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Bavarian Schafkopf

Card games · Trick-taking

Also Schafkopf, Bayerischer Schafkopf

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Summary — 4 players

Bavarian Schafkopf is Bavaria's national trick-taking card game, won by whoever is furthest ahead on the table's tally when the sitting ends. Each deal a declarer bids to take 61 of its 120 card points against the defence's 60, with six rising contracts — from a partnered Rufer to a lone Sie — deciding the trumps and who plays with whom.

Scored by
card points taken in tricks decide the hand, a declarer needing 61 of the 120 against the defence's 60, and each hand everyone enters the units they finished above the hand's worst result, so the losers enter zero
Origin
Bavaria, Germany; it grew out of nineteenth-century Franconian Schafkopf, and the Schafkopf School's 1989 congress in Munich agreed the first official rules.

Rules

How to play

Players and equipment

Bavarian Schafkopf seats exactly four, and play runs clockwise. You need a German-suited pack of 32 cards: the suits are Acorns, Leaves, Hearts and Bells, each running Ace (also called the Sow), Ten, King, Ober, Unter, Nine, Eight and Seven. Card points never change: an Ace is worth 11, a Ten 10, a King 4, an Ober 3 and an Unter 2; Nines, Eights and Sevens are worth nothing — 30 points a suit, 120 in the pack.

Which cards are trumps depends on the contract, and you only find that out once the bidding is done. In a Rufer or a Solo the trumps are all four Obers, all four Unters, and six more cards below them — Hearts in a Rufer, or whichever suit the declarer names in a Solo — fourteen trumps in all. In a Wenz only the four Unters are trumps, and the Obers drop back into their own suits as ordinary cards between the King and the Nine.

The deal

The dealer shuffles, and the player on their right cuts the pack with at least three cards either side of the cut. Dealing runs clockwise from forehand — the dealer's left-hand neighbour — four cards at a time over two rounds, until all four of you hold eight.

Play

Before a card is played there is a single round of bidding for six contracts, ranked lowest to highest: Rufer, Wenz, Solo, Wenz Tout, Solo Tout and Sie. Forehand speaks first and either passes or says they will play; each later bid stands, is matched, or is beaten by a higher one, and whoever holds the highest contract becomes the declarer, ties going to whoever is first in clockwise order from forehand. If everyone passes, the cards are thrown in with no result — nothing goes on the sheet, because nothing was won or lost.

A Rufer is a partnership formed by the deal itself. The declarer calls the Ace of a non-trump suit in which they hold at least one card other than an Ober or Unter, but not the Ace itself, and whoever holds that Ace becomes their secret partner without saying so — you only find out as the hand unfolds. A declarer already holding all three callable Aces cannot bid a Rufer at all, since there would be nobody left to call.

A Wenz or a Solo is played alone, the declarer against the other three. A Solo lets the declarer name any suit they hold a card of (besides the Obers and Unters) as the extra six trumps. A Tout — Wenz Tout or Solo Tout — adds one promise: the declarer's side must win every trick, or the contract is lost outright however many points were taken. A Sie needs no bidding or play at all: a player dealt all four Obers and Unters simply shows the hand and wins on the spot.

Forehand leads to the first trick, and the lead passes to whoever won the trick before. Follow suit if you can — in a Rufer or a Solo an Ober or an Unter belongs to the trumps, never to its printed suit, so a led Nine of Leaves can still force you to play the Leaves Ten if your only other Leaves card is the Ober. If you cannot follow suit you may play any card, with no obligation to beat the trick or to trump it. In a Rufer, the called Ace's holder must play it the first time its suit is led, unless they hold at least three other cards of that suit and choose to "run away" by leading a lower one first — after that the Ace may be kept back like any other card.

Any defender may double the stakes for the hand by calling it before the second card is played, and the declarer may double again in reply; a defender's call doubles everything the hand is worth, described under Scoring, and the declarer's reply doubles it again.

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