Skat


a three-handed trick taking game

Skat was originally played with german suited cards, and these are still in general use in South and East Germany, including Altenburg. elsewhere, Skat is played with French suited cards

32 cards are used: A K Q J 10 9 8 7 in each suit

  french german
clubclubs (Kreuz)acorns (Eichel)
spadespades (Pik)leaves (Grün)
hearthearts (Herz)hearts (Rot)
diamonddiamonds (Karo)bells (Schellen)
Kking (König)king (König)
Qqueen (Dame)ober (Ober)
Jjack (Bube)unter (Unter)
point values

in Suit games and Grand games, the cards have the following values:

J A 10 K Q 9 8 7
2 11 10 4 3 0

the total value in the pack is 120 points

suit ranks

the ranks of suits (from highest to lowest) : club   club   club   club

Matadors

the clubJ and any top trumps in unbroken sequence with it are called Matadors

if declarer has such a sequence in hand (plus the skat), s/he is With that number of Matadors

if there is such a sequence in the opponents' combined hands, then declarer is Against that number of Matadors

for example (here Hearts are trumps):
  declarer has:        declarer is:  
clubJ, heartJ, diamondJ, heartA, heart10, heartQ, heart9     "With 1"     (clubJ)
clubJ, spadeJ, heartJ, diamondJ, heartA, heart10, heartK     "With 7"     (all of them)
spadeJ, heartJ, heartA, heartK, heartQ, heart7     "Against 1"     ( clubJ )
diamondJ, heartA, heart10, heartK, heartQ, heart7     "Against 3"     ( clubJ, spadeJ, heartJ )

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


  • deal
  • auction
  • contracts
  • play
  • scoring
  • payments
  • additions
  • variations
  • strategies

  • deal

    the first dealer is chosen at random; thereafter the turn to deal rotates clockwise

    the dealer shuffles and the player to dealer's right cuts

    the dealer deals a batch of three cards to each player, then two cards face down in the centre of the table to form the skat, then a batch of four cards to each player, and finally another batch of three cards each

    if there are four players at the table, the dealer deals to the other three players only, and takes no further part in the hand at all


    auction

    roles:
    Forehand F the player to the dealer's left
    Middlehand M the player to forehand's left
    Rearhand R the player to middlehand's left
    if there are three players at the table than R is the dealer
    if there are four players at the table than R is to dealer's right

    throughout the bidding F is senior to M who is senior to R (according to mnemoic rule: alphabet order). the principle is that a senior player only has to equal a junior player's bid to win the auction, whereas a junior player has to bid higher than a senior player to win

    each bid is a number which is the value in game points of some possible game (see deatails). the possible bids are therefore:

     9*2 = 18   10*2 = 20   11*2 = 22   Null Skat         = 23   12*2 = 24   
     9*3 = 27   10*3 = 30   11*3 = 33   Null Hand         = 35   12*3 = 36   
     9*4 = 36   10*4 = 40   11*4 = 44   Null Ouvert Skat  = 46   12*4 = 48   
     9*5 = 45   10*5 = 50   11*5 = 55   Null Ouvert Hand  = 59   12*5 = 60   
     9*6 = 54   10*6 = 60   11*6 = 66                            12*6 = 72
     etc 

    if you bid or accept a bid it means you are prepared to play a contract of at least that value in game points

    the first part of auction

    the first part of the auction takes place between F and M

    M speaks first, either Passing or bidding a number. there is no advantage in making a higher than necessary bid so M will normally either Pass or begin with the lowest bid: 18

    if M bids a number, F can either give up the chance to be declarer by saying Pass or compete by saying Yes, which means that F bids the same number that M just bid

    if F says Yes, M can say Pass, or continue the auction with a higher bid, to which F will again answer Yes or Pass

    this continues until either F or M drops out of the auction by passing - once having passed the player gets no further opportunity to bid on that hand

    the second part of auction

    the second part of the auction is similar to the first part, but takes place between R and the survivor of the first part (i.e. whichever of F and M did not pass)

    as the junior player, R either passes or bids a succession of numbers, the first of which must be higher than any number mentioned in the first part of the auction. to each number bid by R, the survivor must answer Yes or Pass

    the winner of the second part of the auction becomes the declarer, and the bid is the last number the declarer said or accepted

    if both M and R pass without having bid, then F can either be declarer at the lowest bid (18), or can throw in the cards without play or just saying Pass. if the cards are thrown in there is no score for the hand, and the next dealer deals

    * * *

    to remember whose turn it is to start the bidding, German players sometimes say

    geben, hören, sagen (deal, listen, speak)

    pointing in turn to Dealer, Forehand and Middlehand

    if Middlehand forgets to begin, Forehand can start proceedings by saying "I'm Forehand" or "I'm listening", or "Speak to me!"

    examples of auction
       
                F      M      R
                      18
              yes     20
              yes    pass                 (F wins first part)
                             22
              yes            23
              yes            24
              pass                        (R is declarer in 24)
    
      
      
       
                F      M      R
                     pass                 (F wins first part)
                             18
              yes           pass          (F is declarer in 18)
    
    
      
       
                F      M      R
                      18
              pass                        (M wins first part)
                             20
                     pass                 (R is declarer in 20)
    

    contracts

    if you win the bidding you are entitled to pick up the two skat cards, add them to your hand without showing them to the other players, and discard any two cards face down. the cards discarded may include one or both of the cards picked up, and their value counts along with your future tricks

    having discarded (without showing to the other players), you declare your game

    * * *

    the value of a Suit or Grand contract is obtained by multiplying together two numbers:

    base value

    the base value depends on the trump suit as follows:
      suit     base value  
    Diamonds 9
    Hearts 10
    Spades 11
    Clubs 12
    Grand 24

    multiplyer

    the multiplier is the sum of all applicable items from the following table:
          Skat game     Hand game  
    Game (which always applies)1
    Matadors (With or Against)
    (which always applies)
      1 for each  
    Schneider 1
    Schwarz 1
    Ouvert 1
    Hand n/a1
    Schneider announced
    Schwarz announced

    note that all applicable multipliers count in sum

    the Game multiplier is always counted as 1

    the Matadors multiplier is always counted as at least 1 (because the clubJ must be somewhere)

    so the declarer is always With or Against at least 1 Matador and Game is always 1

    so the smallest possible multiplier is (1+1),
    and the smallest possible game value is 9
    so the lowest possible bid is 18 = 9 * (1 + 1)

    * * *

    each possible Null game has a fixed value unaffected by multipliers. these Null fixed values are:
    contractfixed value
    Null Skat 23
    Null Hand 35
    Null Ouvert Skat 46
    Null Ouvert Hand 59

    these rather eccentric looking numbers are chosen to fit between the other contract values, each being slightly below a multiple of 12. so if you are going to take skat then max bid for your Null contract should be 23 and so on

    examples

    in Ouvert Skat game you count:

    in Ouvert Hand game you count:

    * * *

    so before the lead to the first trick the declarer anounces

    after that declaration the suitable notes in score table are made

    play

    the ranking of the cards depends on the game the declarer chooses to play, so in case of game ...

    Suit
    irrespective of the suit chosen as trumps, the four Jacks are the top four trumps, ranking in the fixed order :
    clubJ - spadeJ - heartJ - diamondJ from highest to lowest

    then follow the remaining seven cards of the chosen suit, ranking from highest to lowest:
    A - 10 - K - Q - 9 - 8 - 7
    making eleven trumps in all

    the other three suits each contain just seven cards ranking from high to low:
    A - 10 - K - Q - 9 - 8 - 7
    Grand
    the four Jacks are the only trumps. they form a suit by themselves ranking from high to low:
    clubJ - spadeJ - heartJ - diamondJ

    the remaining four suits each contain seven cards ranking from high to low:
    A - 10 - K - Q - 9 - 8 - 7
    Null
    there are no trumps. the eight cards of each suit rank from high to low:
    A - K - Q - J - 10 - 9 - 8 - 7

    pay attention to 10's place in these sequences!

    play is clockwise. no matter who is the declarer, but Forehand always leads to the first trick

    players must follow suit if they can. a player with no card of the suit should play with any trump and only if a player has no suit no trump s/he may play any card

    note that in Suit games and Grand games the all four Jacks belong to the trump suit, not to the suits marked on them. for example if Hearts are trumps, the J♣ is the highest Heart, and has nothing whatever to do with the Club suit

    a trick is won by the highest card of the suit led, unless it contains a trump, in which case the highest trump wins it

    the winner of a trick leads to the next

    if you are declarer in any Null game - you win the game if you manage to lose every trick. and if you take a trick, you have lost and the play of the hand ceases at that point

    if you are declarer in any Ouvert game - you have to spread out your hand face up on the table before the lead to the first trick. play then proceeds normally, and you play from your exposed hand. in this case the opponents are not allowed to discuss tactics


    scoring

    if the value of the declarer's game turns out to be less than the bid then the declarer loses - it does not matter how many card points were taken by him in tricks. in that case the amount subtracted from the declarer's score is twice of the base value of the game played

    if the declarer

    then the value of the game is subtracted from the declarer's score

    the declarer in Suit game or Grand game wins if the cards in his tricks plus the skat cards (in other words, all cards which are not in his opponents tricks) contain at least 61 card points
    AND
    the value of the game is equal or more than bid

    if the declarer

    then the value of the game is added to the declarer's cumulative score (not the value of card points!)

    the opponents win if their combined tricks contain at least 60 card points

    if the declarer's opponents

    the same applies to the declarer - as declarer,

    note that Schwarz depends on tricks - not on cards points - if a side wins just one trick and it has no card points in it (say 7-8-9 in the trick), that is sufficient to get them (or him) out of Schwarz

    if as declarer

    you lose, counting all the multipliers

    the typical calculation of the value of a game sounds something like this:

    " With 2 , Game 3 , Schneider 4 .       4 times Spades is 44 "

    where the sequence of numbers in the first part is just addition of multiplyers

    example

    M holds heartJ diamondJ club10 clubK club9 club8 spadeA diamondA diamond10 diamond7 and decides to play Clubs Hand
    this should normally be worth 48 game points ("Against 2, Game 3, Hand 4 . 4 time Clubs is 48")

    R has a Null Ouvert and bids up to 46, to which M says Yes and R says Pass

    M plays Clubs Hand and takes 74 card points (including the skat cards), but unfortunately the skat contains clubJ heartQ

    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 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

    * * *

    it is unusual, but occasionally happens that the declarer in a Suit or Grand contract takes 30 card points or fewer. in this case the opponents have made the declarer Schneider , and the Schneider multiplier applies

    in the practically unknown but theoretically possible case where the declarer in a Suit or Grand contract loses every trick, the Schneider and Schwarz multipliers would both be counted

    example

    the declarer plays "Spades, Without 2" and takes only 28 card points
    result: "Without 2, Game 3, Schneider 4. time Spades"
    the base value of Spades is 11 and 4×11=44, so the declarer scores -88 points


    end of the game

    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 presettled stake

    example

    A, B and C are playing for 5 Pfennig a point
    at the end the scores are A:  96, B:  30, C:  -8

    than

    B pays to A 96-30=66  x 0.05  =  3.30
    C pays to A (96 - -8)=104  x  0.05  =  5.20
    C pays to B (30 - -8)=38  x  0.05  =  1.90

    so the net result is that A wins  8.50 Marks, B loses  1.40 Marks and C loses  7.10 Marks

    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


    additions

    Kontra and Rekontra

    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 27. I lose double because I looked at the skat and the score is doubled again for the Kontra, so I lose 108 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 18

    for example, A is Forehand, B bids 18 to A and A passes; C also passes. 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 18

    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

    Ramsch

    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:

    what happens to the skat?
    in the simplest version, everyone plays with the cards they were originally dealt
    a popular variation is Schieberamsch, in which each player in turn may pick up the skat cards, and discard two cards face-down to be picked up by the next player (notice this happens in order - not simultaneously - in Schieberamsch you pick up the cards before deciding on your discard). Forehand has the first chance to exchange the skat, then Middlehand, and finally Rearhand, whose discards are then left face-down until the end of the play. a player who is brave enough to play without exchanging cards can pass them on without looking at them; this action doubles the score for the hand. some players do not allow Jacks to be passed on; other players allow anything to be passed
    who gets the card points in the skat?
    there are three options here:
    1. the skat goes to the winner of the last trick
    2. the skat goes to the player who had most points without the skat, thus increasing that player's loss
    3. no one gets the points in the skat
    how much does the loser lose?
    in simple Ramsch the loser loses a fixed amount - for example 10 points. more usual is the version called Augenramsch (point Ramsch), in which the amount lost is the number of card points taken
    what happens if there is a tie for most card points?
    if two players tie, they both lose. some play that they both lose the full amount; others play that they share the loss, losing half each. if all three players tie there is no score
    what happens when someone takes no tricks?
    a player who takes no tricks is called a Jungfrau (virgin). in Augenramsch, this doubles the amount lost by the loser is doubled. in simple Ramsch the loser loses 15 rather than 10
    note that to be a virgin you have to take no tricks; a trick with no card points in it is sufficient for you to lose your virginity
    what happens when someone takes all the tricks?
    in this case there are two virgins, and in simple Ramsch the loser loses 20 points. in Augenramsch you could play that the loser loses four times the number of card points taken (i.e. 480). however, most people play that if you succeed in winning all the tricks in Augenramsch you win 120 points

    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

    Bockrounds and Ramschrounds

    a Bockround is a round (i.e. three consecutive deals when there are three players; four deals when there are four players) played for double stakes (i.e. double scores)

    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. possibilities are:

    note that if you have too many of these, you will end up playing for double score all the time, and you might as well have just agreed to double the stake and not have bothered with the Bockrounds

    if you play with Bockrounds, you also need to agree the following rules:

    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

    Schenken

    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.e. with 61...89 card points)

    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 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)

    Spitze

    this is an announcement that the declarer will win the last trick with the lowest trump - the Seven in a Suit contract or the Jack of Diamonds in a Grand contract

    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 9-8-7 of trumps is worth 3 extra multipliers


    variations

    scoring variations

    Ouvert contracts variations

    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

    some play open contracts as double value if exposed before the first lead, but adding one multiplier if exposed after the first trick

    with a Pot

    gamblers may like to play with a pot. this can work in various ways

    a common scheme would be that everyone puts a small amount in the pot at the start or when it is empty. any declarer who loses a contract (or a Ramsch) pays to the pot as well as to the other players. the contents of the pot are won by a player who wins a Grand Hand. but if you play and lose a Grand Hand you have to double the pot

    rum

    in this variation, the declarer can score an extra multiplier when using the skat in a Suit or Grand games by showing the skat cards to the opponents before picking them up. ("Der Skat geht rum")


    basic

    bidding tactics

    tips for contractors

    strategies for defenders