players must fol ow suit if possible, otherwise
may play any card. The trick is taken by the highest card of the suit
led, or by the highest trump if any are played, and the winner of
each trick leads to the next.
In a partnership game, whoever holds the cal ed Ace:
must play it when its suit is led, or
must lead it the first time he chooses to lead from its suit,
unless he holds at least four of that suit, and
(in some circles) may not discard it when unable to fol ow
suit.
Set lement A typical tarif of ‘10 and 50 Pfennig’ yields the
fol owing basic results, which wil be increased by as many doubles
as may have been applied.
1. Cal -Ace. Each member of the losing side pays a dif erent
member of the winning side a basic 10pf, or 20pf if
schneidered, or 30pf if schwarzed.
2. Suit-Solo or Wenz. The soloist wins or loses 50pf from or to
each opponent, or 60pf for schneider, 70pf for schwarz.
3. Tout. Win or lose double, i.e. 100pf per opponent.
4. Sie. Win or lose quadruple, i.e. 200pf per opponent.
Runners (Laufende) Runners – the equivalent of honours in Whist
and Bridge – are the top three trumps held in one hand, or by one
partnership (of two in a Cal -Ace or three in a Solo), together with
any further trumps held in downward succession. They are paid at
the rate of 10pf each, increased by any relevant doubling.
Examples. In a Cal -Ace or Suit Solo, a player or side holding Q-
Q- Q but not Q may claim 30pf; holding Q but not J40pf, and
so on to a maximum of 80pf in a Suit Solo or 140pf in a Cal -Ace.
A soloist winning Tout with three runners would gain 100 for the
A soloist winning Tout with three runners would gain 100 for the
contract plus 60 for the runners.
Variations The fol owing is a list of bids and contracts expanded by
the addition of local and regional variants. They are listed from
lowest to highest, and include the standard bids in order to show
the order of priority. Unless otherwise stated, the set lements are
the same as for a Suit-Solo (base value 50pf).
1. Hochzeit (Wedding). A player who has been dealt only one
trump – whether a Wenzel or a heart – may, before the
bidding begins, lay it face up on the table and ‘Cal a
wedding’. Any other player may then take that trump in
return for any card passed face down from his own hand,
thereby forming a partnership with the cal er which cannot be
overcal ed by any higher bid. Its base value is 20pf. If no one
takes it, bidding continues.
2. Cal -Ace. Standard bid.
3. Bet el (Misere). A bid to lose every trick. There are no trumps
or Wenzels, and cards rank AKQJT987 in each suit. Wins or
loses 30pf.
4. Farb-Dame or Farb-Geier. There are 11 trumps: the four
Queens, fol owed by ATKJ987 of a nominated trump suit.
Jacks rank between Kings and Nines of their nominal suits.
5. Farb-Wenz. There are 11 trumps: the four Jacks, fol owed by
ATKQ987 of a nominated trump suit. Queens rank between
Kings and Nines of their nominal suits.
6. Wenz. Only the four Jacks are trumps. Queens rank between
Kings and Nines of their nominal suits.
7. Geier. Only the four Queens are trumps. Jacks rank between
Kings and Nines of their nominal suits.
8. Farbsolo. Same as solo in the standard game.
9. Farb-Dame(Geier)-Tout, Farb-Wenz-Tout, Dame(Geier)-Tout,
Wenz-Tout, Farb-Solo-Tout, Sie. As above, but bidding to win
al eight tricks. These pay double (100pf).
If al pass without bidding, it may be agreed that the fourth
If al pass without bidding, it may be agreed that the fourth
player can demand either a sweetener (Stock) or a round of
Ramsch. A sweetener is an agreed amount that everyone pays into a
pot. The hand is annul ed, the next player deals, and the pot goes
to the next player to win a bid. Or:
Ramsch Each plays for himself and the aim is to take as few card-
points as possible. Wenzels and hearts are trumps, as in a Cal -Ace.
Whoever takes most points pays 20pf to each opponent. If equal,
the loser is the tied player who took the most tricks; or, if stil
equal, the most trumps; or, if stil equal, the highest trump (sic.
Presumably the Q).
Comment With trumps accounting for half the cards in play, you
need at least four to cal an Ace, as there is no guarantee that the
Ace-holder wil have any. In practice, the number of trumps held is
less significant than their power (three Queens is bet er than five
low hearts), the relative positions of the partners (whether
crosswise or adjacent), and how they are distributed among the four
hands. In a cal ed game, it is usual to lead trumps if you are the
soloist or a cal ed partner, otherwise the cal ed suit, in order to
clarify who the partners are. The soloist should make early trump
leads in order to clarify the trump distribution and to draw adverse
trumps to clear the way for side-suit Aces. With only six cards in a
plain suit it is likely to go round only once, if that. Partners wil
seek in play to throw high-scoring cards on tricks being, or likely to
be, won by their own side. It is theoretical y possible to capture 44
card-points in a single trick, and to make or defeat the contract by
winning three or even two of the eight tricks played.
Sjavs
(3–4p, 20c) The Danish equivalent of Schafskopf]. A four-player
version is popular in the Faeroes. Kl⊘rsjavs – kl⊘r = ‘clubs’ – is
played with a 20-card pack ranking and counting as fol ows: