Sheepshead can also refer to a type of fish.
Sheepshead is a card game related to the Skat family of games, originating in Central Europe in the late 1700's under the German name Schafkopf. Although Schafkopf literally means "sheepshead", the term is actually derived from Middle High German and referred to playing cards on an overturned barrel (from kopfen, meaning playing cards, and Schaffen, meaning a barrel).
Sheepshead is played by two to five players, where the variant with five players is the most common, by far. The German cards, which are generally used for playing in southern Germany, are listed below in the order of value for the trumps. Poker or French cards (Clubs, Spades, etc.) have direct equivalents with German cards.
The article will describe how to play "Five Handed, Leasters, Pick Partner", but will try to touch on the other variations.
There are 14 trump cards, including all the Queens, Jacks, and Diamonds, listed here in order of strength to take tricks:
Also, there are 6 of each "fail" suit. (18 total)
Clubs, Spades, and Hearts take no precedence over other fail suits. Trump always take fail. The lead suit must be followed if possible.
Note that the strongest cards (Queens and Jacks) are not worth the most points. This gives Sheepshead some of its unique character.
There is a total of 120 points in the deck.
Here is a chart to make it easier. Look up the picker's point total in the chart below.
| Point Total | Picker (Alone) |
Picker (w/ Partner) |
Partner | Opponents |
|---|---|---|---|---|
| All Tricks | +12 | +6 | +3 | -3 |
| 91 to 120 | +8 | +4 | +2 | -2 |
| 61 to 90 | +4 | +2 | +1 | -1 |
| 31 to 60 | -4 | -2 | -1 | +1 |
| 0 to 30 | -8 | -4 | -2 | +2 |
| No Tricks | -12 | -6 | -3 | +3 |
When done, each person should have 6 cards with 2 cards in the blind.
If the blind goes all the way around to the dealer, and the dealer declines to play, a leaster is played. (If you are playing doublers instead of leasters, the points are doubled, the deal moves one to the left, and a new hand is dealt.)
Whoever decides to take the blind is called the "picker". The picker adds the 2 cards to his hand, then must choose two cards to lay down, or "bury". The buried cards are automatically added to the picker's score.
Now, the picker must choose: He can either play alone (picker against 4 opponents) or can choose a partner (picker/partner against 3 opponents).
Variation of play: One variation of play at this point is that, when a player picks up the blind, any player (who is not the pickers partner) who was not given the opportunity to pick up the blind may 'knock' or 'crack' by knocking the table with their fist. This automatically doubles the point values in the table above for determining the score when the game ends. In addition, you may also allow that, after a player cracks, the picker has the option to 'recrack', which redoubles it again, or to 4 times the values at the end of the game.
In another variation, after a crack the partner may 'crack-around-the-corner' and double the game, but revealing his or her relation to the picker if the game is being played with the jack of diamonds as partner.
Another variation allows players to double further by 'blitzing' as well as cracking. A player may blitz by revealing either the two black queens, the two red queens, or the two black jacks from his or her hand. A blitz can only be initiated after a crack has occurred. A combination of these variations follows.
Example:
In this scenario Player 3 blitz's by showing his jacks. Player 4 responds with a blitz-crack-around-the-corner by revealing her queens and jack of diamonds. Player 1 also decides to 'recrack'. The score is doubled four times as a result of the four maneuvers. This game will be worth 16 times the original amount. Blitzing can lead to large point escalation and, thus, is not used often.
Basically, when the picker calls a suit, whoever has the Ace of that suit is the partner.
Hand 1: Q♥, A♦, A♣, 10♣, 7♣, 7♥
Hand 2: J♣, J♦, A♦, 8♦, A♠, A♥
Hand 3: Q♠, Q♥, J♦, K♦, 10♥, 10♣
Hand 4: Q♣, Q♦, A♦, 10♦, A♥, K♥
Hand 5: Q♠, Q♥, J♦, 10♦, 7♦, K♥
In general you can pick on weaker hands when playing J♦ partner because you are always guaranteed that your partner will have at least one trump (the J♦ - there is no such guarantee playing Called Ace). Some suggestions:
At this point, there are basically 3 possibilities of play.
What do you do with the blind? Generally the blind is included with the very last trick played. Alternatively, the dealer (before play begins) calls out the number of the trick that will include the blind. See Leasters.
If you are the first one to play and are ...
Some Sheepshead players have a rule that if the picker doesn't win, he (and partner) must pay double. (Known as "double on the bump")
Note that all scoring has a zero sum total. This means that at any point you can add all 5 player scores together and the total should be zero.
This article is licensed under the GNU Free Documentation License.
It uses material from the
"Sheepshead".
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