1. Juni Rules for card games, Skat is regarded to be one of the best three-player card games in the world and unlike many games, Skat is actually. 3. Sept. The winner of the bidding calls the game (by announcing the trump suit) The person that wins the bidding takes the two cards from the skat. 9. Dez. Rules and variations of the card game Scat, also known as 31, Blitz or Ride the most popular games of this type are. skat: card game for three.
Note that Schwarz depends on tricks not points - if a side wins just one trick and it has no card points in it, that is sufficient to get them out of Schwarz.
If you are declarer in Null or Null Ouvert , you win the game if you manage to lose every trick. If you take a trick, you have lost and the play of the hand ceases at that point.
If you are declarer in an Open Ouvert contract - i. Play then proceeds normally, and you play from your exposed hand. The opponents are not allowed to discuss tactics.
The value of a Suit or Grand contract is obtained by multiplying together two numbers: The base value depends on the trump suit as follows:.
Open contracts are extremely rare: By implication, an open contract includes announcements of Schneider and Schwarz,so you count: The jack of clubs and any top trumps in unbroken sequence with it are called matadors.
If as declarer you have such a sequence in your original hand plus the skat, you are with that number of matadors. If there is such a sequence in the opponents' combined hands, declarer is against that number of matadors.
Note that for the purposes of matadors, cards in the skat count as part of declarer's hand, even though in a Hand game declarer does not know what is in the skat when choosing the game.
The game multiplier is always counted, whether declarer wins or loses. The calculation of the value of a game sounds something like this: The declarer must always be with or against at least one matador the jack of clubs must be somewhere , so the smallest possible multiplier is 2, and the smallest possible game value and the lowest possible bid is These are easy to score.
Each possible Null contract has a fixed value unaffected by multipliers. As with all contracts, an unsuccessful declarer loses twice the value of the game.
The Null values are:. These rather eccentric looking numbers are chosen to fit between the other contract values, each being slightly below a multiple of Before the rule change of 1st Jan , Null Hand cost only 35 when lost and Null Ouvert Hand cost only 59 - see scoring variations.
If declarer wins the game and the value of the game is as least as much as the bid, then the value of the game is added to the declarer's cumulative score.
If the declarer loses the game and the value of the game is as least as much as the bid, then twice the value of the game is subtracted from the declarer's score.
If the value of the declarer's game turns out to be less than the bid then the declarer automatically loses - it does not matter how many card points were taken.
The amount subtracted from the declarer's score is twice the least multiple of the base value of the game actually played which would have fulfilled the bid.
Note that the above are the official rules as from 1st January Before then, scores for lost games played from the hand were not doubled see scoring variations.
If as declarer you announce Schneider but take less than 90 card points, or if you announce Schwarz or Open and lose a trick, you lose, counting all the multipliers you would have won if you had succeeded.
This should normally be worth 48 game points "against 2, game 3, hand 4, 4 time clubs is 48". Rearhand has a Null Ouvert and bids up to 46, to which M says yes.
M plays clubs hand and takes 74 card points including the skat cards , but unfortunately the skat contains J, Q. M is therefore with 1 matador not against 2 as expected , and the game is worth only 36 "with 1, game 2, hand 3 times clubs" , which is less than the bid.
M therefore loses 96 game points twice the 48 points which would be the minimum value in clubs which would fulfill the bid. Had M taken say 95 card points, the Schneider multiplier would have increased the value of the game to 48 "with 1, game 2, hand 3, schneider 4 times clubs" and M would have won 48 game points.
Normally a running total of each player's score is kept on paper. At the end of a session to be fair, each player should have dealt an equal number of times , the players settle up according to the differences between their scores.
Between each pair of players, the one with the lower score pays the one with the higher score the difference in their scores multiplied by the stake.
A , B and C are playing for 5 Pfennig a point. At the end the scores are A: A side effect of the method of scoring is that if there are four players at the table, the dealer of a hand is effectively against the declarer, winning or losing the same as the declarer's opponents.
In tournaments organised by the Deutscher Skatverband , the game is played with four players at each table with dealer sitting out of each hand wherever possible.
A session generally consists of 48 deals. A small number of three-player tables may be formed if necessary, depending on the number of players in the tournament; at these table 36 deals are played.
The scoring is modified somewhat to reduce the difference in value between the different contracts. At the end of the session, the following additional scores are calculated:.
In an improvement in scoring at 4-player tables was suggested, by which when a contract is lost the declarer loses an extra 50 points as usual , and the two active opponents each gain 40 points instead of 30 ; with this scoring the inactive dealer at a 4-player table does not gain points when a contract is defeated.
This variation is very widely played in social games. Either opponent of the declarer, at any time before they play their card to the first trick, may say kontra.
This doubles the score for the contract, whether won or lost. The declarer may immediately answer with rekontra , which doubles the score again.
Note that it is the score that is doubled, not the value of the contract. For example suppose I bid up to 20, look at the skat, and play in diamonds.
I am only with one matador, but am hoping to make the opponents schneider. One of the opponents says Kontra, and in the play I win 85 card points.
As I am with 1, the game value is 18, so I have overbid the Kontra does not affect this. So I lose based on the lowest multiple of diamonds which would have been sufficient, namely I lose double because I looked at the skat and the score is doubled again for the Kontra, so I lose game points altogether.
There is some variation as to when Kontra and Rekontra can be said. Some play that Kontra can only be said before the first lead and a declarer who is Forehand must wait before leading to give the opponents an opportunity to Kontra.
A variation occasionally met with is that you are not allowed to Kontra if you passed an opportunity to bid 18 or say yes to A will not now be allowed to kontra B 's contract, because A failed to say yes to B 's 18 bid.
On the other hand, C can Kontra, because C would have had to say at least 20 to enter the bidding - C never had an opportunity to bid The thinking behind this variation is that a player with a good hand should bid - they should not be allowed to pass and lie in wait, ready to Kontra another player.
This is also very widely played. If Middlehand and Rearhand pass, and Forehand also does not want to play a contract, the cards are not thrown in, but a game of Ramsch is played.
Ramsch can be thought of as a punishment for a player who does not bid with good cards. The rank and value of the cards is the same as in Grand, but the object is to avoid taking card points.
Players keep their tricks individually, and whoever takes the most card points loses. There are many varieties of Ramsch. The players need to agree in advance on the following rules:.
If you like playing Ramsch, it is possible to play it as a game in its own right. That is, you just play Ramsch on every hand. See the Schieberamsch page for a description of how this works.
A Bockround is a round i. Note that this doubling only affects the final scores on the scoresheet; the bids and game values are unaffected.
It is usual to play a Bockround after some special event; the events which cause a Bockround should be agreed before the game. Some people like to play a round of compulsory Ramsch after each Bockround, or after every third Bockround.
Ramschrounds are played according to the rules of Schieberamsch , including the possibility of playing Grand Hand.
A Ramschround consists of as many hands of Ramsch as there are players; a Grand Hand does not count towards completing the Ramschround, and after a Grand Hand the same player deals again.
If the opponents decide at the start of the play that they cannot defeat the declarer, they can give up schenken.
If the declarer accepts, the score is as though the game was won simply i. The declarer can insist on playing on, but in that case has to make the opponents Schneider to win.
The score in this case is as for an announced Schneider but without the hand multiplier if it is not a hand game. If the declarer goes on the opponents can schenken again, giving the declarer the Schneider.
The declarer can accept Schneider or insist on playing on for Schwarz. The normal way of giving up is for one opponent to say "schenken".
The other then either agrees, in which case they are offering to give up, or disagrees, in which case play continues as though nothing had happened.
There are some tricky ethical problems about this variation for which as far as I know there are no standard answers , for example:.
Some people play that if the bid is 18 and the contract is diamonds, or the bid is 20 and the contract is diamonds or hearts, then the hand is automatically conceded by the opponents and won simply by the declarer, unless the opponents Kontra or the declarer makes some additional announcement such as open or Spitze.
This is an announcement that the declarer will win the last trick with the lowest trump - the 7 in a suit contract or the jack of diamonds in a Grand.
It is announced verbally, or by reversing the card in your hand so that the face is visible to the opponents. Spitze increases the value of your game by one multiplier.
In order to win, you have to win the last trick with the lowest trump in addition to taking 61 or more card points.
If you fail in either, you lose. You can announce more than one Spitze - in fact you can produce any unbroken sequence of trumps including the lowest and contract to win an unbroken series of tricks with them at the end of the hand.
This is worth one extra multiplier per card - for example contracting to win the last 3 tricks with the of trumps is worth 3 extra multipliers. These changes seem to have been swiftly adopted by Skat clubs in Germany, but the older rules may well still be found, especially in private games.
The main description on this page now follows the new rules. The differences in the older rules were as follows. Some people play that declarer's cards are not exposed until after the first lead, or after the first trick.
Some people allow the declarer to play any contract open, adding an extra multiplier to the game value. Some score contracts played open as double value.
During play, the discard pile is always kept "squared up" so that only the top card is visible and available to be taken. The player to dealer's left begins and the turn passes clockwise around the table.
A normal turn consists of:. Note that if you choose to take the top card from the discard pile, it is illegal to discard the same card, leaving the position unchanged.
You must keep the card you took and discard one of the cards that was previously in your hand. However, if you draw the top card of the stock, you are free to discard the card that you drew onto the discard pile, leaving your hand unchanged.
If at the start of your turn, you believe that your hand value is at least as high as your opponents can achieve with one more turn, you can knock instead of drawing a card.
Knocking ends your turn; you must keep the hand you had at the start of that turn, but each other player gets one final turn to draw and discard.
After the player to the knocker's right has discarded, all players reveal their cards. Each player decides which suit is their point suit, and totals up their cards in that suit.
The player with the lowest hand value loses a life. If there is a tie involving the knocker, the other player s lose a life, but the knocker is safe.
The knocker loses if his or her score is lower than that of every other player, and in that case the knocker loses two lives. If there is a tie for lowest between two or more players other than the knocker, then both all of those players lose a life.
There is just one case where it is possible to pick up your own discard. This happens when there are only two players left in the game and your opponent knocks.
The card you discarded just before the knock is still on top of the pile, so it is now available for you to take back if you want it - for example if you had just broken up a suit for tactical reasons you can now restore it.
If after drawing and discarding, or with the cards originally dealt, a player achieves hand value of 31, they show their cards immediately and claim victory.
In this case all the other players lose. A player who gets 31 can declare it even after another player has knocked; victory is immediate and all the other players lose.
If it happens that two or more players get 31 on the initial deal then all the players other than those with 31 lose.
The normal way of scoring in Scat is that each player begins the game with three pennies. When you lose a life, you have to put one of your pennies into the kitty in the centre of the table.
If you knock and lose, having the sole lowest hand, you pay two pennies if you have that many. If someone declares 31, all the other players have to put a penny in the kitty.
If someone declares 31 after another player has knocked, the knocker just pays one penny, like everyone else. If you have no money left, having lost all three of your pennies, you are said to be "on the county" meaning on the dole, on welfare, receiving charity from the county, etc.
If you lose while on the county, you are out of the game. The game continues until only one player has not been eliminated, and that player is the winner.
Some play that 3-of-a-kind of any rank counts as 30 or When it counts 30, it ties with three ten-point cards of the same suit.
If it counts Rarely, people play that any straight-flush three cards of the same suit in sequence is worth 30 except for A-K-Q, which is Some play that there is a minimum score with which you are allowed to knock - for example 17, 19 or A variant played in Philadelphia and perhaps elsewhere is the "throw-down".
Without first looking at the cards, the first player to the left of the dealer can call a "throw down" by exposing the hand.
Everyone must show their cards immediately - no one gets to draw a card. The "throw down" is treated like the "knock" in that if the player who called it has the lowest hand value, the penalty is two "lives".
Obviously, this round of the game takes very little time, thus speeding up the game. Ride the Bus has a different way of keeping track of wins and losses.
All players start out "seated" at the back of the bus. Players who lose a hand move toward the front in a sequence.
The sequence is usually: