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These apply to the declarer as well. The base value is dependent on the trump suit. If the declarer wins and the game value is at at least as much as their bid, the game value is added to their cumulative score.
However, if the declarer loses and the game value is as least as much as their bid, then double the game value is subtracted from their cumulative score.
If the game value is less than the bid the declarer loses automatically. A number of points taken does not matter. Double the base value is subtracted from their cumulative score.
The multipliers are 1 per matador always , 1 for game always , 1 for schneider, 1 for schwarz, 1 for playing from the hand if bid , 1 for schneider declared hand only , 1 for schwarz declared hand only , and 1 for playing ouvert with cards exposed on the table and with schwarz declared.
Matadors are consecutive top trumps from jack of clubs down. To this number is added one multiplier if the declarer merely reckons to win at least 61 card points, or two for schneider if he thinks he can take 91 or more, or three for schwarz if he thinks he can win every trick.
If and only if playing from the hand, the declarer may further increase his game value by a declaring that he will win schneider or schwarz for one or two extra factors respectively, in addition to the two for actually winning it, and b if declaring schwarz, by playing ouvert with cards faceup.
The lowest bid is 18 points. After the Declarer has won the bid, he may pick up the two skat cards and discard two cards again. Then he can choose between the following game variants:.
Diamonds, Hearts, Spades, Clubs : A color is declared a trump card, the declarer tries to reach 61 points. Skat Card Game.
Skat Online. The total face value of all cards is points. The declarer's goal is to take at least 61 points in tricks in order to win that round of the game.
Otherwise, the defending team wins the round. Points from tricks are not directly added to the players' overall score, they are used only to determine the outcome of the game win or loss for declarer , although winning by certain margins may increase the score for that round.
After each round a score is awarded in accordance with the game value. If the declarer wins they are awarded a positive score, if they lose the score is doubled and subtracted from the declarer's tally i.
In tournaments a winning declarer gets an additional 50 points if they win, if the defending team wins however they receive 40 points each in addition to the declarer losing twice the game's value in points.
The pack consists of 32 cards. Some players in Eastern and Southern Germany and Austria prefer traditional German packs with suits of acorns , leaves , hearts and bells , and card values of deuce Daus , king König , Ober , Unter , 10, 9, 8, and 7 in all four suits.
By contrast, regions of the former West Germany had adopted a French-suited pack. At the beginning of each round each player is dealt ten cards, with the two remaining cards the so-called Skat being put face down in the middle of the table.
Dealing follows this pattern: deal three cards each, then deal the Skat , then four cards each, then three cards again "three— Skat —four—three".
In four-player rounds, the dealer does not receive any cards and skips actual play of the round. He or she may peek into the hand of one other player if allowed to do so but never into the Skat.
Dealing rotates clockwise around the table, so that the player sitting to the left of the dealer will be dealer for the next round.
After the cards have been dealt, and before the deal is played out, a bidding or auction German : Reizen is held to decide:. The goal for each player during the bidding is to bid a game value as high as their card holding would allow, but never higher than necessary to win the bidding.
How the actual game value is determined is explained in detail below and is necessary to understand in order to know how high one can safely bid.
It is possible for a player to overbid, which leads to an automatic loss of the game in question. Often this does not become obvious before the player picks up the Skat , or even not before the end of the game in question in case of a hand game, when the Skat is not picked up.
Players have therefore to exercise careful scrutiny during bidding, as not to incur an unnecessary loss. The bidding may also give away some information about what cards a player may or may not hold.
Experienced players will be able to use this to their advantage. The game value also called hand value , German : Spielwert is what the game will be worth after all tricks have been played.
It is determined not only by the 10 cards held, but also by the two-card Skat. The Skat always belongs to the declarer, and if it contains certain high cards this may change the game value.
It is therefore not possible in general to determine the exact game value before knowing the Skat. The game value is determined by the type of the game and the game level as explained below for the suit, grand and null games.
In a suit game German : Farbspiel , one of the four suits is the trump suit. Each suit has a base value German : Grundwert , as follows:.
This base value is then multiplied by the multiplier game level German : Spielstufe or Gewinngrad to determine the game value, so:.
The multiplier game level of 1 for becoming declarer is always assumed. It is then increased by one for each of the following:. In case of a Hand game declarer does not pick up the Skat , the following special cases are allowed.
Each one increases the multiplier game level by another point:. For example if hearts are trumps, the jack of clubs 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 a Suit or Grand game you win if the cards in your tricks plus the skat contain at least 61 card points. The opponents win if their combined tricks contain at least 60 card points.
If the declarer's opponents take 30 points or fewer in tricks, they are Schneider. If they take 31 or more they are said to be out of Scheider.
If they take no tricks at all, they are Schwarz. The same applies to the declarer - as declarer, you are Schneider if you win 30 card points or less including the skat, and Schwarz if you lose every trick.
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 and the multiplier.
The base value depends on the trump suit as follows:. Open contracts are extremely rare: you can only play open if you did not look at the skat and you also undertake to win every trick.
By implication, an open contract includes announcements of Schneider and Schwarz,so you count: matadors, game, Hand, Schneider, Schneider announced, Schwarz, Schwarz announced, and Open.
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: "with 2, game 3, Schneider 4, 4 times spades is 44".
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:. The player winning the trick will take the 3 cards used in the trick. These will be used in the scoring process.
The round continues until all cards are played out. Each player then counts their scores based on the taken tricks. Skat scoring is based on multiple factors including card values, multipliers, game type and the Skat.
Scoring is always assigned to the winning bidder, or declarer. If the declarer wins the game, they get assigned a positive score.
If the declarer losses the game, the scores will be deducted from their total at double the value. The most obvious scoring is based on the cards won in each trick.
The card values are as described in the following table:. Also, note that in Null games, there are no card points, the game is entirely predicated on the fact that the calling bidder cannot take even one trick.
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 is not the lowest and that at least one other player will be unable to beat your hand even if they are allowed 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.
If the knocker's score is lower than that of every other player, 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 a player achieves hand value of 31, they show their cards immediately and claim victory.
In this case all the other players lose a life.