Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
recorded in German as Bel e-Bruid means royal marriage. However
spelt, Klaberjass has always enjoyed greatest favour as a Jewish
game, which undoubtedly accounts for its travels and consequent
variations.
Preliminaries Two players, 32 cards. In each deal one player
becomes the maker by choosing trumps and thereby contracting to
score more than the other. Points are scored for declaring melds and
winning card-points in tricks, and the winner is the first to reach
500 over as many deals as necessary.
Cards Deal six each in threes. Stack the rest face down, turn the next
card for trump and place it beside the stock. Cards rank ATKQJ987
except in trump, which is headed by the Jack (Jass), fol owed by
the Nine (Menel).
trump suit J 9 A T K Q
8 7
card-points 20 14 11 10 4 3 2 0 0 0
plain suits
A T K Q J 9 8 7
The total of trick-points available is 162, consisting of 62 in trumps,
90 in plain suits, and 10 for winning the last trick.
Bidding There is an initial round of bidding to see if either player
wil accept the turned suit as trump. Elder may Take it, or Pass, or
Schmeiss. The last is an of er to become the maker with the turned
suit as trump if Dealer agrees, or to annul the deal if he doesn’t,
thereby preventing Dealer from becoming the maker himself. If
Elder passes, Dealer has the same three choices. If a schmeiss is
rejected by the opponent, the deal is annul ed and Elder deals the
next. (Note The Schmeiss option, though stil recorded in books, is
now rarely played.)
If both pass, Elder turns the trump card down and may propose
another suit as trump, or pass, or schmeiss, which is now an of er to
name a suit or abandon the deal. If he passes, Dealer has the same
options. If he also passes, the deal is annul ed and Elder deals next.
Completion of deal If trumps are made, Dealer deals another batch
of three cards each, then turns the bot om card of the stock face up
and places it on top. This card is for information only: it may not
be taken, and it plays no part in tricks or melds.
Dix If the original y turned suit was entrumped, either player
holding the trump Seven (dix) may exchange it for the trump turn-
up, provided that he does so before declaring any melds.
Melds A score is available for holding a sequence of three or more
cards in the same suit, sequential order being invariably AKQJT987
in every suit. A sequence of three counts 20, of four or more 50.
Only the player holding the best sequence may score. For this
purpose a longer sequence beats a shorter. If equal, the best is the
one with the sequential y highest cards. If stil equal, a trump
sequence beats a plain. If stil equal, neither scores. (Variant: If stil
equal, Elder scores.)
equal, Elder scores.)
To determine which player has the bet er sequence, Elder
announces, on leading to the first trick, ‘Twenty’ if he has a
sequence of three cards, ‘Fifty’ if four or more. In responding to the
first trick, Dealer announces ‘Good’ if he cannot match 20 or 50, or
‘No good’ if he can beat it. In case of equality, he asks first ‘How
many cards?’, then, if necessary, ‘How high?’, then, if stil necessary
‘In trumps?’ At the end of the first trick, the player who has the best
sequence (if any) must show and score for his best sequence, and
may show and score for any others also held.
Tricks Elder leads first, and the winner of each trick leads to the
next. The second to a trick must fol ow suit if possible, otherwise
must trump if possible. If a trump is led, the second must play
higher if possible. The trick is taken by the higher card of the suit
led or by the higher trump if any are played.
Bel a A player holding both King and Queen of trumps may score
20 for the marriage upon playing the second of them to a trick and
announcing ‘Bel a’.
Last trick Winning the last trick scores 10 points extra.
Score Both players then declare their respective totals for melds and
card-points. If the trump-maker made more points, both score what
they make; if less, his opponent scores the total made by both
players. If equal, the opponent scores whathetook and the maker
scores nothing. (Variant: the maker’s points are held in abeyance
and go to the winner of the next deal.)
The game ends at the end of the deal in which either player has
reached or exceeded 500 points. (Variant: It ends as soon as either
player correctly claims to have reached 500, the rest of that deal not
being played out.) The higher total wins.
Comment Scoring for sequences introduces an element of chance,
Comment Scoring for sequences introduces an element of chance,
especial y since three more cards are dealt between bidding and
playing, and the maker’s opponent may do very wel out of the
draw. In the long run, this factor evens itself out, and it should not
be taken too much into account when bidding. In particular, don’t
bid on the probability of fil ing a potential sequence. Look, rather,
to the hand’s trick-taking potential, on the certainty of bel a if held,
and on the probability that a four-card or high three-card sequence
already held wil prove to be the best.
To succeed as maker you must usual y take about 60 card-points
in tricks, of which you need to see at least 40 when bidding. Bet er
than a long trump suit for this purpose is the Jack of your proposed
trump, or three including the Nine and Ace. Without Jass and
Menel, you can easily lose even with a four-card trump; conversely,
you can win on as lit le as Jass alone and two plain-suit Aces.
Don’t swap the dix for the turn-up unless it yields a good
sequence, or bel a, or a safe trump worth 10 or more.
Alsos (Kaläber)
Alsos denotes a Hungarian variety of Klaberjass for two or three
players with extra bids borrowed from Tarock. It is extremely
complicated and became defunct in the 1950s with the rise in
popularity of Ulti. Alsos means ‘the Jacks game’, as distinct from its
predecessor, Felso’s, the ‘Queens game’, also cal ed Kalabriasz.
Smoojas (Smousjass)
(2p, 32c) The probable ancestor of Klaberjass and Belote first
(2p, 32c) The probable ancestor of Klaberjass and Belote first
appears in a Dutch book of 1821 with this name meaning ‘Jewish
Jass’. Deal nine each in threes from a 32-card pack, turn the next
for trump and half cover it with the rest of the stock, face down.
The turn-up maybe taken in exchange for the trump Seven when
possible. Cards rank and count thus:
trump suit J 9 A K Q T
8 7
card-points 20 14 11 3 2 1 10 0 0 0
plain suits
A K Q J T 9 8 7
The †J is cal ed Jas, the †9 Nel. Trick-points total 146 (60 in
trumps, 81 in plain suits, 5 for last). Melds rank and score from
high to low as fol ows: quint (five or more cards in suit and
sequence) 100, four Jacks 200, four Kings 100, four Queens 100,
four-card suit-sequence 50, three-card suit sequence (tierce) 20.
Note that a quint beats four Jacks but scores less.
Non-dealer leads. Second to a trick may play any card so long as
cards remain in stock. Thereafter, in the play of the last nine tricks,
the second must win the trick if possible, and trump if unable to
fol ow suit, with this exception: that the holder of Jas, if holding no
other trump, is not obliged to play it but may renege for as long as
he thinks fit. The trick is taken by the highest card of the suit led, or
by the highest trump if any are played. The winner of each trick
draws the top card of stock, waits for the other to do likewise, then
leads to the next.
Before leading, a player may declare any combination he may
hold. The other player must then either declare ahigher-ranking
combination, or acknowledge the other’s ‘Good’. Whoever declares
the higher meld scores it. Sequences of equal length are determined
by the highest card. As between equal sequences, that in trumps
beats that in a plain suit. If stil equal, that of the first declarer
prevails. It is permissible to declare a longer sequence containing
cards that have already been declared in a shorter.
A player holding the King and Queen of trumps scores 20 for the
marriage upon leading one of them to a trick and showing the
marriage upon leading one of them to a trick and showing the
other. This applies independently of other melds.
When no more cards remain in stock, melds and sequences cease
to be declarable. There is a bonus of 100 for winning al nine of the
last-played tricks. At the end of play each player adds to his score
for melds that of al counters taken in tricks, and the winner of the
last adds 5. Game is 500 points.
Belote
2-4 players, 32 cards
Belote replaced Bezique as France’s national card game early in the
twentieth century, though not without stif opposition from Manil e.
It probably derives from one or more varieties of Jass played in the
east of the country, especial y in Alsace and Flanders, and was
introduced and disseminated throughout the country by French
soldiers returning from the most active theatres of the First World
War. Belote (spelt Belot e until the late 1920s) is the name of the
trump marriage. Some explain it as a contraction of bel atout, and
there is an obvious but not easily explained connection between it
and the Hungarian Bela. More plausibly, however, it could be a
diminutive of bel e, which in older card games denoted the card
turned to propose a suit for trumps, or the suit itself, and in this
game may original y have denoted the top Jack. There are many
varieties of Belote, and many local variations on each variety, but
for tournament purposes a standard version is promoted by the
Federation Francaise de Belote, founded in 1984. The fol owing
descriptions derive from Daniel Daynes, Le Livre de la Belote (Paris,
1996).
Basic Belote. Two, three or four play to the right. (For
partnership game, see below.)
Cards Thirty-two, ranking and counting as fol ows:
trump suit J 9 A T K Q
8 7
card-points 20 14 11 10 4 3 2 0 0 0
plain suits
A T K Q J 9 8 7
Three often play with only 24 cards, omit ing Sevens and Eights.
Deal If two or three play, deal six cards each (3+3); if four, five
each (3+2). Turn the next card for trump.
Object To score as many points as possible for tricks and melds,
and, in the case of the maker, to score more than any other single
player.
Trick-points The total of trick-points is 162 (see above), consisting
of 62 in trumps, 90 in plain suits, and 10 for last (dix de der).
MeldsThere are four kinds, from high to low:
meld
definition
score
foursome (carré) all four Jacks
200
orNines
150
or Aces, Tens, Kings or Queens 100
hundred (cent) suit sequence of fiveormore
100
fifty (cinquante) suit sequenceoffour
50
tierce
suit sequenceofthree
20
A card may count twice, once in a foursome and once in a
sequence. A higher type of meld beats a lower. As between
foursomes, the highest is Jacks, fol owed by Nines, and so on down
to Queens, with Sevens and Eights not counting. A sequence is three
or more cards of the same suit and in sequential order, which is
AKQJT987 in every suit, including trumps. As between hundreds,
the highest is that containing the highest top card, regardless of
the highest is that containing the highest top card, regardless of
length – e.g. five to the Ace beats six or seven to the Ten. As
between any two sequences of equal height, priority goes to a
sequence in trumps, or, if none, to the one declared first (thus
favouring eldest most and dealer least).
Bidding In the first round of bidding, each in turn, starting with
eldest, may pass or agree to make the turned suit trump. As soon as
a player makes, the bidding ends. If al pass, the turn-up is turned
down and there is a second round of bidding. This time the maker
is the first player to name a dif erent suit as trump, thereby
undertaking to score more than either of the others. If al pass
again, the cards are gathered in and the deal passes to the next in
turn. (Variant: Dealer is obliged to make trumps if no one else wil .
This rule is cal ed vache, ‘cow’.)
La valse (optional bid when two play). In either round of bidding, a
player may propose either to become the maker or to annul the
deal, as his opponent dictates. This prevents his opponent from
becoming the maker. This practice (equivalent to the schmeiss in
Klaberjass) is no longer current.
Dix If the trump suit is that of the turn-up and you hold the †7
(dix), you may exchange it for the turn-up at any time before
playing to the first trick, and may use it in a meld.
Further deal If two or three play, once the maker is established deal
another batch of three to bring everyone’s hand up to nine cards.