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Bauernstoss

Card games · Trick-taking

Also Bauernstoß

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Summary — 4 players

Bauernstoss is a Skat-style trick-taking game for two fixed partnerships, won by the side that first chalks up 20 marks. Partners are decided by dealing until two players turn up a jack, and each side's card points in a deal become marks on an old-fashioned chalk-and-slate scale.

Scored by
marks (the chalk) earned per deal from card points won in tricks, racing to a target of 20
Origin
Erfweiler, in the Palatinate (Pfalz) region of southwestern Germany; played with Skat's 32-card pack; descended from the 19th-century Deutscher Schafkopf.

Rules

How to play

Players and equipment

Four players in two fixed partnerships, and a 32-card pack — the same cards Skat uses: ace, ten, king, queen, jack and the 9, 8 and 7 of each suit, nothing lower. The four jacks are always trumps, whatever suit is printed on them; no suit is trumps until the bidding below names one. Deal and play both run clockwise.

Ace
11
-
Ten
10
-
King
4
-
Queen
3
called the Dame
Jack
2
called the Bube; always a trump
Nine, Eight, Seven
0
worth nothing

Every card's points add up to 120, which is what a deal is fought over.

Trumps rank highest to lowest: the four jacks first, then ace, ten, king, queen, nine, eight, seven of whichever suit is named trumps. Among the jacks, the jack of clubs is highest; the order of the other three is not fixed, so agree it before play — most tables use Skat's: spades, then hearts, then diamonds. A non-trump suit ranks the same way, ace down to seven. Treat all four jacks as trumps the moment you are deciding whether you can follow the suit led — never as the suit printed on the card.

The deal

Before the first hand of a session, decide partners: deal cards face up, one at a time around the table, until two players have been dealt a jack. Those two play together for the rest of the session, and the table rearranges if it needs to so that each player sits between two opponents. Set the app's two sides to match before the first match — Bauernstoss keeps the same two partnerships game after game, so this is a once-a-session job.

The dealer shuffles, the player to the dealer's right cuts, and the dealer deals the whole pack out in batches of four, so each player ends with eight cards. The deal passes to the left after every hand.

Play

Before a card is led, the table bids for the right to name trumps. Starting with Vorhand — the player to the dealer's left — and going clockwise to the dealer, each player passes, names a number, or bids a Solo. A number is how many trumps you are offering to hold once your chosen suit is named trumps: your jacks plus every card of that suit. You need at least one jack to bid at all, and the player offering the longest suit wins the right to name it trumps. A tie for longest is settled by comparing the tied players' lowest card in their proposed suit — the higher one wins, and a tie on that goes to whoever spoke first — except that two players on the same side, tied for longest, may simply agree between them who plays, with nothing to compare. Vorhand, or whoever is first to speak once everyone before them has passed, must bid rather than pass while holding one, two or three jacks; holding none at all, you must pass. Holding all four jacks you must bid a Big Solo or pass — and if that player passes and so does everybody else, the hand is thrown in and the next player deals.

Instead of naming a suit length, the holder of the jack of clubs — the single highest card in the game — may bid a Solo and names the trump suit: an undertaking to win all eight tricks alone. A Solo beats any numbered bid and ends the bidding at once, and it cannot be bid on the first deal of each new game to 20. A Small Solo lets the bidder swap one card with their partner unseen, except that a jack must be passed face up; a Big Solo is played with the bidder's partner's whole hand face down and out of the hand entirely. Either way, only the bidder and the two opponents play the cards.

Vorhand leads to the first trick, unless a Small or Big Solo was bid by Vorhand's own partner — then Vorhand sits out and the dealer's partner leads instead. Follow the suit led if you can, treating every jack as a trump rather than its printed suit. Holding none of the suit led, you must play a trump if you have one — even if the trick has already been trumped by a partner, or you cannot beat what is already there — and only with neither the suit nor a trump in hand may you play anything you like. If a jack has already been played to the trick, anybody playing a trump afterwards must beat it with a higher jack if they are able to. The trick is won by its highest trump, or, where none was played, by its highest card of the suit led; the winner of each trick leads the next. In a Solo, the moment anybody but the bidder wins a trick, the Solo has failed and the hand stops there and then.

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