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[ Schafkopf
]
Schafkopf is the Bavarian
cards game. Though the basic rules (ranking of cards, scoring)
are a consensus, many details greatly differ from region to
region and negotiating the exact table rules always precedes
starting to play.
Despite pretty diffrent habits in
the USA, Schafkopf is usually played with four players.
If you are three, you play Skat, if you are five, you take
turns: One deals, the other four play...
The Deck
Schafkopf players never play
with a full deck. A Schafkopf deck contains 32 cards; the 2-6 of
all four suits are removed. Fourteen cards are designated as a
fixed trump suit. The trump suit contains the four queens, the
four jacks, and the remaining hearts. The other 18 cards, six
clubs, and spades and diamonds, are known as the
"fail" suits.
The trump cards are ranked from
highest to lowest as follows:
QC, QS, QH, QD, JC, JS, JH, JD, AH, 10H, KH, 9H, 8H, 7H
where C, S, H, and D mean clubs, spades, hearts, and diamonds,
respectively (but you figured that out). The queens and jacks,
the picture trumps, are called "Haxen".
The six cards in each fail suit
are ranked like the six lowest hearts:
A, 10, K, 9, 8, 7
This rank ordering is used in some other card games of German
origin as well.
The aces, tens, and face cards
have point values associated with them.
A=11, 10=10, K=4, Q=3, and J=2
Thus there is a total of 120 points in the deck.
The Goal
The object of the game is to capture
tricks containing 61 points or more, i.e. the majority of the
points in the deck, during the play of each hand. After dealing
a new hand, players establish roles that are essentially
offensive or defensive. One player challenges the others,
declaring intent to take tricks worth 61 points or more, usually
together with a partner. The slight disadvantage involved with
making the game is that the defensive party can win with 60
points already.
Dealing and determining the
player
The 32 cards are dealt in two piles
of four so that each player receives eight cards altogether.
Starting with the player at the dealer's left and circling the
table clockwise, each player has the opportunity to challenge
the others and announce that he would like to make the game.
Normally, that player would go for a partner
then, but in any case a player who feels particularly skillful,
lucky, or reckless may also opt to play alone
(Solo or Wenz) and challenge all the other players. Such
games always have precedence, even if announced by somebody who
sits behind somebody who announced a partner game. In any case,
the person who fianally makes the game is called "Spieler".
If no one desires to make the
game, the last player to say whether he wants to play or not
(which always is the dealer of that particular round) may decide
whether to play Ramsch (least) or to
create a Stock and pass the card on to have
a new round dealt.
The partner is selected by calling
an ace. The Spieler calls the ace of one of the three fail
suits, whose holder becomes the partner. To do that, the Spieler
must have at least one card of the fail suit he wants to call;
if he does not have any fail card without the ace of the same
color (you say he is "gesperrt"), he must not announce
a partner game at all.
During game, the partner must
save the called ace until the called suit is first led, when the
ace must be played. The fact that only one player knows his
partner for sure at the beginning of the game is one the thrills
of Schafkopf. However, you often find out who plays with whom
even long before the called ace has been exposed (see tactics).
Playing a hand
The player at the dealer's left
(who had the first opportunity to announce) leads the first
card, and play continues clockwise. The winner of each trick
leads the first card of the next trick. Once a card is lead,
subsequent players must follow suit if possible. (Remember that
trump cards are a suit in themselves, and so must be followed
when lead!) If a player does not have a card of the suit which
has been lead, he has two options: He may "fail off",
that is, play a card from one of the fail suits, or he may play
a trump card. The choice is a matter of tactics and strategy, of
course.
Each trick is taken by the person
who plays the highest ranking card. That person then leads the
first card of the next trick. After all tricks have been played,
the offensive (Spieler and/or partner) and defensive teams count
the points in the tricks they have taken to determine the
winner(s) of the hand. Then the cumulative score is adjusted
(i.e. coins are exchanged), and players analyse each other's
skill while the next dealer shuffles and deals another hand.
Keeping Score
If the losers take tricks worth 30
to 59 points for the defensive respectively 31 to 60 points for
the offensive party, each of these players loses one cumulative
point. If the losers take tricks worth 29 respectively 30 points
or less (called "schneider"), but take at least one
trick, they lose two cumulative points each. Failing to take a
single trick (calles "schwarz") costs three points
each. The winners gain the points offered by the losers.
Since points won are deducted
from the scores of the losers and added to the scores of the
winners, scoring is a a zero-sum exercise. The losers
"pay" points to the winners, and the sum of all scores
should always be zero. Thus some players' scores are likely to
be negative numbers.
Even if especially Americans
often regard this unpolite, Schafkopf is a game for money. So
"Points" in this context always stand for coins.
Still, the paying is more or less symbolic and even after a long
night of games wins or losses exceeding 10 or 20 Marks are rare.
Usually, a "point" is 10 Pfenning, in some rounds 5,
in some others 20.
Always and playing for money, and
optionally when writing points, you also pay for "Laufende"
(consecutives). Laufende mean a consecutive row of the highest
trumps in the hands of the one party. Minimum are three
consecutive trumps, and each pays one point or coin. So if, for
example, the Spieler has QC, QH and QD and the partner QS, JC
and JS the losers have to pay additional six points or coins. If
the offensive party did not have the QH, there woudn't be no
Laufende in that game because there was no consecutive row of at
least the highest three trumps.
Solo
Apart from the normal partner
games, Schafkopf allows games of one player with strong cards
alone against the three others. The classic alone game is the
Solo (plural: Soli). The ranking of the Haxen
remains exactly the same (QC, QS, QH, QD, JC, JS, JH, JD), but
the player may choose a color which becomes the non-picture
trumps for that game (of course he my leave it hearts as well).
So, if you have the four queens and four spades, you have
excellent chances to win a spades Solo as you have only trumps
on the hand.
The person who plays the Solo is
the Spieler and needs 61 points to win. Soli are expensive
games: If the Spieler wins, he gets five cumulative points or
coins from each of the other players; if he loses, he pays five
to each. So winning or losing a Solo makes a difference of 30
points/coins for the Spieler! Because this is very much, in few
rounds a Solo is just two points per person. Anyway, the
schneider, schwarz and Laufende rules still apply. So, if the
Spieler wins our above example schneider, he gets:
5 (game) + 1 (schneider) + 4 (Laufende) = 10 points/coins
from each opponent
Wenz
The second common alone game is the
Wenz. Here, the Jacks are the only trumps! They rank under the
Kings as normal fail cards, and the hearts become a fourth fail
color. Due to the low number or trumps, besides some jacks you
need a lot of aces or many high cards of one color to win a Wenz.
So, an excellent Wenz hand would be: JC, JS, JD, AC, 10C, QC,
AH, 10H.
The scoring is the same as for
Soli. Logically, only Jacks count for Laufende and - this is
special - they begin at two consecutives already. Therefore, if
the Spieler in the above example wins schwarz, he gets:
5 (game) + 2 (schwarz) + 2 (Laufende) = 9 points/coins from
each opponent
Ramsch
If no one wants to make the
game, the hand may be played as Ramsch (least). Ramsch is a
cut-throat game in which the goal is reversed. There are no
partners. Each player tries to take as few points as possible
rather than the majority of the points. The player who had to
take the most points pays one cumulative point to each of the
others, respectively two points to each player who succeeded in
getting not a single trick ("Jungfrau"). This game
punishes everybody who did not make the game despite having good
cards, but also those who could not call an ace because he did
not have a free fail (were "gesperrt").
Therefore, Ramsch still allows the possibility of taking every
trick ("Durchmarsch") and winning with 120 points.
Stock
Instead of playing Ramsch when no
one makes the game, the last player may elect to deal again and
play the next hand with a Stock. For that, each player puts one
coin on the table; this fund is called the Stock. If the party
involving the Spieler wins the game, it also wins the Stock. If
the Spieler played alone, he gets the whole
stock, if he played with a partner he
shares it with him. If the party with the Spieler loses, it has
to double the Stock, using the same key as described for getting
it. The doubled Stock can then be won in next game, or it might
be doubled again if the offensive party loses another time.
Contra
This exercise in machismo results
when someone announces a game and another player does not
overrule this by playing alone, but still thinks he has good
chances to win the game the Spieler just announced. He shouts
"Conta" (or "Stoss", "Schuss",
"Spritze"....) and knocks against his cards. If the
Spieler still is convinced of winning, he reacts with
"Re". Each of those exclamations doubles the value of
the game. This can escalate quite high:
Contra 2x; Re 4x; Supra 8x; Resupra 16x; Bock 32x; Hirsch
64x.
Tactics
Schafkopf can be a game of
considerable subtlety. Fortunately there are some helpful rules
of thumb to guide one's decisions. Naturally none of these
guidelines is absolute. There are occasions when one must
abandon conventional wisdom. These tactics probably cover 80% of
one's decisions, however.
- Offensive players lead trump;
defensive players lead fail.
This fundamental principle is
truly appreciated only after trying the opposite approach.
Leading a trick is an opportunity to exert control over the
other players. They must follow suit when possible, which
limits their choice of cards, or they must decide whether to
try to wrest control away from the leader. Leading trump
means one is trying to control the power cards. Leading fail
means one is conserving trump or trying to harass the
offense by forcing the Spieler (and partner) to decide
whether the trick merits a high trump card.
When calling an ace to choose
a partner, it is usually wise for a defender to lead the
called suit when possible. You know the Spieler has at least
that one fail card, and you know the Spieler cannot possibly
take the trick. If you have two or more cards of the called
suit, lead the highest scoring card. This may be your best
opportunity to get those points home for your team.
The application of this
guideline signals which players are on the offensive and
defensive sides. Until the called suit is lead and the
called ace is exposed, the identity of the Spieler's partner
is not known to anyone but the partner. When a player other
than the Spieler leads trump, however, it is a sign that the
player holds the designated card and is playing along with
the Spieler.
It is possible to break this
rule with brilliant skill. More often, however, one incurs
the wrath of one's teammates by straying from this
principle.
- Pay attention.
In particular, try to count
the number of trump that have been played. The game tends to
revolve around the fourteen trump cards. If you know there
are many, one, or none left to be played, you can choose
your play accordingly. Watch who plays trump, and when, for
clues about who is the Spieler's partner.
- Position is power.
Your position with respect to
the first (or next) lead will affect your play. When you are
at the dealer's left, with the first chance to pick, you do
not have the luxury of knowing how many other players might
pass or pick. You're "under the gun". On the other
hand, you also have the chance to set the pace of the game
with your initial lead. At the end (as the dealer) you may
be able to pick with a weaker hand than usual. The other
players have all indicated some degree of weakness by
passing. But beware players who are gesperrt
and the Mauer who passes despite a strong hand!
As Spieler or partner, you
want to be at the lead or on the end. At the lead you can
dictate the choices of the defense. On the end you can
survey a trick before making a decision.
As a defender, you want to
keep the offense in the middle. Then you can force the
Spieler to make a difficult decision, knowing that your
hostile teammates await their turns to validate or overturn
the picker's choice of card.
- Sacrifice points before power.
Regardless of which side you
play on, you will usually obtain a greater return by taking
a trick with a high-ranking card later than by hording your
points. When forced to play trump, for example, and you have
only a queen and the ace of diamonds, but you know you
cannot take the trick, it may be better to sacrife the ace.
The queen may take a trick with more points later or win the
lead at a crucial moment. You may wish to bend this rule
when you know you would be giving away the game-winning
points.
- Tactics when playing least
"Ramsch" annoys
some players so much that they refuse to play them at all.
This has led to other variations that
eliminate their necessity. Others find the sudden shift of
tactics to be stimulating.
In least, it is often
tempting to dump one's aces and tens on a trick that is
already won by an unfortunate rival. This can make later
tricks much cheaper, however. It is often prudent to ration
one's "Schmierage" (aces and tens) by doling out
the points to players who appear to be getting by too
easily. It can be disastrous to have a lone ("nackert")
ace or ten of a suit, however. Then it's wise to dump those
counters whenever one has an opportunity. A Ramsch is often
won by the player who spends a high-ranking trump card to
buy a relatively cheap trick.
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