Skat: Difference between revisions
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According to the official rules, if all three players pass without a bid, the play does not take place and the deal passes to the next player. Since this is usually a sign of at least one player being overly cautious, it is an almost universal practice to play a game called ''Ramsch'' in this situation. The most important feature of Ramsch is that each of the three players is playing on their own and all card points in tricks are negative. | According to the official rules, if all three players pass without a bid, the play does not take place and the deal passes to the next player. Since this is usually a sign of at least one player being overly cautious, it is an almost universal practice to play a game called ''Ramsch'' in this situation. The most important feature of Ramsch is that each of the three players is playing on their own and all card points in tricks are negative. | ||
It can happen that the soloist wins the play, but the value of the play is less than the bid. Leaving aside miscalculations, this often happens in the case of hand games with two or more tops, if there is a high Jack in the skat. It can also happen if the soloist expected to win the game with schneider or even schwarz, but decided not to announce this (in the case of a hand game) or was not allowed to do so (after picking up the skat). In both cases the problem is that the sum ''tops'' + ''multiplier'' is too small. Similar things can also happen when the soloist loses. | |||
In any case, if the value of the play is less than the bid, the multiplier is increased until the value is at least the bid. As always, the soloist pays twice the play value, in this case twice the increased value. | |||
If, after picking up the skat, the soloist realizes that the intended contract is not winnable and there is no alternative, it is best to announce the cheapest contract possible under the circumstances. Its value must at least be that of the bid. E.g. a player who won the auction at 20 points and has the Jack of hearts but not the two higher Jacks, and who does not see a chance to win a play, would announce a null and lose 2 × 23 = 46 points. (The second cheapest option would be diamonds without two tops at 2 × 9 × (1 +2 ) = 54.) The player need not worry about losing even more due to schneider or schwarz: So long as the soloist holds at least 9 hand cards, they are allowed to unilaterally declare the play lost. In this case it is not finished, and schneider and schwarz do not apply. | |||
===Different numbers of players=== | ===Different numbers of players=== |
Revision as of 10:34, 15 December 2009
Skat is a sophisticated trick-taking card game played with a piquet pack or an equivalent 32-card pack with German suits. It is reputedly one of the best 3-player games. Skat was invented in Altenburg, Germany in the early 19th century. By the end of World War I it had become Germany's national game.
The official standard rules for all countries including Germany are defined in the International Skat Order of 1998.[1] Disputes are settled by the German Skat Court in Altenburg. Locally played rules often reflect an earlier stage in the game's development or add further features. However, variations are generally restricted to bidding and scoring; the core rules of game play are minimalistic, stable, and standardized, comparable to the basic Whist rules that underlie the various forms of Bridge.
Modern standard rules
Rank | A | 10 | K | Q | J | 9 | 8 | 7 |
---|---|---|---|---|---|---|---|---|
Value | 11 | 10 | 4 | 3 | 2 | 0 | 0 | 0 |
high cards | court cards | low cards |
The game is played with a pack of 32 cards consisting of Ace, Ten, King, Queen, Jack, 9, 8 and 7 in four suits. The game is most commonly played with French-suited cards, although in some regions in Germany and Austria German-suited cards are preferred.[2] The cards carry values as shown in the table, for a total of 120 card points. It can be observed that the 12 low cards have no point value at all, while 84 of the game's 120 card points are concentrated in the 8 high cards. Only the 12 court cards have point values close to the average.
Skat is played clockwise and for a full number of rounds. A round consists of 3 plays; it finishes after each player has dealt once. For each play, the dealer deals 10 cards to each player and deposits 2 cards face down in the middle as the skat. The dealer must follow the scheme 3–skat–4–3.[3]
The players now bid for the privilege of choosing a contract and playing as a soloist against the party consisting of the other two. At the end of the play either the soloist or the opposition players will win, and the play will have a certain value that depends on the contract, the card points won by the respective parties, and several other factors. To keep the contract, the soloist must win the play and the value of the play must be at least as indicated by the bid. In this case the soloist scores the value of the play. A soloist who loses the play or who wins a game whose value is below the bidding value loses twice the value of the play or twice (an approximation to) the bidding value, whichever is higher.
The main purpose of the complicated bidding and scoring rules is to encourage the choice of a moderately risky contract. Among skilled skat players, all but the most extreme card distributions lead to interesting plays. Moreover, the alternation between playing alone and playing in various teams gives the game variety beyond that of most other auction games.
Suit and grand contracts
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The soloist may announce a suit contract in any of the four suits. All four Jacks are trumps and full members of the trump suit. The card ranks within the trump suit are as shown in the table. Thus the highest trumps are always the Jack of clubs, Jack of spades, Jack of hearts and Jack of diamonds (in this order), followed by the Ace of trumps etc. As a result, one third of the cards (11 out of 32) are trumps, and the trump suit has considerably more cards than any of the three plain suits (11 vs. 7).
The soloist has the privilege of picking up the skat and discarding any two of the resulting 12 cards. The two discarded cards count towards the soloist's total card point score. This is a good opportunity to discard a single Ten in a suit in which the soloist does not hold any other cards. Two discarded Aces or Tens contribute one sixth of the total card points towards winning the play, a substantial contribution.
Regardless of who won the auction and announced the contract, forehand (the player to the dealer's left) leads to the first trick. Players must follow suit whenever possible. A player who cannot follow suit may play any other card. The trick is won by the party that played the highest trump. If the trick does not contain a trump, it is won by the party that played the highest card of the suit led. The player who won a trick leads to the next trick.
Generally it is an advantage for the opposing players if the player to the soloist's right leads. In this case the first opposing player can try to lead with a plain suit which their partner does not hold.[4] The partner can then react very flexibly after seeing the card played by the soloist. It is much more tricky if the player to the soloist's left leads. A rule of thumb at the beginning of the game is "long path – short suit". Long path" refers to the path from the leading player to the soloist, the partner being in the way. "Short suit" is the recommendation that the leading player lead with a suit of which they hold only few cards.
A grand is played in exactly the same way as a suit contract, except that no natural suit is declared trumps. As a result, the four Jacks form a tiny trump suit on their own, and along with the 4 natural suits there is a total of 5 suits. The scarcity of trumps (at most four of the ten tricks may contain a trump) gives this contract a flavour that is very different to that of a suit contract.
After the last trick the parties count their card points and check that the total is 120. The soloist must win more than half of the card points, i.e. at least 61 points, to win the play. Otherwise the opposing players win the play. If one of the two parties scored 30 card points or less, the play is called schneider. If one of the parties won all tricks and the other none, the play is called schwarz. Since the two cards discarded by the soloist at the beginning have a maximal card value of 22 points, schneider implies schwarz.
The value of the play is determined by the formula
- value = base value × (tops + multiplier).
The base value (see table) depends on the chosen trump suit. The tops are the number of top trumps held or not held by the soloist. A play is said to be "with n tops" if the soloist's 12 initial cards included the highest n trumps, starting with the Jack of clubs. It is said to be "without n tops" if the soloist's 12 initial cards included none of the highest n trumps. In either case n is the number used in the formula. The multiplier is always at least "1 for the play". It is increased by 1 if the game is schneider, and it is increased once more if it is schwarz.
The base value for a grand contract is 24, i.e. twice the base value of a clubs contract and almost three times the base value of a diamonds contract. This very high base value is often considered a weak point of skat. Among skilled players grand contracts tend to dominate, and are felt to be less interesting than ordinary suit contracts.
- Example
The player who won the auction with a bid of 48 holds Ten, King, Queen, 9, 8, 7 of hearts but no Jacks, and for some reason wants to play hearts. Ignoring schneider and schwarz, the player expects the play's value to be 10 × (1 + 5) = 60. The player now picks up the skat and finds the Jack of clubs. What was planned as a play without 5 tops becomes a play with 1 top. Again ignoring schneider and schwarz, we can expect a value of 10 × (1 + 1) = 20.
The prospective soloist cannot possibly win all tricks, and even if this were possible the value would still be only 10 × (3 + 1) = 40. The player will have to switch to grand for a value of 24 × (1 + 1) = 48. Whether this can be won depends on the other cards and the player's skills.
Null contracts
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Like many solo games, Skat also allows the choice of a negative contract, in this case called null. The objective for the soloist is to lose all tricks. The card points are irrelevant in this case, and in fact the Tens rank in their natural position immediately above the 9. Moreover, there are no trumps, and the Jacks also rank in their natural position between the Queen and Ten.
An important rule for checking whether a hand is suitable for a null contract is that "nobody goes below 7, 9 and Jack".[5] The contract is safe if all suits are safe.
The soloist may also choose to play without picking up the skat. This is known as a null hand. Another variant is null ouvert, in which the soloist plays with all their hand cards spread face up on the table. These two variants can be combined to obtain an even higher play value.
The values of the null contracts were chosen so that they are between the values of the clubs and spades contracts with 1, 2, 3 and 4 tops, respectively. Historically, the null ouvert is responsible for the grand's base value of 24. The grand previously had a base value of 20, as is still the case in some local variants. It was changed because it was felt inappropriate that a null ouvert (46 points) could beat a grand with or without 1 top (previously 20 × 2 = 40 points) in the bidding phase. In the modern standard rules a grand with or without 1 top is worth 24 × 2 = 48, which is slightly more than a null ouvert.
Hand contracts
No schneider announced | |
---|---|
No schneider | 2 |
Schneider (no schwarz) | 3 |
Schwarz | 4 |
Schneider announced | |
No schwarz | 4 |
Schwarz | 5 |
Schwarz announced | |
Always | 6 |
Ouvert | |
Always | 7 |
A soloist who chooses a suit or grand contract may decide to play a hand contract, i.e. not to pick up the skat, to increase the game value. In this case the player has less information about total card distribution and the expected value of the play. Except for the higher play value, the skat is treated as if the soloist had picked up and discarded the two cards. In particular, any trumps contained in the skat factor into the determination of the number of tops.
A hand contract (and only a hand contract[6]) may be further modified by announcing schneider, schwarz or ouvert. By announcing schneider or schwarz, the soloist guarantees not only to win, but to also ensure that the play ends in schneider or schwarz, respectively. Ouvert is a stronger form of a schwarz announcement in which the soloist places all hand cards face up on the table and plays them out from there. Ouvert implies announcements of schneider and schwarz, and by announcing schwarz the soloist implicitly announces schneider as well.
To win a play in which schneider has been announced, the soloist must ensure that the opponent players win at most 30 card points worth of tricks. To win a schwarz contract, the soloist must win all tricks.
If the soloist did not announce schneider (or schwarz, ouvert), the value of a hand contract is determined in exactly the same way as an ordinary suit or grand contract, except that the multiplier is increased by "1 for hand".
If the soloist announced schneider but not schwarz, the multiplier is always increased by "1 for hand", "1 for schneider"[7] and "1 for schneider announced". Thus the total multiplier is 4, or 5 in case either party wins all tricks. There is no "eigenschneider", i.e. "1 for schneider" is never added more than once.[8]
If the soloist announced schwarz but not ouvert, the multiplier is always increased by "1 for hand", "1 for schneider"[7], "1 for schneider announced", "1 for schwarz"[9] and "1 for schwarz announced". If the soloist announced ouvert, an additional "1 for ouvert" is added.
Details of bidding and scoring
The player to the dealer's left is known as forehand and the following player as middlehand. The third player is called rearhand. In the case of four players (in which case a round consists of four plays and the dealer does not participate in the play), this is the player to the dealer's right. Otherwise the dealer is rearhand.
The bidding follows the principle "deal – speak – listen – continue to speak", i.e. initially middlehand makes a numerical bid to which forehand replies by confirming (to bid the same number) or passing. Middlehand repeats with a higher until either of them passes. After that, rearhand similarly addresses whichever of the first two players has not passed yet. One may only bid numbers that can occur as a play value, so the smallest legal bid is 18 (for diamonds with or without one top).
As a simple example, suppose forehand plans to play clubs hand without 2 tops (12 × (2 + 2) = 48), middlehand wants to play null (23), and rearhand wants to play grand without 1 top (24 × (1 + 1) = 48). Then one would expect something like the following conversation:
Rearhand | Middlehand | Forehand |
---|---|---|
18 | yes | |
20 | yes | |
2 [i.e. 22] | [nods] | |
3 [i.e. 23] | [nods] | |
pass | ||
4 [i.e. 24] | [nods] | |
48 | OK | |
pass |
In the example, middlehand does not omit any legal bids. By passing right after 23, middlehand gives away information about their cards. Rearhand initially continues the sequence with 24, but then jumps right to their own limit of 48. Since this is held by forehand and rearhand cannot go higher, forehand becomes the soloist and undertakes to win a play that is worth at least 48 points.
According to the official rules, if all three players pass without a bid, the play does not take place and the deal passes to the next player. Since this is usually a sign of at least one player being overly cautious, it is an almost universal practice to play a game called Ramsch in this situation. The most important feature of Ramsch is that each of the three players is playing on their own and all card points in tricks are negative.
It can happen that the soloist wins the play, but the value of the play is less than the bid. Leaving aside miscalculations, this often happens in the case of hand games with two or more tops, if there is a high Jack in the skat. It can also happen if the soloist expected to win the game with schneider or even schwarz, but decided not to announce this (in the case of a hand game) or was not allowed to do so (after picking up the skat). In both cases the problem is that the sum tops + multiplier is too small. Similar things can also happen when the soloist loses. In any case, if the value of the play is less than the bid, the multiplier is increased until the value is at least the bid. As always, the soloist pays twice the play value, in this case twice the increased value.
If, after picking up the skat, the soloist realizes that the intended contract is not winnable and there is no alternative, it is best to announce the cheapest contract possible under the circumstances. Its value must at least be that of the bid. E.g. a player who won the auction at 20 points and has the Jack of hearts but not the two higher Jacks, and who does not see a chance to win a play, would announce a null and lose 2 × 23 = 46 points. (The second cheapest option would be diamonds without two tops at 2 × 9 × (1 +2 ) = 54.) The player need not worry about losing even more due to schneider or schwarz: So long as the soloist holds at least 9 hand cards, they are allowed to unilaterally declare the play lost. In this case it is not finished, and schneider and schwarz do not apply.
Different numbers of players
There are no convincing Skat variants for more or less than three players. Two players who insist on playing a Skat-like game have the choice between Grandmother Skat, in which the simulated third player does not need to follow suit, and Officers' Skat, which is only very vaguely related to Skat.
Four players can be accommodated if the dealer pauses and a round is redefined as consisting of four plays. The official Skat rules are formulated so as to make sense for three or more players.
History
The earliest written record of a game called "Scat" is in a notebook of Hans Karl Leopold von der Gabelentz in Altenburg and is dated 1813.[10] In 1818 Johann Friedrich Ludwig Hempel discussed the game in a weakly newspaper, the Osterländische Blätter. In 1833 and 1848 Hempel wrote about later stages in the game's development.
Initially Tens ranked low, the dealer automatically became the soloist, and there were no grand, hand or null contracts. In an early bidding system based only on suits, the play values were 1, 2, 3, 4 for bells (diamonds), hearts, clovers (spades) and acorns (clubs), respectively. As of 1820 the sequence of play values was 1, 2, 3, 4, with a bonus of 4 in case of a hand contract.
Once the game had reached Leipzig University it began to spread all over Germany. Bonuses for tops were introduced and in more progressive circles even became relevant in the bidding phase. The skat world split into proponents of conservative suit-based bidding and those of the new value-based bidding. This question would not be resolved before the 11th Skat Congress in 1927 decided it in favour of value-based bidding.
A large number of additional contracts were introduced during the 19th century. Some of them have long been forgotten, while others are still widely played. Most notably, the game of Ramsch – although not part of the official rules[11] – is still played by most circles in case no player bids.
Footnotes
- ↑ Acceptance of the 1998 rules by both the Deutscher Skatverband and the International Skat Players' Association ended a long lasting dispute about the rules that had culminated in a prohibition of dual membership in 1978.
- ↑ Roughly 80 % of German Skat players use French-suited cards. German-suited cards are preferred in the German federal states of Sachsen, Sachsen-Anhalt and Thüringen. For tournaments the Deutscher Skatverband uses a compromise pack that is identical with an ordinary French-suited piquet pack except for a 4-colour scheme for suits that is in part reminiscent of German-style cards: Clubs (which correspond to acorns) are black; spades (which correspond to clovers) are green; hearts are red; and diamonds (which correspond to bells) are yellow. This is different from the 4-colour scheme that is occasionally used for Poker.
- ↑ I.e. first every player receives 3 cards, then the skat is dealt, then every player receives 4 cards, and finally 3 again.
- ↑ A simple heuristics for the first few tricks is: "Short path – long suit". If the opposing player who leads is directly followed by the soloist, it makes sense to lead in a suit in which they themselves hold many cards.
- ↑ In German: "7, 9, Unter – geht keiner drunter." The long form of this rule says that a competent soloist playing a null contract will never lose a trick in a given suit, provided they hold the 7, 9 and Jack of that suit. Several extensions of this rule are also true: Holding the 7, 9 and Jack and any additional cards is also fine. And so is holding only the 7 and 9, or only the 7. Moreover, the rule with all its extensions is still true if one replaces the 9 or Jack by lower-ranking cards.
- ↑ The only exception is null hand, as discussed in the previous section.
- ↑ 7.0 7.1 This applies regardless of whether the opposing players win more than 30 card points or not.
- ↑ If the soloist announces a hand game with schneider, "1 for schneider" is added for the undertaking to make the opposing party schneider, whether it is successful or not. If it fails and the soloist themselves is schneider, it would be reasonable to add "1 for schneider" once more. This is explicitly ruled out in the International Skat Order.
- ↑ As one would expect, there is no "eigenschwarz" either. But the case that the soloist announces schwarz and is schwarz themselves appears extremely unlikely in serious play.
- ↑ Earlier uses of the word generally refer to the stock in Tarock games, which plays a similar role as the skat in the Skat game.
- ↑ According to the German Skat Court, Ramsch is not Skat because it does not have a soloist.