Skat is (along with Doppelkopf) the most popular card game in Germany. It is also played in American regions with large German populations, such as Wisconsin and Texas.
It is a three- or four-player game of tricks using a 32-card deck.
The game of skat is not related to the simple American card game called scat, which is a draw-and-discard game.
The deck of 32 cards consists of the cards 7, 8, 9, 10, jack, queen, king and ace in the suits diamonds, hearts, spades and clubs. There are no jokers. Some players in Eastern and Southern Germany and Austria prefer "German" decks with the suits of bells, hearts, leaves and acorns. At tournaments, a compromise deck is used nowadays that has the standard suits but with green spades and yellow diamonds. The choice of deck does not otherwise affect the game's rules.
Suitable packs can be bought pre-fabricated in Germany.
Although the game at first sounds quite simple it has great depth. To be a good player it is necessary to practice for several years. Good players can recognize most of the unknown cards of the other players within a few tricks, thus being in advantage.
Very often it's possible to join spontaneous rounds in pubs in Germany, although some players may be unwilling to play with beginners.
The first official rules were published in 1886, also in Altenburg. Nevertheless, the rules continued to differ by region. Since 1998 both the ISPA and the DSkV use the same rules.
The main goal in "normal" games is to score more than half of the card points. A soloist who manages to do this is awarded game points, a soloist who fails at this loses game points. At the end of the evening or of the particular round, the player with the most game points wins the round.
If several players are interested in playing the game, then the calculated height of bidding defines which player succeeds. Bidding always starts with the lowest possible game (18). It then follows a question and answer pattern.
The height that a player is allowed to bid -- nobody is required to bid anything -- is a multiplication of
This is best demonstrated with a few examples:
Therefore the theoretically highest count in trumps is either with or without eleven trumps (although this is in fact highly unlikely to ever occur in real play), plus one is 12; whereas the lowest count is either the jack of spades without the jack of clubs or vice versa, plus one is 2.
The resulting score for bidding would then e.g. be without 2, plus 1 is 3, times clubs(=12), 36.
The bidding roles are fixed in this order (clockwise): dealer, listener, bidder, next bidder. Thus the dealer is also the "next bidder" at a three-player table; at a four-player table the dealer doesn't deal any cards to himself and skips that game. The bidder will either say "pass" or announce a number, the listener will answer each bid with "yes" or "pass". If he says "yes", the bidder can then either himself pass or announce a higher number, etc. After either has passed the "next bidder" will continue to bid (or pass), with the remaining one of the first two now listening, until only one player remains. Good players can usually deduce some information on the other players' cards from their maximum bid.
Bidding begins with 18 (with or without 1 jack is 2 times 9 (diamonds)) and continues with all possible combinations: 20, 22, 23, 24, 27, 30, 33, 35, 36, 40, 44, 45, 46, 48 etc. The highest possible value (extremely rarely reached) is 264 for a grand ouvert with four. (See below for explanation of "ouvert"). Included in this row is the special game null and its variants null hand, null ouvert and null ouvert hand. They will be discussed further down.
The player who has won the bidding (known as the "soloist") may now take up the two remaining cards (the skat), and exchange any two cards from his hand. He then declares which suit will be trumps. Trumps can be
Should all players pass in the bidding, a sub-game called ramsch (literally "trash") may optionally be played. Most hobbyist rounds do this, but it is not part of the official rules. Tricks are played as if the game were Grand (only jacks are trumps), and after all 10 tricks are played, the player with the highest number of points (or alternatively, every player) has their card points amount deducted from their score as negative game points. Thus the object of this anti-game is to receive as few card points as possible. The idea is to punish players who should have bid on their not-too-bad hands instead of passing. According to the official rules, in this case the cards are handed in again without being shown, and the next dealer deals anew.
Then he announces which suit will be trumps.
The player to the left of the dealer "leads", i.e. he lays the first card, to the first trick; the other two follow in clockwise direction. Every player lays one card together as a trick to the middle of the table. The winner of a trick must lead to the next trick, the other two again following clockwise.
The suit shown by the first card of the trick must be followed, if possible. If not, it is possible to discard a card or to trump the trick. Trumps, including all four jacks, count as one suit in their own right; if trumps are led, every player must also play trumps if he has any, and it is not possible to "follow suit" to a non-trump card with a jack or vice-versa.
If there is at least one trump card in the trick, the highest trump wins the trick. If there is no trump in it, the highest card of the suit led wins the trick. A card of a suit that is neither led, nor trumps, can never win a trick.
The non-trump suit cards are sorted (lowest first) 7, 8, 9, queen, king, 10, ace. Note that the 10 is sorted above the queen and king! The trumps are sorted the same, only that the four jacks in the order (lowest first) diamonds, hearts, spades and clubs are higher still. The jack of clubs always wins the trick that it is in.
The finished tricks are kept face down in front of each player until the 10th trick has been made. Looking into the stack before that time is not allowed. The tricks of the two players who are playing together are put together, either during or after play.
Since Skat is a zero-sum game, whatever card points he failed to acquire were acquired by the defenders, so only one stack of cards need be counted. The cards have the following card point values: 7=nil, 8=nil, 9=nil, jack=2, queen=3, king=4, 10=10, ace=11. Note in particular that the highest-ranking cards for taking tricks (the jacks) are not the highest scoring cards. Note also that the aces and tens combined make up almost three quarters of the total points; taking as many as possible of them is thus imperative for winning. On the other hand, winning 7s, 8s, or 9s doesn't help (or hurt) at all, unless schwarz (see below) is to be achieved.
If a player bid more than he had (e.g., because he found a jack of clubs in the skat and thus went from "without three" to "with one"), he loses. There are several methods of bidding and scoring higher, which allows a player to rescue himself in this case, or which simply increases the number of game points he gets:
If (and only if) playing hand: Schneider, schwarz or ouvert can be announced after bidding, and their being announced adds another one to the trump count. However, a player who announces, and then doesn't follow up on the announcement, loses. Schneider is never counted more than once; so if you announce Schneider and then at the end you get less than 30 points yourself, only the original Schneider plus announcement that you failed to reach is counted against you, your own Schneider is not.
Some hobbyist rounds allow all possible combinations of hand, Schneider, schwarz and ouvert announcements; in the standard rules this is not possible, Schneider can be announced only if hand is also announced, schwarz obviously implies Schneider, and ouvert can only be announced if schwarz is also to be achieved. But even in the standard rules unannounced Schneider and schwarz apply in all eligible games, hand or not.
Some hobbyist rounds allow a player of the opponent party to announce Contra before the first trick if he thinks the soloist won't win his game, which doubles the game points to be won or lost by the soloist. The Soloist may then reply Re, which doubles again, if he thinks he can win anyway. None of this is allowed in the standard rules.
If the outcome of the game matched or exceeded the initial bid, and the player therefore had won the game, then the player scores as many game points as a bid value on the outcome could have reached maximally -- no matter what his actual maximum bid was.
Otherwise, if the single player failed to reach the goal set by the initial bid and therefore lost, then the player is penalized by twice as many negative game points. Until 1998, lost hand games did not count double, but this rule has been dropped. (The reason was that in tournament play nearly all games played were hand games; they increased the trump count by one and also did not penalise as much as a normal game would when lost)
In league games, a fixed number of points is added for each game that is won by the soloist, to lower the chance factor and to stress the skill factor of the game. In that situation, it becomes far more important for each participant to bid the given hand to its best.
Skat in the United States and Canada shares most of its rules with its European counterpart with the addition of a few different games and an alternate system of scoring.
Upon determining the game, declarer may also state that he or she intends to schneider or schwarz for extra game points (or penalties – see below).
Card points are the same as in German Skat: A=11, 10=10, K=4, Q=3. J=2 and all other cards have no value. The game points, however, are a bit different. Base value for the different games are as follows:
As in German Skat, game points in North American Skat are tallied by multiplying base game value by:
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