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library 

of  tbe 

of  Toronto 


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I! 


I 


1 


THE    GAME    OF 


IN  THEORY  AND  PRACTICE 


A.    HERTEFELD 


TRANSLATED    AND    EDITED 


PROFESSOR   HOFFMANN 


AUTHOR   OF    "  MODERN    MAGIC, 

DRAWING-ROOM   AMUSEMENTS,"  &c. 


With  numerous  Illustrations. 


LONDON 

GEORGE  ROUTLEDGE  &  SONS 

LIMITED 


BROADWAY,    LUDGATE   HILL 
MANCHESTER   AND    NEW   YORK 


II 


:  x 


4 
>t 


PREFACE. 


PREFACE. 

jHE  Game  of  Skat,  though  daily  growing  in 
popularity,  is  still  so  far  a  novelty  in  England, 
that  the  amateur,  desirous  of  making  acquaint- 
ance with  it,  must  perforce  go  to  the  country  of 
its  origin  for  any  reliable  information.  The  present 
volume,  with  the  exception  of  the  Introductory 
Chapter,  is  a  direct  translation  of  a  German  work, 
the  Editor  assuming  no  higher  responsibility  than 
that  of  making  the  text  fully  intelligible  to  English 
readers.  To  that  end  brief  notes  have  been  added, 
and  an  obscure  phrase  here  and  there  modified,  but 
the  work  as  a  whole  is  practically  a  transcript  of  that 
of  the  German  author,  Herr  Hertefeld,  who  on  this 
subject  speaks  with  an  authority  which  no  English 
writer  can  claim  to  possess. 


TABLE  OF  CONTENTS. 


TABLE   OF   CONTENTS. 


PAGE 

INTRODUCTION i 

EXPLANATION  OF  TERMS  IN  CURRENT  USE  IN  SKAT         .        .        .     .      4 


PART    I.— THE    THEORY    OF    SKAT. 

THE  NATURE  OF  THE  GAME n 

THE  CARDS .16 

THE  SUITS 17 

THE  FOUR  KNAVES 18 

MATADORS     .............  19 

1.  Games  with  Matadors 19 

2.  Games  without  Matadors .  19 

THE  PRELIMINARIES  OF  THE  GAME. 

1.  Drawing  for  Places .                  .     .  20 

2.  Shuffling 21 

3.  Cutting 22 

4.  Dealing,  Laying  out  the  "  Skat,"  Misdeals 22 

5.  Elder  Hand,  Middle  Hand,  Hinder  Hand 24 

6.  The  "  Skat  " 24 

7.  Playing  with  the  "  Skat  "  Exposed 25 

THE  DIFFERENT  GAMES. 

1.  General  Classification  .         .         . 25 

2.  The  Winning  or  Losing  of  the  Game 26 

3.  Schneider 26 

4.  Schneider  Declared           .........  26 

5.  Schwarz 27 

A.  The  Trick  Method 27 

B.  The  Point  Method 27 

6.  Schwarz  Declared 28 


TABLE  OF  CONTENTS. 


PAGE 

GAMES  WITH  THE  HELP  OF  THE  "SKAT." 

1.  The  Simple  Game 28 

2.  Tourne         ...                                                                            .  29 
SOLO  GAMES  (WITHOUT  THE  HELP  OK  THE  "SKAT  "). 

1.  Suit  Solos •     •  3i 

2.  Solos  irrespective  of  Suit 32 

A.  Grando 32 

B.  Grando  Ouvert 32 

C.  Grando  Tourne    .         .  32 

D.  Nullo       ...                  32 

E.  Nullo  Ouvert -33 

F.  Grand  Nullo  Ouvert  (Revolution)      ...  33 

G.  Nullo  with  Tricks         ...                                            •     •  34 

H.  Nullo  Tourne 34 

I.    Purchase  Nullo     .......                   •     •  34 

K.  Nullo  with  Trumps 35 

EXCEPTIONAL  GAMES. 

1.  Uno  and  Duo  ....•••••••  35 

2.  Ramsch 3^ 

Middle  Ramsch •  37 

3.  Spitz •     •  37 

4.  Skat  Hazard 37 

A.  Point  Ramsch -37 

B.  Compulsory  (or  "  Must ")  Ramsch    ...                  .         .  38 

C.  Compulsory  (or  "  Must ")  Grando         .                          ...  38 

D.  Compulsory  (or  "  Must  ")  Nullo 38 

E.  Aix-la-Chapelle  Skat 38 

THE  SCORE. 

1.  The  Methods  of  Counting  the   Simple   Game,   Tourne,  and   Solo 

respectively 39 

A.  The  Basis-Number  (or  Mult.plicanJ)                                     •         •  39 

Table  of  Basis  Values 4* 

B.  The  Multipliers 41 

a.  The  Game 41 

b.  The  Number  of  Matadors 42 

c.  The  Contingencies  of  the  Game 43 

The  Total  of  the  Multiplier 44 

Variations •         •         •         •     •  44 

2.  Valuation  and  Counting  of  Grando 4^ 


•<( 


TABLE  OF  CONTENTS. 


PAGE 

3.  The  Valuation  of  the  Nullo  Games 46 

The  Order  of  Precedence  of  the  Nullo  Games          .         .         .  .47 

The  Score  at  Ramsch -So 

Point  Ramsch         ........  CQ 

PROVOCATION,  OR  BIDDING c0 

1.  Provocations  according  to  Suit           .....  152 

2.  Provocations  according  to  Value  ......  152 

3.  Provocations  combining  Suit  and  Value    .....  54 

Overbidding  one's  self 1-4 


PART    II.— A   PRACTICAL   TREATISE    ON    THE   GAME. 

GENERAL  RULES. 

Following  Suit  and  Revoking        ....  1-5 

Recalling  a  Card »_ 

Counting  or  looking  at  Tricks  once  played     ...  cj 

Leading  out  of  turn  .......  ,7 

Looking  at  the  "  Skat " ,_ 

Throwing  up  the  Game     ......  eg 

RULES  OR  PRINCIPLES  'OF  PLAY  ,« 

•  55 
RULES  FOR  THE  PLAYER. 

Review  of  the  Hand,  and  announcement  of  the  Game  to  be  played  .  59 

When  to  declare  Tourne go 

When  to  play  a  Suit  Solo  ....  61 

When  to  play  a  Grando 66 

When  to  play  a  Grando  Tourne  .  7O 

When  to  play  Nullo  or  Nullo  Ouvert  .  .  .  .  .  7O 

Declarations  by  Elder,  Middle  and  Hinder  Hand  respectively          .  71 

2.  The  Discard         ......  »2 

3.  How  to  Play. 

a.  When  the  Player  is  Elder  Hand 74 

b.  When  the  Player  is  Second  or  Third  Hand     .         .  77 
RULES  OF  PLAY  FOR  THE  OPPONENTS      ....  7g 
THE  PLAY  OF  PLAYER  AND  OPPONENTS  IN  VARIOUS  GAMF.S     .  86 

1.  The  Simple  Game  and  Tourne 87 

2.  Solo  Games  o_ 

87 

a.  Suit  Solos.     The  Player g7 

The  Opponents 89 


TABLE  OF  CONTENTS. 


b.  Grando.     The  Player 89 

The  Opponents  .         .         .         .         .         .         .         .         .     .  94 

c.  Nullo  Games.     The  Player 94 

The  Opponents  .         .         .         .         .         .         .         .         •     •  97 

d.  Ramsch     ...........  99 

THE  FINESSES  OF  THE  GAME  OF  SKAT. 

1.  Finesses  in  Leading    ..........  101 

2.  Nipping          ...........  103 

3.  Whether  to  Throw  Away  or  to  Trump        ......  105 

4.  Finesses  in  Trumping     .         .         .         .         .         .         .         .         .  1 1 1 

5.  Swarming           .         .         .         .         .         .         .         .         .         .     .  112 

6.  Feints 113 

7.  Throwing  up  the  Game       ,         .         .         .         .         .  ..117 

8.  Keeping  Count        .         .         .         .         .         .         .         .         .         .118 

THE  SCORE. 

Computation  of  Gains  and  Losses    .         .         .         .         .         .         .     .  119 

The  Use  of  Counters 119 

The  Scoring  Paper 119 

Calculation  of  Results 121 

Table  of  Values.     (The  Standard  Game.) 125 

Table  of  Variations  in  the  mode  of  reckoning  Solo  Games    .         .         .  128 

BEER  SKAT 129 

a.  The  "  Salmon  "  Game 130 

b.  The  "  Mark "  Game            132 

TWO-HANDED  SKAT 138 

APPENDIX.  — i.  CURIOSITIES  OF  SKAT 140 

2.  PROBLEMS 145 


INTRODUCTION. 


THE  GAME  OF  SKAT. 


INTRODUCTION. 

HE  following  pages  are  a  translation  from  the  Illus- 
trirtes  Skat-Buch  of  A.  Hertefeld,  who  occupies  the 
position  of  "Games-Editor"  on  the  well-known 
German  newspaper,  Uber  Land  und  Meer,  and  is  accepted 
throughout  Germany  as  a  leading  authority  upon  all  matters 
relating  to  card  games. 

The  game  of  Skat  came  into  existence  about  the  beginning 
of  the  present  century.  There  is  a  sort  of  legend  to  the  effect 
that  it  was  invented  by  one  Friedrich  Ferdinand  Hempel,  a 
notary  of  Altenburg,  a  small  town  in  Thuringia.  This  is, 
however,  disputed,  and  it  seems  indeed  unlikely  that  so 
elaborate  a  game  should  have  sprung  complete  from  the 
brain  of  any  single  inventor.  On  the  other  hand,  it  is  clear 
that  Altenburg  was  the  cradle  of  the  game.  Now  Altenburg 
is  in  the  centre  of  what  is  known  as  the  "  Wendish  "  *  district, 
and  Skat  is  asserted  by  competent  authorities  to  be  an 
amplification  or  improvement  of  an  old  Wendish  game 
known  as  Schafkopf ' ;  t  several  of  the  distinguishing  features 

*  So  named  after  the  wandering  Slavonic  tribes  who  in  the  sixth  century  spread 
themselves  over  the  North  and  East  of  Germany.  In  most  parts  the  Wends 
have  disappeared,  but  the  peasants  about  Altenburg  still  speak  the  dialect  and 
retain  the  costumes  of  their  Wendish  forefathers. 

t  Literally  "  Sheepshead." 


-rtw 


THE  GAME  OF  SKAT. 


of  Skat — such  as  the  use  of  the  four  knaves  as  paramount 
trumps,  the  order  of  the  suits,  and  the  relative  values  of  the 
cards — being  borrowed  from  that  game.  Schafkopfls  in  turn 
said  to  be  a  derivative  from  the  still  older  Italian  game  of 
Trappola  ;  and  another  old  Italian  game,  Taroc,  has  also  been 
laid  under  contribution  in  the  development  of  Skat. 

The  origin  of  the  name  of  Skat  has  occasioned  nearly  as 
much  dispute  as  the  identity  of  its  author;  various  deriva- 
tions, more  or  less  fanciful,  having  been  suggested  for  it. 
Bearing  in  mind,  however,  the  fact  just  stated  that  Skat  is 
in  part  a  derivative  of  Taroc,  the  question  seems  to  resolve 
itself.  The  terms  of  that  game  were  throughout  Italian,  and 
the  word  scarto  was  therein  used  (as  it  is  in  other  Italian 
card  games  to  this  day)  to  signify  "  I  discard."  Now  what  is 
known  as  "  the  Skat "  consists  of  the  two  supplementary  cards 
which  remain  after  the  rest  have  been  divided,  and  which  the 
challenging  player  is  entitled  to  take  into  his  own  hand, 
"discarding"  in  their  place  two  of  the  cards  dealt  to  him. 
It  is  obvious  that  Skat  *  derives  its  name  from  this  "  scarto" 
or  discard. 

Up  to  the  year  1826,  the  game  of  Skat  was  little  known 
outside  of  Altenburg.  Thence  it  was  imported,  by  some 
youthful  natives  of  that  town,  into  the  neighbouring  University 
of  Leipzig,  and  speedily  became  the  rage  in  student  circles ; 
its  progress  being  a  sort  of  triumphal  march  through  the 
various  university  towns.  Hence  departing  students  took  it 
with  them  to  their  homes,  and  introduced  it  into  graver 
circles.  During  the  last  five-and-t\venty  years  it  has  spread 
over  the  whole  of  Germany,  and  has  achieved  such  universal 
popularity  that  it  may  now  be  regarded  as  the  national  game 
of  that  country. 

It  is  natural  to  infer  that  a  game  which  in  so  short  a 
time  has  attained  so  extraordinary  a  vogue,  must  have  some 
exceptional  recommendations.  Familiarity  with  the  game 
fully  confirms  this  anticipation.  In  the  first  place,  it  stands 

*  Pronounced  Skaht, 


INTRODUCTION. 


almost  alone  as  being  a  game  specially  designed  for  three 
players ;  card  games,  worthy  the  name,  of  this  description, 
being  extremely  rare.*  Secondly,  no  game  with  which  we 
are  acquainted,  even  Whist  not  excepted,  offers  such  infinite 
variety,  or  such  unlimited  scope  for  judgment  and  strategy. 
Indeed,  the  possibilities  of  the  game  are  endless.  At  Whist, 
a  bad  hand  is  a  bad  hand,  and  the  finest  player  in  the  world 
cannot  make  it  a  good  one.  At  Skat,  a  hand  which  is  hope- 
less from  one  point  of  view  may  be  a  very  good  one  from 
another,  and  by  a  judicious  selection  of  the  particular  "game" 
to  be  declared,  the  player  may  alter  all  the  conditions  of  the 
fight.  One  object  being  unattainable,  he  aims  at  another, 
and  often  "  from  the  nettle,  danger,  plucks  the  flower,  safety." 
But  the  selection  of  the  "game"  is  only  a  preliminary.  In 
the  subsequent  play  of  the  cards  the  greatest  watchfulness 
and  the  most  careful  judgment  must  be  exercised,  the  choice 
of  a  single  card  often  making  the  difference  between  crushing 
defeat  and  brilliant  victory. 

It  is  inevitable  that  a  game  offering  so  much  variety  should 
be  somewhat  complicated,  and  complication  too  often  means 
confusion.  Such,  however,  is  not  the  case  with  Skat.  Its 
complexity  is  systematic;  the  complexity  of  the  machine, 
not  of  the  tangled  skein.  Even  the  computation  of  the 
values  of  the  "  games,"  the  most  formidable  stumbling-block 
.to  a  beginner,  becomes  simple  enough  after  a  very  short 
acquaintance  with  the  game,  and  its  other  difficulties,  so  far 
as  the  mere  routine  of  play  is  concerned,  quickly  disappear 
in  like  manner.  Of  course  to  become  a  player,  in  the 
scientific  sense,  is  a  very  much  longer  process,  but  not  more 
so  than  with  Chess  or  Whist,  with  which,  as  an  intellectual 
recreation  of  the  highest  class,  Skat  may,  without  presump- 
tion, be  compared. 

As  might  be  expected  in  the  case  of  a  game  which  has  in 


*  Another  good  three-handed  game  (though  in  our  own  opinion  much  inferior 
to  Skat)  is  found  in  Ombre,  the  national  game  of  Spain,  celebrated  by  Pope  in  the 
"Rape  of  the  Lock."  An  interesting  account  of  this  game,  by  Dr.  W.  Pole,  F.R.S., 
will  be  found  in  the  "  Cyclopaedia  of  Card  and  Table  Games,"  tit.  Ombre. 


THE  GAME  OF  SKAT. 


so  brief  a  time  spread  over  so  large  an  area,  there  is  a  good 
deal  of  diversity  of  practice  among  Skat-players,  the  rules 
prevailing  in  one  locality  often  differing  materially  from  those 
accepted  in  another.  As  things  stand,  there  is  no  person 
or  association  of  sufficient  authority  to  propound  a  code  of 
rules  which  shall  be  accepted  as  universally  binding,  and  till 
this  can  be  done,  diversities  of  practice  will  of  necessity 
prevail.  Meanwhile,  the  reader  will  find  in  the  following 
pages  a  clear  account  of  what  may  be  regarded  as  the 
standard  game,  and  full  information  as  to  the  points  of 
difference  between  such  game  and  the  practice  of  local 
circles. 


EXPLANATION    OF    TERMS    IN 
CURRENT   USE   IN   SKAT. 

jjEFORE  proceeding  to  describe  the  game  of  Skat,  it 
will  be  well  in  the  first  place  briefly  to  indicate  the 
meaning  of  certain  words  and  phrases  which  we  shall 
have  frequent  occasion  to  use  in  the  course  of  our  explana- 
tions. Many,  indeed  most  of  them,  are  dealt  with  in  greater 
detail  at  later  stages  of  the  work,  but  meanwhile  the  beginner 
will  find  himself  much  assisted  in  getting  a  clear  idea  of  the 
game,  by  having  acquired  at  the  outset  an  elementary  know- 
ledge of  their  significations. 

The  Player. — Skat  is  a  game  for  three  persons,  of  whom 
one  contends  against  the  other  two.  In  the  broader  sense 
all  are  players,  but  the  single-handed  competitor  is  known 
par  excellence  as  "The  Player,"*  while  the  other  two  are 
described  as  "  The  Opponents,"  or  "  The  Partners."  The 

*  "The  Player  "will  throughout  the  following  pages  be  distinguished  by  a 
capital  letter.  Where  a  small  initial  letter  is  used  the  word  "  player  "  is  to  be  taken 
in  its  wider  sense,  as  meaning  either  of  the  three  persons  taking  part  in  the  game. 


INTRODUCTION. 


right  to  the  position  of  "  Player  "  falls  to  that  one  of  the  three 
competitors  who  declares  the  "  Game"  of  highest  value.  (See 
GAME.) 

Game. — There  are  a  variety  of  different  "games"  which 
may  be  played  at  Skat.  There  is  a  regular  order  of  pre- 
cedence between  them,  and  the  competitor  declaring  the 
highest  game  according  to  such  order,  is  entitled  to  be  "  The 
Player,"*  as  above  defined.  He  uses  his  best  endeavours  to 
win  the  game  he  has  declared,  while  the  other  two  competitors 
unite  their  forces  to  prevent  his  doing  so.  The  order  of  the 
various  games  which  may  be  declared  (commencing  with  the 
lowest)  is  as  under  : — 

The  Simple  Game  (Frage)  in  Diamonds.! 
„  „  Hearts. 

„  „  Spades. 

„  „  Clubs. 

Tourne. 

Solo  in  Diamonds. 
„      „    Hearts. 
„      „    Spades. 
„      „    Clubs. 
Grando. 
Grando  Ouvert. 
Nullo. 

Nullo  Ouvert. 
Revolution. 

Thus,  a  competitor  declaring  a  Solo  is  entitled,  as  a  matter 
of  course,  to  precedence  over  one  only  declaring  a  T our  tie" ; 
while  a  Grando  is  in  like  manner  preferred  to  a  Solo.  There 
is  further  a  distinction  between  Solo  games,  according  to  the 
suit  which  the  player  proposes  to  make  trumps, — hearts 


*  The  position  of  "  Player  "  does  not,  as  at  Napoleon,  include  the  right  to  IcaJ, 
•which  remains  with  the  competitor  whose  turn  it  is  to  do  so. 

f  The  Simple  Game  is  now  hardly  ever  played.  For  practical  purpo3cs,  there- 
fore, the  list  of  games  may  be  said  to  commence  with 


K^f&Vl 

THE  GAME  OF  SKAT. 


being  preferred  to  diamonds,  spades  to  hearts,  and  clubs  to 
spades. 

To  win  the  game  he  has  declared,  the  Player  must  secure 
at  least  61  points.  (See  POINTS.) 

PASSING. — A  competitor  declining,  when  his  turn  to  do  so 
arrives,  to  declare  any  "  game,"  is  said  to  "  pass."  This  does 
not  mean  that  he  stands  out  of  the  game  altogether  for  that 
round,  but  merely  that  he  will  be  one  of  the  Opponents,  and 
not  the  "  Player." 

(A  player  is  also  said  to  "  pass  "  a  trick,  when,  having  the 
power  to  win  it,  he  intentionally  abstains  from  doing  so.) 

A  TRICK  consists  of  three  cards — the  card  led,  and  the  two 
played  to  it  by  the  other  players.  A  trick  is  of  no  value  in 
itself,  but  only  for  the  "  points  "  it  may  contain.  (See  next 
article.) 

POINTS. — An  ace  scores,  to  the  winner  of  the  trick  con- 
taining it,  .  .  .  .  .  ii  points. 

A  ten     .         .         .  10  points. 
A  King          .         .  4  points. 

A  Queen        .         .  3  points. 

A  Knave        .         .  2  points.' 


* 


As  there  are  four  cards  of  each  of  these  denominations,  the 
total  number  of  points  in  the  pack  is  120.  To  win  his 
game,f  the  Player  must  secure  more  than  Jialf  of  this  number, 
i.e.,  6 1  or  upwards.  A  Player  securing  more  than  three-fourths 
of  the  total  number  (i.e.,  91  or  upwards),  is  said  to  make  his 
opponents  Schneider.  Should  he  secure  the  whole  number  of 


*  The  three  lowest  cards  of  each  suit,  viz.,  the  nine,  eight,  and  seven,  have  no 
scoring  value.  These  are  sometimes  known  as  "  Voids." 

t  There  is  an  exception  in  the  case  of  Ntillo,  to  win  which  the  Player  must  twt 
take  a  single  tri.  k.  Should  he  do  so,  he  loses  the  game.  Points  are  in  this  case 
disregarded. 


INTRODUCTION. 


points  (120),  his  opponents  are  made  Schwarz,  Should  the 
opponents  secure  the  like  numbers  of  points,  the  Player  is 
made  Schneider  or  Schwarz  in  like  manner ;  the  amounts  to 
be  paid  by  the  losers  in  either  case  being  increased  accordingly. 

THE  "  SKAT."  * — The  pack  consisting  of  thirty-two  cards, 
and  ten  being  dealt  to  each  player,  there  are  two  cards  over. 
These  two  cards  are  known  as  "  The  Skat,"  and  in  Tourne 
games  these  cards  are  taken  into  the  hand  of  the  Player,  who 
discards  two  of  his  own  in  their  place.  Before  taking  in  the 
"  Skat "  cards,  the  player  turns  up  one  of  them  (hence  the 
name  Tourne),  and  the  card  so  turned  up  decides  the  trump 
suit  for  that  round.  The  second  card  is  taken  into  the  hand 
without  being  shown.  The  two  cards  thrown  out  in  place  of 
the  "  Skat "  cards  still  belong  for  scoring  purposes  to  the 
hand  of  the  Player. 

In  the  Solo  games  and  Grando  the  "  Skat "  cards  remain 
unseen  till  the  close  of  the  game,  but  for  scoring  purposes 
they  belong  to  the  hand  of  the  Player. 

In  Nullo  games  the  "  Skat "  cards  are  not  taken  into  account 
at  all. 

TRUMPS. — In  the  Simple  game,  as  also  in  Solo,  the  Player 
himself  fixes  the  trump  suit,  by  declaring  that  he  will  play  in 
such  a  suit.  In  Tourne,  as  we  have  seen,  the  card  turned  up 
from  the  "  Skat "  by  the  Player  determines  the  trump  suit. 

In  Grando  the  only  trumps  are  the  four  knaves,  ranking  as 
under : — 

1.  Knave  of  Clubs. 

2.  Knave  of  Spades. 

3.  Knave  of  Hearts. 

4.  Knave  of  Diamonds. 

The   knave   of  hearts   being   superior    to    the    knave    of 

*  For  the  sake  of  distinction,  the  word  "Skat,"  when  applied  to  the  "Skat" 
cards,  and  not  to  the  game  generally,  will  in  the  following  pages  be  placed  between 
inverted  commas. 


THE  GAME  OF  SKAT. 


diamonds;  the  knave  of  spades  to  the  knave  of  hearts;  and 
the  knave  of  clubs  (which  is  the  paramount  trump)  to  the 
knave  of  spades. 

In  games  where  a  trump  suit  is  recognised,  the  cards  of 
such  suit  rank  next  after  the  knave  of  diamonds,  in  the 
following  order : — 

1.  Ace  of  the  trump  suit. 

2.  Ten  „ 
3-  King 

4.  Queen 

5.  Nine 

6.  Eight 

7.  Seven.  „ 

The  trumps  are  therefore  eleven  in  number,  viz.,  the  four 
knaves  and  the  seven  cards  above  mentioned. 

ORDER  OF  THE  CARDS  IN  PLAY. — As  the  four  knaves  are 
regarded  as  belonging  to  the  trump  suit,  the  three  remaining 
suits  each  consist  of  seven  cards  only,  ranking  as  under : — 

I.  Ace ;  2.  Ten  ;  3.  King ;  4.  Queen ;  5.  Nine ;  6.  Eight ; 
7.  Seven. 

In  the  NULLO  games  (in  which,  as  before  stated,  there  are 
no  trumps),  each  suit  consists  of  eight  cards,  and  they  revert 
to  what  may  be  called  their  natural  order,  viz.  : — 

I.  Ace;  2.  King;  3.  Queen;  4.  Knave;  5.  Ten;  6.  Nine; 
7.  Eight ;  8.  Seven. 

LONG  AND  SHORT  SUITS. — As  (save  in  Nulld}  a  suit 
consists  of  seven  cards  only,  three  or  more  constitute  a  long 
suit ;  and  two  or  less  a  short  suit.  A  high  card  (say  an  ace 
or  ten)  with  one  other  of  the  same  suit  is  said  to  be  "  singly  " 
guarded  ;  with  two  others  of  the  same  suit,  to  be  "  twice  "  or 
"  doubly  "  guarded.  A  card  of  a  given  suit  standing  alone  in 
the  hand  is  spoken  of  as  "  single,"  or  "  a  singleton." 


INTRODUCTION. 


[ 


A  RENOUNCE  in  a  given  suit  has  the  same  meaning  as  at 
Whist,  viz.,  that  the  player  has  no  card  of  such  suit,  and  if 
therefore  such  suit  is  led,  has  the  option  either  to  trump  or  to 
pass  the  trick. 

A  REVOKE  (as  at  Whist)  signifies  the  failure  to  follow  the 
suit  led,  while  holding  a  card  of  that  suit  in  the  hand. 

It  must  be  borne  in  mind  that  the  four  knaves  belong  to 
the  trump  suit  for  the  time  being,  and  that  therefore  a  knave 
of  any  suit  may  be  played  to  a  card  of  the  trump  suit  led, 
and  vice  versa.  In  like  manner  (save  in  AW/0),  to  a  knave  led, 
either  another  knave  or  one  of  the  trump  suit  must  be  played, 
the  failure  to  do  so  when  practicable  constituting  a  revoke. 
In  Grando,  a  player  is  bound  to  play  a  knave,  if  he  has  one, 
to  a  knave  led. 

SWARMING. — As  tricks  are  valuable  only  for  the  scoring 
cards  they  contain,  it  is  a  frequent  practice  for  one  of  the 
Opponents  to  play  a  high  scoring  card  of  another  suit  to 
a  trick,  in  the  hope  that  such  trick  will  be  won  by  his 
partner.  A  card  so  played  is  said  to  be  "  swarmed  "  upon 
the  trick. 

FORCES. — A  player's  high  cards  other  than  trumps  are 
•known  as  Forces,  though  the  term  is  more  particularly  applied 
to  cards  in  sequence.  An  unbroken  sequence  from  the 
winning  card  downwards  is  known  as  a  "  closed  "  force.  If 
the  winning  card,  or  some  intermediate  card,  be  lacking,  the 
series  is  kno  ,\  n  as  an  "  open  "  force. 

ELDER,  MIDDLE  AND  HINDER  HANDS. — The  player  next 
on  the  left  of  the  dealer  is  known  as  the  elder  hand,  and  is 
entitled  to  the  first  lead  ;  the  player  next  on  his  left  (and 
who  plays  next  in  rotation)  as  the  middle  (or  second}  hand  ; 
and  the  third  player  as  the  hinder  (or  third}  hand. 

The  right  to  first  lead  is  in  Skat  a  matter  of  the  greatest 
possible  importance,  for  many  "  games "  which  could  be 


»^fT^  rr.  /~i  o  I^J^Sl 

THE  GAME  OF  SKAT. 


declared  with  perfect  safety  by  elder  hand,  would   just  as 
certainly  be  lost  if  the  Player  were  second  or  third  hand. 

PROVOKING. — This  word  is  applied  to  the  process  by  which 
the  game  to  be  played  and  the  right  to  the  position  of  Player 
are  ascertained.  The  prior  right  to  play,  as  between  games 
of  equal  value,  belongs  to  the  Elder  Hand,  but  the  elder  hand 
is  not  the  first  to  make  a  declaration.  The  player  seated 
next  in  order  (i.e.,  the  second,  or  middle,  hand)  "  provokes  " 
the  elder  hand  by  declaring  his  readiness  to  play  such  and 
such  a  game.  The  elder  hand  is  not  bound  to  declare  any 
higher  game,  but  may  simply  "retain,"  i.e.,  himself  undertake 
to  play,  the  game  so  declared.  In  such  case  it  is  open  to  the 
second  player  to  further  "provoke"  him  by  declaring  a  higher 
game,  which  the  elder  hand  has  again  the  option  of  retaining 
or  declining.  This  continues  until  either  the  elder  hand  has 
retained  a  game  beyond  which  second  hand  will  not  venture 
to  go,  or  the  second  hand  has  "provoked"  elder  hand 
up  to  a  game  so  high  that  the  latter  dares  not  accept  the 
challenge,  and  therefore  "  passes."  In  the  former  case,  the 
right  to  "  provoke  "  the  elder  hand  passes  to  the  hinder  hand, 
who  proceeds  in  like  manner,  from  the  point  already  reached, 
and  continues  till  either  the  elder  hand  has  declined  further 
contest,  or  has  undertaken  to  play  a  game  beyond  which  he 
himself  cannot  venture  to  go.  In  the  latter  case  the  hinder 
hand  proceeds  to  provoke  the  second  hand,  the  right  to 
"play"  resting  with  the  one  who  will  undertake  the  higher 
game  ;  or  in  the  event  of  equality,  with  the  second  hand ;  as 
being  (of  the  two)  the  elder. 


i: 


THE  NATURE  OF  THE  GAME. 


PART    I. 


THE  THEORY  OF  SKAT, 


THE    NATURE    OF    THE    GAME. 

UR  first  duty  will  be  to  give  such  of  our  readers  as 
are  as  yet  unacquainted  with  the  game  of  Skat,  some 
idea  of  its  general  nature.  In  so  doing,  to  avoid 
repetition,  we  shall  refer  the  reader,  for  more  precise  information 
on  various  items,  to  the  separate  sections  dealing  with  them. 

1.  Skat  is  a  card  game,  which  may  be  played  by  three  or 
more  persons.     Only  three,  however,  can  take  an  active  part 
at  the  same  time. 

Where  more  than  three  play,  the  inactive  players  for  the 
time  being  sit  opposite  the  "  Skat "  cards  (see  post}.  With 
four  players,  the  non-active  player  for  the  time  being  deals, 
but  takes  no  further  part  in  the  game.  With  more  than  five 
players  it  is  preferable  to  break  up  the  party  into  two  or 
more  tables.  Skat  may  be  played  by  two  persons  only  (see 
post,  tit.  TWO-HANDED  SKAT),  but  this  is  very  rarely  done. 

2.  Skat  is  a  game  of  points,  not  of  tricks  :  that  is  to  say, 
the  winning  or  losing  of  the  game  does  not  depend,  as  at 
Whist,  Boston,  or  Ombre,  on  the  number  of  tricks  made,  but 


rr-»  /-i 

~  THE  THEORY  OF  SKAT. 


on  the  number  of  points  such  tricks  contain.  (For  the  value 
of  each  card,  see  CARDS.)  The  beginner  should  bear  this 
fundamental  principle  in  mind,  as  so  doing  will  tend  to 
prevent  misunderstanding  or  disputes  as  to  the  score. 

3.  The   cards    used    in   Skat  are  what  are  known  as  the 
piquet  pack,  consisting  of  thirty-two  cards.* 

4.  The  four  knaves  or  jacks  (see  KNAVES  and  MATADORS) 
are   the  highest  trumps  in  all  the  "  games  "  ("  Nullo  "  only 
excepted).     In  "  Grando  "  they  are  the  only  trumps. 

5.  Ten  cards  are  dealt  to  each  player.     In  the  course  of 
the  deal  (i.e.,  after  each  player  has  received  five  cards)  two 
cards  are  laid  aside.     These  are  known  as  the  "  Skat."     (See 
THE  DEAL.) 

6.  The  "  Skat "  forms  the  basis  of  classification  of  the  two 
principal    modes   of  play,  namely:    (a.)     With    "the    Skat!' 

(b.}    Wit/tout  "  the  Skat." 

7.  (a.}    Games  played  "  uith   the  Skat" — In    the    games 
coming  under  this  head,  the  "  Skat "  cards  (the  two  cards  laid 
aside  as  above  mentioned)  are  taken  up  and  added  to  the 
hand  of  the  Player,  thereby  directly  assisting  his  game.     For 
the  hand  of  the  Player  thus  practically  consists  of  twelve  cards, 
of  which,  before  beginning  to  play,  he  discards,  or  throws 
out,  such  two  as  he  pleases,  t 

In  (b.)  Games  played  "without  the  Skat,"  the  Player  plays 
without  taking  up  the  "  Skat "  cards,  which  only  become  his 
property  at  the  close  of  the  round,  and  therefore  only  in- 
directly assist  his  game. 


*  Viz.,  the  ace,  seven,  eight,  nine,  ten,  knave,  queen,  and  king  of  each 
suit. 

t  The  cards  so  discarded  are  turned  face  downwards  (the  Opponents  not  being 
permitted  to  see  them),  and  still  belong  for  scoring  purposes  to  the  hand  of  the 
Player. 


12 


THE  NATURE  OF  THE  GAME. 


8.  Of  the  two  games  "with  the  Skat,"  viz.,  the  Simple  Game 
(Frage)  *  and  Tourne,  the  Simple  Game  ranks  as  the  lower, 
and    may^  therefore   be   overbidden   by   Tourne.     (See  THE 
SIMPLE  GAME  and  TOURNE.) 

9.  The   "  Solo "  f    Games  (which   are   played  without  the 
"  Skat ")   begin  with  the  Solos  in  the  different  suits,  which 
may  be  partially  overbidden  by  Nullo  or  Grando.     (See  the 
sections  so  entitled.) 

10.  The  four  suits  have  as  between  themselves  a  definite 
order  of  precedence,  the  higher  superseding  the  lower. 

1 1 .  That  player  who  declares  the  highest  (i.e.,  the  most 
valuable)  Game,  is  entitled  to  play  it,  and  is  termed  "  the 
Player." 

12.  The  Player  is  bound  to  make,  in  accordance  with  certain 
fixed  rules,  at  least  one  more  than  half  the  total  number  of 
points  contained  in  the  pack.     As  these  are  120  in  number, \ 
the  Player,  to  win  his  game,  must  obtain  61  points. 

13.  Should  the  Player  make  exactly  the  half  of  120,  or  any 
less  number,  he  loses  his  game. 

14.  Should  the  Player  not  obtain  at  least  one  point  more 


*  Literally,  "  Question."  The  Simple  Game  is  now  rarely  played  in  Germany, 
but  beginners  will  do  well  to  recognise  it  in  their  earlier  play,  for  it  is  the  founda- 
tion of  the  higher  games. 

f  Some  players  allow  a  Solo  in  Clubs  to  supersede  Nullo,  but  the  latter  invariably 
supersedes  a  Solo  in  either  of  the  other  three  suits. 

J  Made  up  as  under  : — 

4  Aces    .  (value  1 1  points  each)  =  44 
4  Tens   .   (   „      10  „         )  =  40 

4  Kings     (   „       4          „         )  =  16 
4  Queens  (   :,       3  „         )  =  12 

4  Knaves  (   ,,       2  ,,         )  =    8 

Total  .  120 


THE  THEORY  OF  SKAT 


than  a  fourth  part  of  the  total  points  (i.e.,  31   points)  he  is 
"  Schneidered."  *     (See  SCHNEIDER.) 

15.  The  two  other  Players  (known  as  "  the  Opponents"  or 
"  the  Partners ")  form  the  opposing  party,  and   unite  their 
forces  against  the  Player. 

1 6.  In  order  to  ascertain  which  player  holds  the  highest 
(i.e.,  the  most  valuable)  game,  a  course  of  challenging  is  gone 
through  by  the  players.     This  challenging  is  known  at  Skat 
as  "  provoking."     (See  PROVOCATION.) 

17.  The  order  of  provocation  is  as  follows  :  The  second  (or 
middle)  hand  t  asks  the  first,  or  elder  hand,  whether  (and 
what  game)  he  will  play.     Should  the  elder  hand  answer  in 
the  affirmative,  the  second  hand  must  "  provoke  "  him  by 
declaring  a  more  valuable  game,  I  or  "  pass." 

1 8.  If  the  elder  hand  passes,  then  the  third  hand  in  like 
manner  "  provokes  "  the  second  hand. 

19.  As  between  two.  games  of  equal  value,  the  elder  hand 
has  always  the  preference.     (As  to  the  order  of  the  different 
Games,  see  future  explanations.) 

20.  Should  the  Player  win  the  game  he  has  declared,  he 
receives  from  each  of  his  two  Opponents  (as  also  from  each 
of  the  non-active  players)  the  full  value  of  such  game. 

21.  Should  the  Player  lose,  he  pays  to  each  of  his  Oppo- 
nents (as  also  to  each  of  the  non-active  players)  the  full  value 
of  the  game. 

*  Literally  "cut,"  or  "tailored."  Skat  being  so  essentially  a  German  game, 
it  has  been  thought  better,  in  regard  to  its  more  characteristic  incidents,  to  retain 
the  original  terms. 

+  The  player  between  elder  hand  and  dealer. 

+  The  elder  hand  has  then  option  of  playing  on  his  own  account  the  game 
declared  by  his  provoker,  and  so  on,  till  the  latter  either  retires  from  the  contest, 
or  announces  a  game  which  the  elder  hand  is  compelled  to  "  pass." 


THE  NATURE  OF  THE  GAME. 


22.  Should  neither  of  the  players  declare  any  game,  the 
cards  are  either  thrown  up,  or  a  "  Ramsch  "  is  played.  (See 
RAMSCH.) 

For  more  minute  particulars  we  refer  the  reader  to  the 
separate  sections. 

The  game  of  Skat  allows  of  so  many  different  combina- 
tions that  it  keeps  all  the  players  in  continual  suspense  and 
excitement.  Herein  lies  the  great  charm  of  the  game,  and 
hence  arises  the  success  it  has  obtained.  Very  few  hands, 
and  those  of  very  rare  occurrence,  are  absolutely  certain  to 
win  a  given  game  ;  while,  on  the  other  hand,  a  concurrence 
of  lucky  accidents  may  enable  you  to  bring  a  very  poor, 
indeed  a  downright  hopeless-looking  hand,  to  a  successful 
issue,  and  overthrow  one  which  seems  to  be  all  but  certain  of 
winning.  It  will  be  shown  later  on  that  a  Solo  may  be  lost 
with  ten  Matadors,  or  won  without  even  a  single  Matador  in 
the  hand.  A  Nullo  may  be  lost  with  the  six  lowest  cards  of 
one  suit,  and  the  seven,  nine,  ten,  and  knave  of  another ; 
while  a  Nullo  Ouvert  may  be  won  even  when  holding  ace,  king, 
knave,  thrice  repeated.  No  doubt  these  are  extreme  cases, 
belonging  more  or  less  to  the  province  of  accident  or  of 
trick,  but  they  illustrate  in  a  forcible  way  the  wide  variety  of 
•combinations  of  which  Skat  is  capable. 

As  the  result  of  the  game  depends  on  the  number  of  points 
secured,  it  is  absolutely  necessary  for  the  Player  to  keep 
constantly  in  mind  the  number  of  points  made  not  only  by 
himself,  but  by  his  opponents.  The  winning  of  a  game  may 
often  be  prevented  by  the  judicious  discard  (on  the  part 
of  an  Opponent)  of  a  valuable  card,  while,  but  for  such  dis- 
card, the  game  would  have  been  won  by  the  adversary,  or 
vice  versd. 


' 


THE  THEORY  OF  SKAT. 


THE    CARDS. 

KAT,  although,  as  we  have  seen,  it  has  sprung  from  a 
Slav-Italo-German  combination,  has  now  become  an 
£&\  essentially  German  game. 
From  this  cause  appears  to  have  arisen  the  preference 
exhibited  by  many  German  Skat-players  for  the  national 
German  cards.  There  is,  however,  not  the  least  reason  why 
Skat  should  not  be  played  with  English  or  French  cards. 
This  indeed  is  already  done  in  many  circles.*  German, 
like  French  or  English  cards,  have  four  suits,  but  their 
symbols  are  different,  being  as  under  : — 

ACORNS  (Eichehi),  corresponding  to  the  English  Clubs. 
LEAVES  (Grim)  „  „         Spades. 

HEARTS  (Roth  or  Hers)        „  „         Hearts. 

BELLS  (Schellen)  „  „         Diamonds. 

We  give  below  the  order  of  the  cards  in  play,  at  the  same 
time  indicating  their  numerical  values  : — 

Points. 

Knave  of  Clubs.     The  first  Matador 

and  highest  trump  .         .         .  =      2 

Knave  of  Spades.     Second   Matador 

and  second  highest  trump  .         .     .     =     2 

Knave   of   Hearts.      Third   Matador 

and  third  highest  trump .         .         .     =     2 

Knave  of  Diamonds.     Fourth  Mata- 
dor and  fourth  highest  trump      .     .     =     2 


*  As  a  matter  of  fact  the  old-fashioned  German  cards  are  fast  going  out  of  use, 
even  among  German  players.  No  player  of  any  other  nationality  would  dream  of 
using  them. 


16 


THE  SUITS. 


5.  The  four 

Aces    . 

6.  The  four 

Tens    . 

7.  The  four 

Kings  . 

8.  The  four 

Queens 

9.  The  four 

Nines  . 

10.  The  four 
Eights. 

ir.  The  four 
Sevens 


rS 


*«* 


*•* 


«»* 

•  • 

•  • 
**» 


Points. 
each     rr:     I  I 


=     4 


=     3 


=     o 


Nines,  eights  and  sevens  are  of  no  scoring  value. 
The  value  of  a  given  card  is  alike  in  all  four  suits. 
The  only  exception  from  the  rule  of  the  cards  ranking  as 
•  above  occurs  in  the  case  of  "  Nullo."*     (See  NULLO.) 


THE    SUITS. 

JIFFERENCE  of  suit  is  a  very  material  point  in  the 
game  of  Skat.     The   four   suits   rank  in  a  definite 
order,  a  suit  of  higher  rank  superseding  or  excluding 
one  of  a  lower  rank.    As  between  two  nominally  equal  games, 


*  There  are  in  Nullo  no  trumps,  and  the  cards  rank  in  their  normal  order,  viz., 
ace  (highest),  king,  queen,  knave,  ten,  nine,  eight,  seven. 


f»-<<f8a 


THE  THEORY  OF  SKAT. 


that  in  the  higher  suit  (i.e.  played  with  the  higher  suit  as 
trumps)  always  takes  precedence. 

The  order  of  the  suits  is  as  follows  : — 

First.  Second.          Third.  Fourth. 


Club. 


Spade. 


Heart.         Diamond. 


Diamonds  are  the  suit  of  lowest  rank,  and  are  superseded 
by  Hearts;  Spades  supersede  Hearts;  and  Clubs,  Spades; 
Clubs  being  therefore  the  highest  suit. 


THE    FOUR    KNAVES. 


First. 


Second. 


Third. 


Fourth. 


HE  four  knaves  are  in  all  the  games  (Nullo  only 
excepted)  the  highest  trumps,  so  that,  whatever  suit 
be  declared  to  be  trumps,  the  four  knaves,  in  the 
order  above  indicated,  take  precedence  of  the  cards  of  such 
suit.  The  ace  of  the  designated  suit  is  the  fifth  trump,  the 
ten  the  sixth,  the  king  the  seventh,  the  queen  the  eighth,  the 
nine  the  ninth,  the  eight  the  tenth,  and  the  seven  the  eleventh. 
The  pack  therefore  contains  eleven  trumps,  namely,  the  four 
knaves,  and  the  seven  remaining  cards  of  the  indicated  suit. 
This  must  be  borne  carefully  in  mind. 


MATADORS.  "; 

I  Sp^<*^ 

MATADORS. 

i.  GAMES    "WITH    MATADORS." 

LL  the  trumps  in  the  hand  of  the  Player,  ranging 
in  unbroken  sequence  from  the  best  knave  (the  knave 
of  clubs)  downwards,  are  called  "  Matadors."  The 
cards  of  the  "  Skat "  are  reckoned  as  belonging  to  the  hand 
of  the  Player.*  The  eleven  trumps  may  therefore  all  rank  as 
Matadors,  the  player  holding  nine  (or  even  ten)  in  his  own 
hand,  and  the  remainder  being  in  the  Skat.  Should,  how- 
ever, the  sequence  be  broken  at  any  point,  it  is  only  the  cards 
above  the  missing  link  which  count  as  Matadors. 

Example. — A  Player  has  eight  trumps,  namely,  the  first,  second, 
and  fourth  knaves,  ace,  ten,  king,  queen,  eight.  He  declares  "  Solo 
with  two  Matadors,"  and  wins  the  game.  At  the  close  of  the  hand  he 
turns  up  the  Skat,  and  finds  therein  the  third  knave  and  the  nine  of 
trumps.  These  two  cards  complete  the  sequence,  and  he  has  there- 
fore played,  not  with  two,  but  with  ten  Matadors,  and  his  game  is 
valued  accordingly. 

How  important  a  bearing  the  number  of  Matadors  has  on 
the  value  of  the  game  will  be  explained  later  on,  under  the 
title  "  THE  SCORE." 

2.  GAMES    "WITHOUT    MATADORS." 

If  the  first  knave  (the  knave  of  clubs)  is  absent  from  the 
Player's  hand,  his  game  is  "  without  a  Matador,"  for  none  of 
his  other  trumps  in  that  case  rank  as  such.  If  the  cards 
next  following  such  first  knave  are  also  lacking,  his  game  is 
"  without "  so  many  Matadors  as  are  lacking  of  the  cards 
directly  following  such  knave. 

Thus,  if  it  is  only  the  first  knave  that  is  wanting,  the 
Player  plays  "without  one?  If  both  this  and  the  next  knave 
(the  knave  of  spades)  are  wanting,  then  he  plays  "without 
two."  If  all  four  knaves  are  lacking,  "  without  four"  If  the 

*  See/.  13,  §  ii. 


•'(  • 


/n  r.i  /-. 

THE  THEORY  OF  SKAT. 


ace  of  the  trump  suit  is  also  lacking,  "  without  five"  and  so  on. 
If  the  Player  holds  no  trump  whatever,  he  is  said  to  play 
"  without  eleven? 

In  valuing  a  game  "  without  Matadors,"  any  trumps  which 
may  chance  to  be  included  in  the  "  Skat,"  or  are  thrown  out, 
are  reckoned  as  if  they  were  in  the  hand  of  the  Player,  as  in 
the  case  of  the  game  "  with  Matadors." 

A  game  "  without  (so  many)  Matadors "  is  of  the  same 
value  as  a  game  "  with"  the  same  number  of  Matadors.  Thus 
a  game  " without  one"  ("two,"  "three,"  &c.)  reckons  exactly 
the  same  as  a  game  "  with  one  "  ("  two,"  "  three,"  &c.)  * 


THE    PRELIMINARIES    OF    THE 
GAME. 

i.  DRAWING    FOR    PLACES. 

jEFORE  the  game  begins  the  positions  of  the  players, 
and  the  order  in  which  they  are  to  deal,  are  decided 
by  "  drawing."  For  this  purpose  a  pack  of  cards  is 
spread  face  downwards  in  a  semi-circle  on  the  table,  and  each 
draws  a  card. 

The  player  who  has  drawn  the  lowest  card  has  the  choice 
of  place  at  the  table.  The  other  players  seat  themselves 
according  to  the  order  of  the  cards  drawn  by  them,  com- 
mencing from  his  left  (the  same  order  in  which  play  proceeds), 

*  See  post,  p.  42,  and  the  section  entitled  THE  SCORE.  We  have  endea- 
voured in  vain  to  find  some  scientific  reason  for  this  mysterious  arrangement, 
which  in  our  own  opinion  is  almost  the  only  weak  point  in  an  otherwise  admir- 
able game.  The  only  explanation  we  have  seen  is  that  in  the  one  case  the  value  of 
the  "  game  "  is  enhanced  by  the  fact  of  holding  so  many  leading  cards,  and  in  the 
other  by  the  increased  difficulty  of  winning  the  game  announced  when  the  same 
cards  are  in  the  hands  of  the  opposing  players.  This  appears  to  us  absurd.  The 
English  p'ayer  can  however  only  take  the  game  as  he  finds  it. 


20 


PRELIMINARIES  OF  THE  GAME. 


the  holder  of  the  next  higher  card  throughout  seating  himself 
to  the  left  of  the  player  who  has  drawn  the  next  lower.  The 
same  rule  applies  whether  three  or  four  players  take  part. 
Should  two  players  have  drawn  cards  alike,  the  value  of  such 
cards  settles  the  order  of  precedence  so  far  as  regards  the 
third  (or,  as  the  case  may  be,  the  other  two)  players,  but 
the  ties  draw  again  for  places  between  themselves. 

Example. — A.  has  drawn  an  ace,  B.  and  C.  each  a  nine,  and  D.  a 
seven.  The  order  of  the  Players  is  as  follows  :  D.  is  first,  with 
choice  of  place,  B.  and  C.  are  second  and  third,  and  A.  fourth.*  B. 
and  C.,  however,  draw  again  as  between  themselves,  to  settle  which 
shall  take  the  place  next  D. 

In  general,  very  little  importance  is  attached  at  Skat  to  the 
positions  of  the  players,  and  each  seats  himself  just  where  he 
may  chance  to  be.  This,  however,  is  irregular,  and  more 
attention  should  be  bestowed  on  the  choice  of  places,  for 
the  order  in  which  the  players  seat  themselves  is  by  no 
means  a  matter  of  indifference.  The  idiosyncracies  of  the 
persons  who  sit  next  before  and  after  a  given  player  may 
have  a  material  influence  on  the  result  of  the  game. 

Moreover,  Skat  is  a  game  which  on  account  of  its  many 
peculiarities  requires  strict  regularity  of  procedure.  Minute 
exactitude  and  an  absolute  obedience  to  the  rules  of  the 
game  do  much  to  prevent  disputes,  and  to  enhance  the  true 
enjoyment  of  the  game. 

2.  SHUFFLING. 

The  player  who  has  drawn  the  lowest  club  deals.  Should 
no  club  have  been  drawn,  the  drawing  is  repeated  until  a 
club  appears.  If  two  packs  of  cards  are  used,  the  dealer 
chooses  which  of  the  two  he  pleases,  and  shuffles  the  cards 
thoroughly  together. 

The  cards  must  be  shuffled  face  downwards,  so  that  the 


*.  In  cutting  as  well  as  in  play  the  ace  is  regarded  as  the  highest  card.     The  ten 
is  the  next  card,  then  king,  queen,  knave,  and  so  on  down  to  the  seven. 


>^rttpl  rr,  m 

THE  THEORY  OF  SKAT. 


-  ••'. 


other  players  cannot  see  what  they  are.  While  the  dealer 
distributes  the  cards,  the  middle  hand  (i.e.,  the  player  to  his 
right}  shuffles  the  second  pack,  and  places  it  at  his  own  right 
and  consequently  to  the  left  of  the  elder  hand. 

3.  CUTTING. 

The  shuffled  cards  are  laid  beside  the  dealer's  right-hand 
neighbour,  who  lifts  off  the  upper  portion  of  the  pack  and 
lays  it  on  the  table.  The  dealer  places  the  remainder  of  the 
pack  upon  this  portion,  and  the  pack  is  then  ready  to  be 
dealt. 

The  dealer  must  neither  look  at  the  undermost  card  him- 
self, nor  allow  it  to  be  seen  by  any  other  player. 


4.  DEALING.— LAYING    OUT    THE    SKAT.- 
MISDEALS. 

The  dealer  distributes  the  cards  face  downwards,  beginning 
with  the  player  on  his  left,  and  giving  to  each  five  cards. 
(With  four  players  the  dealer  himself  receives  no  cards.) 
After  this  first  round  the  dealer  lays  two  cards  face  down- 
wards on  the  table  (to  form  the  "  Skat "),  and  then  proceeds 
with  the  second  round,  again  giving  five  cards  to  each  player. 

It  is  permissible  to  lay  out  the  "  Skat "  cards  at  some  other 
stage  of  the  deal.  They  must,  however,  be  taken  neither 
from  the  top  nor  the  bottom  of  the  pack. 

Variations. — The  cards  are  also  sometimes  dealt  by  three,  four, 
and  three,  making  three  rounds  ;  or  by  two  at  a  time,  making  five 
rounds.  This  should  not,  however,  be  left  at  the  option  of  any  one 
player,  but  if  it  is  desired  to  adopt  any  such  variation,  this  should  be 
agreed  on  before  the  game  begins.  The  best  and  simplest  method  of 
dealing  is,  however,  by  two  rounds  of  five  cards  each,  as  above  men- 
tioned. The  other  methods  are  comparatively  little  used. 

No  player  is  allowed  to  take  up  his  cards  until  the  last 
cards  have  been  dealt. 


PRELIMINARIES  OF  THE  GAME. 


Each  player  receives  ten  cards,  and  is  bound  to  see  for 
himself  that  he  has  exactly  the  right  number.  If  such  be  not 
the  case,  it  is  a  misdeal,  and  the  cards  must  be  dealt  anew. 

If,  through  clumsiness  on  the  part  of  the  dealer,  a  card  is 
exposed,  the  player  to  whom  such  card  belongs  must  declare 
whether  he  will  accept  the  card,  or  whether  there  shall  be  a 
fresh  deal.  His  declaration,  once  made,  is  conclusive.  If  the 
mistake  arises  from  the  fault,  not  of  the  dealer,  but  of  one  of 
the  other  players,  there  must  be  a  fresh  deal,  and  the  offender 
becomes  liable  to  the  penalties  of  a  misdeal,  as  specified  below. 

If  either  of  the  "  Skat "  cards  is  exposed,  there  must  in- 
variably be  afresh  deal. 

A  misdeal  is  punished  by  five  points  (or  in  some  companies 
ten)  being  deducted  from  the  score  of  the  dealer.  This 
penalty  is  only  inflicted  when  the  other  players  have  not 
taken  up  their  cards  during  the  progress  of  the  deal,  and 
have  discovered  the  misdeal  in  due  time,  i.e.,  before  play 
begins.  Should  the  Player  discover  after  the  play  has  begun, 
that  he  does  not  hold  the  right  number  of  cards,  he  is  always 
regarded  as  having  lost  the  game.  If  one  of  the  Opponents 
has  not  the  right  number  of  cards,  and  does  not  call  atten- 
tion to  the  fact  before  play  begins,  the  game  of  the  Player  is 
regarded  as  won.  Should  the  discovery  of  the  mistake  not 
be  made  until  the  play  of  the  last  trick,  if  the  winning  party 
has  already  secured  a  Schneider,  the  Schneider  holds  good. 
(See  SCHNEIDER.)  Should  the  Player,  holding  the  proper 
number  of  cards,  have  been  made  Schneider,  but  the  game, 
notwithstanding,  be  declared  in  his  favour  as  won  because 
the  Opponents  had  an  improper  number  of  cards,*  he,  of 
course,  only  scores  in  his  own  favour  the  game,  and  not  the 
Schneider. 

If  the  Player  and  one  of  the  Opponents  have  each  an 
incorrect  number  of  cards,  the  game  is  cancelled.  The  hand 
can  only  be  continued  by  special  arrangement. 

*  Both  must  be  involved,  for  if  the  one  Opponent  has  a  card  short,  the  other 
must  have  one  in  excess,  save  in  the  case  of  the  pack  being  defective,  or  of  the 
missing  card  having  fallen  to  the  ground. 


,-• 


THE  THEORY  OF  SKAT. 


Variation. — The  practice  according  to  which  the  second  Opponent, 
when  the  Player  and  one  of  his  Opponents  have  each  an  incorrect 
number  of  cards,  scores  the  game  as  won  by  himself  personally,  is 
contrary  to  the  fundamental  principle  of  Skat.  According  to  such 
principle  there  are  only  two  parties  to  the  game,  the  Player  and  the 
Opponents.  The  two  players  on  the  latter  side  are  indissolubly 
united,  and  must  stand  or  fall  together.  If  it  were  customary  at 
Skat  always  to  make  the  person  who  committed  an  error  responsible 
for  it,  many  a  Skat  party  would  be  glad  when  play  came  to  an  end. 
It  is  only  where  one  of  the  Opponents  revokes  that  he  alone  must 
bear  the  consequence,  and  even  in  this  case  his  partner  cannot  be  a 
winner. 

5.  ELDER    HAND,   MIDDLE    HAND,    HINDER 
HAND. 

THE  ORDER  OF  PLAY. 

The  player  who  sits  on  the  left  of  the  dealer  for  the  time 
being  is  the  Elder  Hand.  He  is  entitled  to  the  lead,  and  as 
between  games  of  equal  value,  takes  precedence  over  the 
other  players.  The  second  player  is  known  as  the  Middle 
Hand ;  and  the  third  player  as  the  Hinder  Hand. 

Skat  is  played  from  right  to  left,  that  is  to  say,  the  player 
sitting  on  the  left  of  the  leader  next  plays  his  card  to  the 
card  led. 

6.  THE    SKAT. 

The  two  cards,  which  the  dealer  lays  separately  face  down- 
wards on  the  table,  are  known  as  "  The  Skat."  (For  the 
derivation  of  this  word,  see  the  Introduction.) 

The  "  Skat "  in  every  game  save  Nullo  directly  or  in- 
directly benefits  the  Player ;  directly  in  the  Simple  Game  or 
Tourne,  inasmuch  as  he  takes  it  into  his  hand,  and  from  the 
twelve  cards  which  he  then  holds,  discards  two  at  his  pleasure; 
indirectly  in  the  Solo  Games,  since  the  two  cards  of  which  it 
consists  score  for  the  Player  any  points  they  may  contain, 
and  may  still  further  enhance  the  value  of  his  game  by  in- 
creasing the  number  of  his  Matadors.  They  have  a  further 
influence  on  the  result  of  the  game,  as  diminishing  to  the 


THE  DIFFERENT  GAMES. 


like  extent  the  hands  of  the  Opponents.  It  should,  however, 
be  stated  that  cases  do  now  and  then  occur  in  which  the 
"  Skat"  prejudicially  affects  the  score  of  the  Player. 

N.B.  There  is  one  method  of  reckoning  Schwarz,  according  to 
which  the  "  Skat,"  in  the  event  of  the  Player  not  making  a  single 
trick,  belongs  to  the  opposite  party.  (.$>£  SCHWARZ.) 

7.  PLAYING    WITH    THE    SKAT    EXPOSED. 

The  practice  of  playing  with  the  "Skat"  cards  exposed 
(which  prevails  in  some  localities)  is  opposed  to  the  very 
nature  of  Skat,  and  should  never  be  permitted. 


THE    DIFFERENT    GAMES. 

i.  GENERAL    CLASSIFICATION. 

HE  games  most  usually  recognised  in  Skat  may,  as 
we  have  already  stated,  be  divided  into  two  cate- 
gories, namely  : 

1.  Games  with  the  aid  of  the  "  Skat." 

2.  Games  without  the  aid  of  the  "  Skat "  (Solo  Games). 

The  games  with  the  direct  assistance  of  the  "  Skat "  may 
be  divided  into — 

a.  The  Simple  Game. 

b.  Tourne. 

The  games  without  the  aid  of  the  "  Skat  "  were  originally 
limited  to  the  >SW<w  in  the  various  suits,  but  Grando  and  Nullo 
were  afterwards  included.  Nullo  may  be  played  either  with 
the  cards  held  in  the  ordinary  way  (their  face  being  hidden), 
or  with  the  cards  exposed  (Ntillo  Ouvert\  Uno  and  Duo  must 
be  rejected,  as  forming  no  part  of  the  orthodox  game.  (5V<? 
the  description  of  particular  Games.) 


j^r— 

THE  THEORY  OF  SKAT. 


••<  - 


2.  THE    WINNING    OR    LOSING    OF    THE    GAME. 

To  win  the  game,  the  Player  must  have  secured  at  least 
one  point  more  than  the  half  of  the  total  number  of  points  in 
the  pack. 

The  pack  contains  in  all  120  points.*  Having  61  points, 
therefore,  the  Player  has  won  the  game  ;  with  60  or  less  he 
has  lost  it. 


3.  SCHNEIDER. 

Should  the  Player  secure  at  least  one  point  more  than  three- 
fourths  of  the  total  number  (i.e.,  91  points),  he  has  made  a 
"  Schneider,"  and  his  opponents  are  "  Schneidered." 

In  order  to  escape  being  himself  "  Schneidered,"  the  Player 
must  make  at  least  one  point  more  than  one-fourth  of  the  total 
number  (i.e.,  31  points). 

The  opposing  party  is  with  30  points  secure  from  "  losing  a 
Schneider,"  or  "  being  Schneidered,"  and  with  90  points  "wins 
a  Schneider,"  i.e.,  "  Schneiders  "  the  Player. 


4.  SCHNEIDER    DECLARED. 

If  the  hand  of  the  Player  is  so  strong  that  he  thinks  him- 
self safe  to  make  91  points,  he  "  declares"  Schneider. 

Schneider  can  only  be  "  declared  "  in  the  case  of  a  Solo  Game. 

N.B. — This  rule  is  not  observed  in  all  circles. 

Great  caution  is  necessary  in  declaring  Schneider,  and  the 
Player  must  not  allow  himself  to  be  tempted  by  the  hope 
of  greater  gains,  to  trust  to  mere  chance  and  declare  Schneider 
without  sufficient  justification.  Should  a  Player,  who  has  de- 
clared Schneider,  not  obtain  91  points,  he  loses  just  as  much 
as  he  hoped  to  win  ;  that  is  to  say,  a  game  "  with  Schneider 
declared ;"  and  this  happens,  whether  he  has  secured  the  need- 

*  See  note  on  p.  13. 


26 


THE  DIFFERENT  GAMES. 


ful  points  for  the  ordinary  game  (without  Schneider)  or  not. 
Should  he  himself  be  Schneidered,  he  loses  as  much  as  he 
aimed  at  winning,  plus  the  value  of  an  ordinary  game.  (See 
THE  SCORE.) 

5.  SCHWARZ.* 

Schwarz  may  be  made  in  two  different  ways,  which  may  be 
described  as  the  "  Trick  Method  "  and  the  "  Point  Method  " 
respectively. 

A.  The  Trick  Method. 

If  either  party  gains  every  trick,  the  opposite  party  is  made 
"Schwarz,"  or  "loses  a  Schwarz."  Should  the  Player  be 
made  Schwarz,  the  "  Skat "  cards  still  belong  to  him,  but  are 
only  taken  into  consideration  in  settling  the  precise  value  of 
the  lost  game.  Should  the  Player  have  secured  one  trick, 
though  it  contain  not  a  single  point,  he  is  not  Schwarz,  even 
though  there  be  likewise  no  points  in  the  "  Skat "  cards. 

B.  The  Point  Method. 

If  the  one  party  makes  120  points,  the  opposing  party  is 
"  Schwarz."  Should  the  Player  win  no  trick,  the  "  Skat " 
'  belongs  to  his  Opponents. 

The  Player  is  "  Schwarz,"  even  though  he  may  have  secured 
one  or  more  tricks,  if  such  tricks  and  the  "  Skat "  chance  to 
contain  no  points.  In  like  manner,  the  Opponents  may  be 
made  "  Schwarz  "  with  one  or  more  tricks,  should  such  tricks 
contain  no  points. 

Both  methods  are  in  common  use,  but  that  first  described, 
according  to  which  tricks  and  not  points  determine  the 
Schwarz,  is  the  more  widely  practised,  though  the  latter  is  in 
principle  the  more  correct. 

*  Literally,  "Black." 


THE  THEORY  OF  SKAT. 


6.  SCHWARZ    DECLARED. 

Schwarz  can  only  be  "  declared "  in  the  case  of  a  Solo 
Game. 

N.~B. — This  ruls  is  disregarded  in  some  circ  es. 

What  we  have  said  as  to  the  declaration  of  "  Schneider," 
equally  applies  to  the  declaration  of  "  Schwarz." 


GAMES   WITH    THE    HELP   OF    THE 

11  SKAT." 

i.  THE    SIMPLE    GAME* 

LTHOUGH  the  Simple  Game  is  now  hardly  ever 
played,  its  small  value  hardly  offering  sufficient  in- 
ducement, we  must  still  regard  it  as  an  integral,  and, 
to  a  certain  extent,  a  fundamental  portion  of  the  Game  of 
Skat.  If  a  player  thinks  that  with  the  help  of  the  "Skat " 
he  can  win  a  game  in  a  given  suit  (discarding,  after 
having  taken  up  the  "  Skat,"  his  two  worst  or  least  suitable 
cards,  without  losing  the  benefit  of  the  points  they  may 
contain),  he  declares  a  "  Simple  Game  "  in  the  suit  in  which 
he  proposes  to  play. 

But  inasmuch  as  the  Player,  after  he  has  taken  up  the 
"  Skat,"  may  always  play  in  a  higher  suit  (though  never  in  a 
lower)  than  the  one  he  has  declared  ;  he  always  begins  with 
a  declaration  in  ths  lowest  suit  (viz.,  diamonds),  so  as  to  keep 
himself  as  free  as  possible  for  his  final  selection,  and  only 
when  the  next  player  overbids  him,  declares  a  suit  of  higher 
rank.  The  advantage  is  obvious. 

*  Known  in  Germany  as  "  Die  Frage"  "  The  Question." 


GAMES  WITH  HELP  OF  "SKAT. 


A  player  holds  for  example  the  cards  following  : 


+   + 

*+* 

**• 

*** 

*»* 

*   * 

*  •'* 

*** 

*«* 

•   * 

V     V 

» 
» 

V 


Here  he  will,  though  not  holding  a  single  diamond,  begin 
by  declaring  a  game  in  the  diamond  suit,  as  lie  can  then,  if 
he  becomes  the  Player,  play  at  pleasure  in  diamonds,  hearts, 
spades,  or  clubs.  Should  he  have  been  "  provoked "  to  a 
declaration  in  hearts,  and  find  in  the  "  Skat "  two  good  spades 
or  clubs,  he  can  play  in  spades  or  clubs  accordingly  ;  but 
when  once  he  has  gone  as  high  as  clubs,  he  must  play  in  that 
suit,  or  throw  up  the  game,  and  pay. 

2.  TOURNE. 

Since,  as  we  have  already  stated,  the  Simple  Game  is  now 
rarely  played  (indeed,  is  much  more  the  exception  than  the 
rule),  Tourne  usually  forms  the  starting  point  or  first  stage  of 
the  game.  Tourner  is  a  French  word,  signifying  to  "turn,"  or 
"  turn  over."  The  Player  chooses  whichever  card  he  pleases 
of  the  "  Skat,"  and  turns  it  up.  He  is  now  bound  to  play  in 
the  suit  thus  indicated  (which  becomes  the  trump  suit),  or  to 
throw  up  the  game. 

The  Player  then  takes  up  the  second  card  of  the  "  Skat " 
(without  showing  it),  and  places  it  with  the  first  card  in  his 
hand.  He  then  throws  out,  or  "  discards,"  such  two  cards  as 
he  thinks  best  calculated  to  improve  his  prospect  of  winning 
the  game.  (These  may  or  may  not  be  the  same  two  cards 
just  taken  in  from  "  Skat."  See  DISCARDING  in  Part  II.) 

Should  one  of  the  four  knaves  be  turned  up,  the  Player  has 
the  option  either  to  make  the  suit  of  such  knave  trumps,  or  to 
play  a  "  Grando."  (See  GRANDO  TOURN£.)  Pie  must,  how- 
ever, decide  which  he  will  do  before  he  takes  up  the  second 
card.  On  the  other  hand,  should  he  turn  up  a  seven,  he  may 
play  "  Nullo."  In  order  to  venture  on  a  Tourne,  the  Player 
should  have  at  least  two  knaves,  and  three  suits  pretty  equally 


29 


'1  - 


THE  THEORY  OF  SKAT. 


divided,  with  the  high  cards  not  too  scantily  guarded.  Tourne 
is  sometimes  risked  with  two  suits,  but  if  the  Player  has  only 
one  long  suit,  the  attempt  to  win  a  Tourne  is  usually  a  failure. 
A  weak  Solo  is  easier  to  win  than  an  uncertain  Tourne. 
(For  Grando  Tourne  and  Nullo  Tourne,  see  GRANDO  and 
NULLO  respectively.) 

We  subjoin  some  examples  of  Tourne  hands  : 
A  TOURNE  HAND  IN  FOUR  SUITS. 


4*4 


44 
4.4 
4*4 


A  TOURNE  HAND  IN  THREE  SUITS. 

«T~4 


:*: 


4    4 


** 

* 


A  TOURNE  HAND  IN  Two  SUITS. 


+  4* 
*% 
4.4 
4*4 


•  4* 
4  4 
4*4 


r 


The  ace  of  the  third  suit  (in  the  last  example)  renders  the 
Tourne  possible,  because  if  clubs  or  diamonds  should  be 
turned  up,  you  can  throw  out,  say,  the  ten  of  spades.* 


*  It  must  be  borne  in  mind  that  the  two  cards  thrown  out  are  not  lost  to  the 
Player.  On  the  contrary,  the  points  therein  contained  are  a  certainty  towards 
his  score. 


30 


SOLO  GAMES. 


SOLO  GAMES  (WITHOUT  THE   HELP 
OF  THE   "SKAT"). 

i.  SUIT    SOLOS. 

]OLO    is   played  with   the  cards  of  the  hand   alone, 
without  the  help  of  the  "  Skat." 

In  order  to  play  a  Solo,  you  should  be  able,  by 
means  of  the  cards  in  your  hand,  without  reckoning  on  any 
assistance  from  the  "  Skat,"  to  secure  the  game  (i.e.,  to  make 
61  points).  The  Player  should  never  speculate  on  an  ex- 
ceptionally favourable  disposition  of  the  cards  in  the  hands  of 
the  adversaries  ;  neither  should  he,  on  the  other  hand,  reckon 
on  an  exceptionally  unfavourable  arrangement :  for  anyone 
who  plays  on  the  latter  principle  falls  too  easily  into  the  bad 
habit  of  letting  slip  good  cards,  and  throws  away  his  best 
games  for  very  fear  of  losing  them.  A  player  of  this  kind 
spoils  many  a  game  with  his  strong  cards,  and  others  do  not 
care  to  play  with  him.* 

The  Player  decides  the  suit  in  which  he  proposes  to  play  a 
Solo.  But  if  he  has  been  "  provoked  "  to  name  a  given  suit 
(see  "  Provocation  ")  he  may  play  either  in  this  or  some  higher, 
but  cannot  play  in  a  lower  suit. 

The  "  Skat,"  although  the  Player  can  make  no  direct  use 
of  it,  still  does  him  indirect  service,  and  operates  to  his 
advantage  (though  sometimes  indeed  to  his  disadvantage  t), 
inasmuch  as  the  points  and  Matadors  therein  contained  count 
for  the  Player. 

*  It  is  a  great  point  at  Skat  that  the  players  should  be  pretty  equally  matched. 
One  bad  player  is  a  constant  source  of  irritation  to  the  other  two,  because  by  the 
fortune  of  war  he  is  constantly  associated  with  the  one  or  the  other  of  them,  who 
will  naturally  suffer  for  his  blunders. 

t  This  seems  a  paradox,  but  it  will  be  made  clear  later  on.  The  Player  on  the 
strength  of  his  own  hand  declares  a  game  without  [so  many]  Matadors.  Should 
the  lowest  of  such  Matadors  chance  to  be  in  the  "  Skat,"  even  though  he  secure 
the  needful  number  of  points,  the  Player  loses,  inasmuch  as  instead  of  winning  a 
game  "without  (say)  four,"  he  has  won  one  "without  three,"  which  is  of  less 
value. 


•  -•'< 


THE  THEORY  OF  SKAT. 


2.  SOLOS   IRRESPECTIVE  OF  SUIT. 

A.  Grando, 

In  the  game  of  "Grando"  all  suits  are  alike,  the  four 
knaves  being  the  only  trumps  and  the  only  Matadors.  The 
highest  "  Grando "  is  therefore  that  "  with  four  Matadors." 
The  Player  must  win  the  game  by  means  of  his  knaves  and 
high  cards  in  plain  suits. 

B.  Grando  Ouvert. 

In  Grando  Ouvert  all  the  cards  of  the  Player,  after  the  first 
trick,  are  laid  face  upwards  on  the  table.  The  Opponents 
may  openly  take  counsel  together,  in  order  to  procure  the  loss 
of  the  Player's  game.* 

Grando  Ouvert  with  four  Matadors  (otherwise  known  as 
Grando  Mort)  is  the  highest  game  that  can  be  played  at 
"  Skat,"  and  cannot  be  overbidden  by  any  other. 

N.B. — Grando  Ouvert  is  not  universally  recognised. 

C.  Grando  Tourne. 

If  after  the  Player  has  declared  a  Tonrtie,  he  chances  to 
turn  up  a  knave,  he  may,  in  place  of  TournJ,  declare  Grando ; 
but  he  must  do  so  before  turning  up  the  second  card. 

N.B. — The  rule  prevailing  in  some  circles,  whereby  the  Player  is 
permitted  to  look  at  the  second  card  before  making  his  decision,  is 
to  be  condemned. 

D.  Nullo. 

The  principle  of  Nullo  is,  that  the  Player  undertakes  to 
take  no  tricks.  Should  he  win  even  a  single  trick,  he  has  lost 
the  game. 

*  This  seems  a  rule  of  very  doubtful  expediency.  The  Player  is  already  at  a 
sufficient  disadvantage  by  exposing  his  own  cards.  Moreover,  it  is  difficult  to  see 
how  his  opponents  can  consult  on  a  joint  course  of  action  without  communicating 
to  each  the  contents  of  their  hands,  which  is  contrary  to  the  whole  spirit  of  the 
game. 


" 


SOLO  GAMES. 


Nullo  is,  as  we  have  already  stated,  an  interpolation  of  later 
date,  and  is  the  only  game  which  does  not  fully  harmonise 
with  the  general  principle  of  "  Skat :  "*  inasmuch  as  the  result 
depends  on  tricks  and  not  on  points.  The  "  Skat "  cards  are 
not  taken  into  account. 

In  Nullo  the  relative  value  of  the  cards  is  altered.  They 
now  rank  as  under : — 

i.          2.          3.         4.          5.        6.          7.          8. 

Ace.        King.     Queen.   Knave.      Ten.      Nine.      Eight.     Seven. f 


*  * 

*** 
*** 

*  * 


*** 

*  * 

*  + 


E.  Nullo  Ouvert. 

Nullo  Ouvert  is  a  Nullo  made  more  difficult  to  win,  by 
the  fact  that  the  Player  after  the  first  trick  lays  his  cards  face 
upward  on  the  table.  The  two  adversaries  play  with  their 
own  cards  concealed  against  the  exposed  cards  of  the  Player, 
but  are  not  permitted  to  consult  together. 

The  "  Skat "  cards  remain  turned  down. 

F.  Grand  Nullo  Ouvert. 

(OTHERWISE   KNOWN  AS  "REVOLUTION.") 

In  Grand  Nullo  Ouvert  (Revolution)  all  the  players  expose 
their  cards  from  the  outset,  i.e.,  before  even  the  first  trick  is 
played.  \  The  Opponents  may  consult  aloud  throughout  the 
game,  how  best  to  circumvent  the  Player,  and  before  playing 
the  first  trick  may  mutually  exchange  as  many  cards  as  they 
please. 

Any  one  who  declares  Revolution  should  hold  such 
cards  as,  under  the  most  unfavourable  circumstances,  cannot 

*  Uno  and  Duo  (see  p.  35)  do  not  properly  belong  to  Skat  at  all. 

f  We  have  selected  the  club  suit  for  the  purpose  of  illustration,  but  all  suits 
rank  alike  in  Nullo,  and  there  are  no  trumps. 

t  In  ordinary  Nullo  Ouvert,  as  will  have  been  seen,  the  Player  alone  exposes 
his  cards,  and  this  not  until  the  first  trick  has  been  played. 


33 


THE  THEORY  OF  SKAT. 


win  anything.  In  order  to  compensate  for  the  very  high 
value  (72  points,  see  the  table,  p.  125)  attached  to  this  game, 
all  conceivable  fair  means  of  bringing  about  the  overthrow  of 
the  Player  are  permissible. 

G.  Nullo  with  Tricks. 

In  order  fitly  to  punish  an  inconsiderate  declaration  of 
Nullo,  a  modification  (borrowed  from  the  game  of  Preference) 
has  been  adopted  in  some  circles,  according  to  which  the 
Player  is  punished  for  each  trick  which  he  wins  in  Nullo, 
to  the  extent  either  of  the  whole  value  of  the  game  for 
each  such  trick,  or  the  whole  value  of  the  game  for  the  first 
trick,  and  for  each  subsequent  trick  a  fixed  amount,  usually 
equivalent  to  half  the  value  of  the  game.  We  cannot  how- 
ever recommend  this  method  of  play,  for  the  use  of  tricks  as 
measures  of  value  is  out  of  harmony  with  the  leading  prin- 
ciple of  Skat ;  and  some  other  means  should  therefore  be 
sought  for  effecting  the  object,  desirable  as  it  may  be. 

H.  Nullo  Tourn/. 

If,  when  Tourne  has  been  declared,  a  seven  is  turned  up, 
the  Player  is  at  liberty  to  play  Nullo ;  he  must  however 
decide  whether  to  play  Nullo  or  the  game  already  declared, 
before  turning  up  the  second  card.  After  he  has  turned  up 
the  second  card,  he  may  however  amend  his  declaration  of 
Nullo  by  declaring  Nullo  Ouvert. 

I.  Purchase-Nullo. 

The  Player  who  declares  Purchase-Nullo  is  entitled  to 
discard  two  cards  from  his  hand,  and  to  take  in  the  "  Skat " 
cards,  without  showing  them,  in  their  place. 

{Variation. — The  Player  may  throw  out  either  one  or  two  cards,  at 
his  option,  and  complete  his  hand  from  the  "  Skat."] 

We  cannot  recommend  Purchase-Nullo  for  general  ad  option. 


34 


•   •• 


EXCEPTIONAL  GAMES. 


K.  Nullo  with  Trumps. 

(NULLO  WITH  THE  KNAVES.) 

Another  variation  from  ordinary  Nullo  is  "  Nullo  with 
Trumps,"  or  "  Nullo  with  the  Knaves."  This  game  is  founded 
on  Grando ;  the  four  knaves,  as  in  that  game,  being  made 
trumps.  The  possession  of  a  single  knave  may  be  fatal  to  the 
Nullo  Player,  for  unless  he  chance  to  be  Elder  Hand,  he  can 
never  have  the  opportunity  of  leading  his  knave,  and  so 
getting  rid  of  it.  The  Opponents,  of  course,  take  care  to  use 
their  knaves  for  trumping,  so  that  the  Player's  knave,  even 
though  it  be  the  one  of  lowest  value,  is  left  at  the  last  upon  his 
hands.  We  have  no  inclination  for  this  mode  of  play,  which 
is  but  rarely  adopted,  but  we  mention  it  as  a  curiosity. 


EXCEPTIONAL    GAMES. 

i.  UNO    AND    DUO. 

E  feel  bound  to  mention  these  two  games  for  the  sake 
of  completeness,  though  we  deny  them  any  legitimate 
position  in  the  game  of  Skat.  They  might  serve  perhaps 
some  purpose  in  the  case  of  value-provocations,  where  they 
have  now  and  then  been  a  help  in  time  of  need  to  a  player 
who  has  overshot  the  mark.  But  in  view  of  the  extraordinary 
many-sidedness  of  Skat,  and  the  almost  endless  variations 
which  it  admits  of,  games  of  this  kind  (though  they  might  be 
acceptable  enough  at  Ombre  or  Solo  Whist),  are  here  quite 
unnecessary,  and  indeed  detract  from  the  interest  of  the 
game. 

In  Uno  and  Duo  all  the  suits  are  alike,  and  the  four  knaves 
(as  in  Grando)  are  the  only  trumps.  The  "  Skat "  cards  are 
not  taken  up.  Both  games  may  be  played  either  with  the  face 
of  the  cards  hidden  (in  the  ordinary  way)  or  with  the  cards 
exposed  (Ouvert). 


35 


THE  THEORY  OF  SKAT. 


•• 


The  Player  who  declares  Uno  must  in  the  course  of  the 
game  make  one  trick,  neither  more  nor  less.  In  Duo  the 
Player  must  make  two  tricks,  neither  more  nor  less.  If 
played  with  the  faces  of  the  cards  concealed,  both  games  are 
pretty  easy,  but  considerably  more  difficult  if  played  Ouvert. 


2.  RAMSCH. 

Ramsch  (or  Ramses),  is  in  reality  a  distinct  game,  apper- 
taining to  Beer  Skat.*  When  all  the  players  "  pass,"  either 
the  cards  are  thrown  up,  and  the  next  player  deals  afresh,  or 
a  round  of  Ramsch  is  played.  Where  the  Simple  Game  is 
still  in  use,  this  state  of  things  rarely  occurs.  But  as  of  late 
years  the  Simple  Game  is  almost  entirely  abandoned,  the 
opportunities  for  Ramsch  are  more  frequent.  Ramsch,  by 
the  way,  affords  a  very  effective  method  of  punishing  over- 
timid  players.! 

In  Ramsch  each  plays  on  his  own  account,  and  takes 
possession  of  the  tricks  he  wins.  All  suits  are  alike.  As  in 
Grando,  the  four  knaves  are  the  only  trumps,  and  the  "  Skat" 
cards  remain  neutral.  The  player  who  has  in  the  tricks  won 
by  him  the  largest  number  of  points,  loses  the  game,  and 
pays  ten  points  to  each  of  the  other  players.  A  player, 
winning  no  trick,  is  called  a  "  Maiden."  Should  there  chance 
to  be  a  "Maiden  "  in  the  game,  the  loser  pays  to  each  adver- 
sary fifteen  points;  if  there  are  two  "  Maidens,"  twenty  points. 
If  two  players  have  the  same  number  of  points,  they  either 
both  pay  the  third  or  receive  from  him,  according  as  they 
or  he  have  the  larger  number.  Should  all  three  players 
have  exactly  the  same  number  of  points,  the  game  is  a 
"  draw." 


*  See  post. 

t  The  class  of  players  here  referred  to  are  those  described  at  page  31,  who  spoil 
sport  and  upset  the  calculations  of  their  fellow-players  by  failing  to  declare  such 
games  as  their  cards  justify.  If  such  a  player,  holding  a  good  hand,  passes,  and 
the  play  in  consequence  resolves  itself  into  a  Ramsch,  he  is  extremely  likely  to  be 
the  loser,  as  his  good  cards  will  naturally  make  tricks. 


EXCEPTIONAL  GAMES. 


"  Middle  "  Ramsch. 

In  "Middle"  Ramsch  the  loser  is  ascertained  on  a  different 
principle.  That  Player  who  has  neither  the  largest  nor  the 
smallest  number  of  points,  and  is  therefore  "  in  the  middle  " 
between  the  two  others,  is  the  loser. 

N.B. — The  practice  of  allowing  a  Player  at  Ramsch  to  trump  with 
a  knave  instead  of  following  suit,  is  not  to  be  recommended. 

Some  Players  maintain  that  the  points  of  the  "  Skat"  cards  should 
be  added  to  those  of  the  Player  who  takes  the  last  trick,  but  this  is 
incorrect. 

3.  SPITZ. 

This  game,  which,  like  the  foregoing,  is  only  recognised  in 
particular  districts,  is  a  reversed  Grando.  The  four  knaves 
are  the  only  trumps.  The  other  cards  rank  in  the  reverse 
of  the  usual  order,  as  follows  : — 


The  seven  being  the  Jdghest,  and  the  ace  the  lowest  card. 

4.  SKAT  HAZARD. 

Although  we  have  no  desire  to  lend  even  the  smallest 
countenance  to  the  gambling  element  in  "  Skat,"  exceptional 
circumstances  may  now  and  then  arise  in  which  the  end 
justifies  the  means.* 

Skat  Hazard  may  be  properly  used  for  the  creation  of 
funds  for  benevolent  purposes,  or  other  objects  of  genuine 
advantage  to  society. 

The  forms  of  Skat  Hazard  most  in  favour  are  : — 

A.  Point  Ramsch. 
In  this  form  of  the  game,  the  player  who  has  the  largest 

*  The  German  author  must  be  held  responsible  for  this  expression  of  opinion. 


37 


THE  THEORY  OF  SKAT. 


number  of  points  pays  that  number  to  each  of  his  opponents. 
In  circles  where  Point  Ramsch  is  played,  it  is  customary  to 
finish  every  sitting  with  three  rounds  of  Compulsory  (or 
"  Must ")  Ramsch. 

B.  "  Compulsory  "  (or  "  Must ")  Ramsch. 

In  "  Compulsory  "  Ramsch  no  other  game  can  be  declared. 
Nothing  but  Ramsch  can  be  played,  and  the  loser  pays  "one" 
for  each  point  he  holds.  Compulsory  Ramsch  may  be  de- 
clared by  the  Elder  Hand  whenever  a  change  seems  desirable 
to  enliven  the  company. 

C.  Compulsory  (or  "Must")  Grando. 

The  Elder  Hand  for  the  time  being  is  bound  to  play 
Grando. 

D.  Compulsory  (or  "Must  ")  Nullo. 

The  Elder  Hand  for  the  time  being  is  bound  to  play  Nullo. 

As  to  the  morality  of  the  above  games,  it  is  hardly  necessary 
to  express  an  opinion. 

E.  Aix-la-Chapelle  Skat. 

Under  this  designation  is  known  in  certain  districts,  particu- 
larly in  the  Rhineland,  a  form  of  the  game  in  which  nothing 
but  Grando  or  RamscJi  is  admissible. 

Grando  may  be  played  either  counting  or  not  counting  the 
knaves.  In  the  former  case,  a  player  may  be  overbidden,  but 
in  the  latter  case  not  so ;  the  Elder  Hand  having  declared 
Grando  is  entitled  to  "  retain  "  it. 

Should  the  Player  win  the  game,  so  many  points  are  added 
to  his  score,  as  are  contained  in  the  tricks  made  by  him  ;  if 
he  loses,  he  is  debited  with  as  many  points  as  have  been  made 
by  his  opponents. 

Where  the  knaves  are  taken  into  consideration,  the  points 


™          _ 

THE  SCORE. 


above  mentioned  are  multiplied  by  the  number  of  Matadors 
with  or  without  which  the  game  was  played. 

If  no  Grando  is  declared,  Ramsch  is  played,  the  score  being 
reckoned  as  at  Point  Ramsch,  above  described.  (See  SCORING 
AT  RAMSCH.) 

The  "Skat"  cards  do  not  count  for  either  party. 


THE    SCORE. 

i.  THE    METHODS   OF    COUNTING   THE   SIMPLE 
GAME,   TOURNE,   AND   SOLO,   RESPECTIVELY. 

HE  method  of  scoring  at  the  game  of  Skat  is  fairly 
simple.  We  have  in  the  first  place  a  "  basis-number  " 
representing  the  primary  value  of  the  game.  This 
"basis-number"  (the  multiplicand)  is  multiplied  by  another 
(the  multiplier),  determined  by  the  unit  representing  the 
value  of  the  game,  plus  the  Matadors  with  or  without  which 
it  is  played,  and  what  may  be  called  the  contingencies  of  the 
game.* 

A.   The  Basis-Number  (or  Multiplicand). 

The  basis-number  starts  with  unity,  and  gradually  rises 
according  to  the  relative  importance  of  the  various  games ; 
the  value  of  a  Tournt  being  four  higher  than  that  of  a  Simple 
Game  in  the  same  suit,  and  the  value  of  a  Solo  game  four 
higher  than  that  of  a  Tourne  in  the  same  suit.  This  mode  of 
reckoning  may  be  regarded  as  the  normal  in  the  national  or 
standard  game.  A  frequent  variation  from  this  mode  of 
reckoning  is  to  make  the  basis-number  alike  for  a  Tourne  or  a 
Solo  in  the  same  suit. 

*  E.g.,  the  Player  or  the  Opponents  being  made  Schneider  or  Schvarz, 


39 


" 


THE  THEORY  OF  SKAT. 


'Isfotss. 
m^® 


Which  of  these  two  methods  of  counting  is  the  more 
correct,  is  one  of  the  most  warmly  contested  points  among 
amateurs  of  the  game.  Among  experts,  the  great  majority 
declare  for  the  higher  value  of  the  Solo  games.  Those  players 
who  are  for  making  Tourne  and  Solo  of  equal  value,  regard 
Tourne  as  being  rather  a  risky  game  as  compared  with  Solo, 
which,  as  being  played  with  known  cards,  is  judged  more 
easily,  and,  therefore,  claim  that  Tourne  should  be  placed  on 
at  least  an  equality  with  Solo. 

But  apart  from  the  fact  that  in  a  card  game  of  a  serious 
character  it  is  not  desirable  to  offer  premiums  to  speculative 
play,  the  risk  in  Tourne  is  by  no  means  so  great  as  the 
supporters  of  this  theory  would  have  us  believe.  A  hand 
of  cards  may  be  dealt,  with  which  alone  a  Solo  could  not 
possibly  be  played,  but  which  with  the  aid  of  two  other 
suitable  cards  may  be  transformed  into  a  safe  hand.  In 
general,  the  chance  of  converting  fairly  good  Tourntf  cards 
by  the  Tourne  into  a  winning  hand,  may  be  reckoned  as 
3  to  I  ;  that  is  to  say,  there  is  one  unfavourable  as  against 
three  favourable  suits,  which  with  the  help  of  the  "  Skat " 
would  make  the  hand  a  good  one.  A  good  original  hand  is 
less  often  met  with,  and  should  according  to  sound  principle 
be  valued  at  a  higher  rate  than  a  hand  which,  as  in  the  case 
of  Tourne,  requires  the  help  of  the  "  Skat."  In  most  cases 
the  "  Skat "  is  an  assistance.  It  cannot  possibly  be  disadvan- 
tageous, for  should  the  cards  it  contains  not  meet  the  views  of 
the  Player,  they  may  again  be  discarded.  It  does  not  there- 
fore appear  logical  to  place  a  Tournt?  on  the  same  level  with 
a  Solo.  A  game  played  with  the  cards  as  they  stand  must 
naturally  rank  higher  than  where  the  hand  is  strengthened 
by  supplementary  cards. 

A  second  variation  is  to  make  the  basis  values  of  the 
Simple  Game  and  of  Tourne  rise  uniformly  (by  one  at  a  time) 
from  i  to  8,  but  in  Solo  to  advance  by  two,  so  that  for  a  Solo 
in  diamonds  the  basis  value  is  6,  in  hearts  8,  in  spades  10, 
and  in  clubs  1 2.  The  subjoined  table  gives  a  synoptical  view 


THE  SCORE. 


of    these   three   different   methods   of    reckoning    the  basis 
values. 

TABLE    OF    BASIS    VALUES. 


The  Standard 
game.             Va 

•"irst               Second 
riation.         Variation. 

( 

Diamonds     .                i 

I                         I 

SIMPLE  GAME 

J 

Hearts     .     .                2 
Spades     .     .                3 

2                          2 

3                  3 

I 

Clubs  ...               4 

4                   4 

TOURNE  in 

f 

Diamonds     .                5 
Hearts     .     .               6 
Spades     .     .                7 

5                 5 
6                   6 

7                   7 

IClubs  ...               8 

8                   8 

SOLO  in 

(Diamonds     .                9 
Hearts     .     .               10 
Spades     .     .               1  1 
IClubs.     .     .               12 

5                  6 
6                   8 
7                 10 

8                          12 

N.B. — Besides  the  different  modes  (above-indicated)  of  reckoning 
the  basis  numbers,  the  value  of  the  Solo  may  be  increased  by 
enlargement  of  the  multiplier  or  by  increasing  the  final  total. 


B.   The  Multipliers. 

The  multiplier,  by  which  the  basis-value  (or  multiplicand) 
is  to  be  multiplied,  is  derived  from  the  following  items : — 

(a).  Unity,  representing  the  value  of  the  game  itself. 
(#).  The  number  of  Matadors  which  the  Player  has  (or 

has  not)  in  his  hand.     ("  With  "  or  "  without "  so 

many  Matadors.) 
(c).  The  contingencies  of  the  game.* 

a.  THE  GAME. 

The  primary  value  of  the  game  is  always  represented  by 
Unity  —  I. 


See  note  on  p.  39. 


THE  THEORY  OF  SKAT. 


b.  THE  NUMBER  OF  MATADORS. 

With  Matadors  in  Jiand  (including  the  "  Skat "). — As  we 
have  already  seen  (at  page  19),  all  cards  of  the  trump  suit  in 
sequence,  headed  by  the  highest  knave  *  (the  knave  of  clubs) 
count  as  Matadors.  The  number  of  such  Matadors  contained 
in  the  hand  is  added  to  unity,  representing  the  value  of  the 
game.  Any  Matadors  which  chance  to  be  found  in  the  "  Skat" 
are  counted  as  though  they  were  in  the  hand  of  the  Player. 

WitJiout  Matadors. — If  the  highest  knave  is  absent,  this, 
plus  any  others  in  sequence  thereto  which  may  also  be  absent 
is  added  (in  the  same  manner  as  when  the  game  is  with 
Matadors),  to  the  number  representing  the  value  of  the 
game  ;  so  that,  in  fact,  a  game  "  without  so  many  Matadors  " 
reckons  exactly  the  same  as  a  game  "with  the  like  number  of 
Matadors." 

Any  Matadors  which  may  chance  to  be  in  the  "  Skat "  are 
taken  into  account,  as  above  mentioned.! 


*  The  reader  is  reminded  that  the  four  knaves  are  regarded  as  forming  part  of 
the  trump  suit  for  the  time  being.  (See  page  18). 

•f  The  very  singular  rule  above  stated  seems  to  demand  a  little  further 
explanation.  As  will  have  been  gathered  from  the  text,  the  right  to  score  a  game 
as  with  Matadors  depends  upon  the  possession  of  the  leading  Matador,  the  knave 
of  Clubs.  Holding  this  card,  any  others  in  direct  sequence  to  it,  including  the 
cards  of  the  trump  suit  for  the  time  being  (these  latter  following  in  order  the  lowest 
knave),  also  become  Matadors.  Thus,  Clubs  being  trumps,  the  following  would 
be  a  hand  with  ten  Matadors,  and  should  the  seven  of  Clubs  be  found  in  the 
"  Skat,"  the  game  would  be  "with  eleven  "  (the  highest  possible  number). 


**« 


*    * 

+4* 

*** 

**+ 

*    + 

*  * 

*+* 

But  suppose  the  knave  of  Clubs  be  missing,  all  the  rest  cease  to  be  Matadors,  when 
the  game  would  be  described  (not  as  "without  any,"  but)  as  "-without  one" 
Should  the  knave  of  Spades  be  also  wanting,  the  game  would  be  described  as 
"without  two."  Lacking  also  the  knave  of  Hearts,  as  "without  three,"  and  so 
on  ;  in  other  words,  without  so  many  Matadors  as  may  chance  to  be  above  the 
highest  trump  in  the  hand.  If  the  highest  trump  in  hand  is  the  ace,  the  hand 
will  be  without  four  (i.e.,  the  four  knaves).  If  the  ace  also  is  wanting,  and  the 
ten  be  the  highest  trump,  the  hand  will  be  without  Jive,  and  so  on. 

Should  the  Player  hold  the  knave  of  Clubs,  but  the  sequence  be  Interrupted  at 
any  lower  point,  his  game  is  with  so  many  Matadors  as  are  in  unbroken  sequence 


THE  SCORE. 


C.   The  Contingencies  of  the  Game. 

Certain  contingencies  which  may  arise  are  also  taken  into 
consideration  in  fixing  the  multiplier.  These  contingencies 
are  of  four  different  degrees  or  stages,  each  step  counting  i. 
They  are  known  as — 

a.  Schneider.* 

b.  Declared  Schneider. 

c.  Schwarz.  \ 

d.  Declared  Schwarz. 

To  the  value  of  the  particular  degree  reached  by  the  Player, 
those  of  all  the  preceding  degrees  are  added.  Thus,  whoever 
attains  the  second  stage  (i.e.,  wins  a  Schneider  previously 
declared),  counts  also  the  value  of  the  first  (1  +  1=2).  A 
player  who  reaches  the  fourth  stage  (Schwarz  declared), 
counts  as  well  the  values  of  the  first,  second,  and  third  con- 
tingencies (1  +  1  +  1  +  1=4). 

First  Variation. — Some  count  double  value  (i.e.,  two  points) 
for  Schwarz,  and  the  like  amount  for  Declared  Schwarz. 


to  the  knave.  Thus,  Spades  being  trumps,  a  hand  as  under  would  be  said  to  be 
"  with  three  Matadors,"  the  sequence  being  broken  by  the  absence  of  the  knave 
•of  Diamonds. 


*** 

*% 


But  should  the  knave  of  Diamonds  be  found  in  the  "  Skat,"  the  game  would  be 
"with  eight  Matadors,"  the  ace,  ten,  king  and  queen  of  Spades  now  reckoning 
as  such. 

So  far  the  arrangement,  though  a  little  complicated,  is  intelligible,  but  we  have 
sought  in  vain  for  any  scientific  explanation  of  the  rule  which  makes  the  posses- 
sion of  the  highest  Matador  a  condition  precedent  to  the  counting  of  any  of  the 
others,  or  the  still  stranger  rule  which,  while  making  the  number  of  Matadors  in 
unbroken  sequence  a  test  of  value,  ascribes  the  same  value  to  the  presence  or 
absence  of  a  given  number,  so  that  a  game  with  (say)  five  Matadors  is  precisely 
equivalent  to  a  game  without  that  number.  See  note  on  p.  20. 

*  Pronounced  Schnider. 

•)•  Pronounced  Schvartz. 


43 


THE  THEORY  OF  SKAT. 


Second  Variation. — Some,  again,  count  one  point  for  each 
of  the  first  two  stages,  but  two  points  for  the  third,  and  four 
for  the  fourth  stage. 

The  following  table  shows  the  respective  values  of  Schneider, 
Declared  Sc/meider,  &c.,  according  to  the  different  methods 
above  mentioned  : — 


The  Stan- 
dard game. 

Variations. 

1st  Step.  For  Schneider   .... 
2nd  Step.  For  Declared  Schneider   . 
3rd  Step.   For  Schwarz       .... 
4th  Step.   For  Declared  Schwarz 

I 
I 
I 

I 

j 
I 

2 

I 
2 

4 

Total  for  winning   Schwarz,  | 
previously  declared              1 

4 

o 

8 

N.B. — No  step  must  be  omitted  in  the  counting.  A  Player  who 
wins  Schwarz,  scores  also  Schneider  and  Declared  Schneider.  A 
Player  who  wins  a  Declared  Schwarz  scores  the  value  of  all  the 
four  stages. 


THE  TOTAL  OF  THE  MULTIPLIER. 
The  multiplier  is,  therefore,  made  up  as  follows  : — 

1.  Unity,  representing  the  game  .         .     I 

2.  Matadors,  ("  with-  "  or  "  without-  ") .     x 


3.  The  contingencies  of  the  game. 
Total  Multiplier   . 


y 


i  +  x  +  y  — 


The  basis  value  of  the  particular  game  played,  multiplied 
by  2,  gives  therefore  the  sum  total  of  the  points,  which  the 
losing  party  has  to  pay  the  winner. 


*  The  actual  value  of  JT  is,  of  course,  known  at  the  outset  of  the  game,  and  that 
of  y  as  soon  as  the  game  ib  completed.  The  value  of  z  is,  therefore,  easily  ascer- 
tainable. 


44 


. 


THE  SCORE. 


ILLUSTRATIVE    SCORES    OF    SOLO    GAMES. 
(The  Standard  Game.) 


In  Diamonds : 
with  one. 


In  Spades :  In  Clubs  : 

with  two.         Schwarz  with  five 


Basis  value  * 
The  Game    . 
Matadors       .     .     . 
Schneider 
Declared  Schneider 
Schwarz 


Multi- 

Multi- 

Multi- 

Multi-    Multi-     Multi- 

plier. 

plicand. 

plier. 

plicand,     plier.     plicand. 

9 

II 

12 

I 

I 

I 

I 

2 

5 

i 

i 

I 

a           9 

3 

II 

9           12 

2x9=18         3x11  =  33      9x12=108 


VARIATIONS. 

Other  variations  in  the  manner  of  reckoning  a  Solo  are  as 
under  : — (i.)  The  basis- value  is  the  same  as  that  of  Tourne,  but 
the  multiplier  is  increased  by  "  one."  (2.)  Tourne  and  Solo  are 
in  the  first  instance  reckoned  alike,  but  an  addition  of  50  per 
cent,  (one  half)  is  made  for  Solo.  (Fractions  are  not  reckoned.) 

Examples  of  these  different  modes  of  reckoning  in  the 
three  games  above  mentioned  : — 


Solo  in  Diamonds  : 

Solo  in  Spades  : 

Solo  in  Clubs. 

•with  one. 

•with  two. 

Schwarz  with  five. 

ISt 

2nd 

ISt 

2nd 

ISt 

2nd 

Variation. 

Variation. 

Variation. 

Variation. 

Variation. 

Variation. 

Basis  value  . 

5 

s 

7 

7 

8 

8 

Game      .     . 

i 

I 

I 

I          ; 

I 

I 

Matadors 

i 

I 

2 

2      1 

5 

5 

Schneider 

i 

i 

,,     Declared 

i 

i 

Schwarz 

i 

i 

For  Solo      .     . 

i 

I 

i 

3       5 

2 

5 

4       7 

3       7 

10      8 

9 

8 

3x5  =  15*2x5 

=  10 

4x7  =  28  3x7  =  21 

10x8  =  809  x8 

=  72 

50  %  Addition  .                           Add  5                        Add  10 

Add  36 

IS1                            3i 

108 

For  the  basis  values,  see  Table  on  p.  41. 


45 


THE  THEORY  OF  SKAT. 


A  comparison  with  the  mode  of  reckoning  in  the  Standard 
Game  shows  that  in  the  smaller  games  the  Standard  method 
gives  the  higher  scores,  the  second  variation  coming  next  in 
order.  In  the  games  of  higher  value  the  Standard  scoring 
gives  pretty  much  the  same  results  as  the  second  variation. 


2.  VALUATION  AND  COUNTING  OF  GRANDO. 

The  total  value  of  a  Grando  is  ascertained  in  the  same  way 
as  above  mentioned,  a  basis  value  being  multiplied  by  the 
sum  of  (i.)  unity,  representing  the  game;  (2.)  the  number 
of  Matadors  ("with"  or  "without");  (3.)  the  contingencies 
(Schneider  and  the  like). 

The  basis  value  is  in  Grando  Tourne,  12  ;  in  Grando  Solo, 
16;  and  in  Grando  Ouvert,  24.  That  is  to  say,  for  example, 
that  a  Grando  Solo  with  two  Matadors,  the  Player  making 
his  opponents  Schwarz,  is  worth  i6x  (i  +2-f3)=i6x6 
=  96. 

First  Variation. — Where  Tourne  and  Solo  are  valued  alike,  the 
basis  value  of  Grando  is  always  1 2. 

Second  Variation. — In  Grando  Solo  the  basis  value  is  reckoned  as 
1 8  or  24. 

Third  Variation. — The  basis  value  of  a  Grando  Tourne  is  reckoned 
as  1 6,  and  that  of  a  Grando  Solo  as  20.  This  last  is,  however,  quite 
an  exceptional  mode  of  reckoning. 


3.    THE    VALUATION    OF    NULLO    GAMES. 

The  question  of  the  valuation  and  proper  rank  of  the  Nullo 
games  has  provoked  equally  warm  discussion.  The  Nullo 
games  were,  as  we  have  seen,  only  introduced  into  Skat  at  a 
comparatively  late  period.  Although  they  very  soon  made 
good  their  footing  in  the  game,  they  are  even  to  this  day 
regarded  by  one  section  of  Skat  players  with  jealous  eyes. 
This  prejudice  was  counterbalanced  by  a  correspondingly 
warm  reception  of  the  novelty  by  another  section  of  players. 
Hence  arose  various  modes  of  valuation,  and  consequent 


THE  SCORE." 


differences  of  opinion  as  to  the  proper  order  of  precedence 
of  the  Nullo  games. 

Nullo  Tournt  counts  16,  and  Nullo  Solo  24.  Nullo  Ouvert 
bears  a  double  value  (i.e.,  Nullo  Tourne  Ouvert  is  valued  at 
32,  and  Nullo  Solo  Ouvert  at  48  points).  Nullo  Revolution, 
or  Grand  Nullo  Ouvert  (see  p.  33),  counts  72. 

The  values  attributed  to  Null  differ  so  widely  that  the  need  of 
some  uniform  rule  is  nowhere  more  urgent  than  in  this  particular 
instance.  Ordinary  Nullo  is  to  this  day  valued  in  different  circles  at 
12,  15,  16,  18,  20,  22,  24,  and  32  points,  or  even  higher.  Nullo  Ouvert, 
as  a  rule,  counts  double. 

N.B. — One  widely  prevailing  variation  is  to  count  Nullo  Tourne 
as  1 6,  Nullo  Solo  as  20,  Nullo  Ouvert  as  40,  and  Revolution  as  60. 

The  Order  of  Precedence  of  the  Nullo  Games. 

For  the  better  understanding  of  this  section,  we  invite  the 
reader  in  the  first  place  to  make  himself  acquainted  with  the 
"  Provocations."  (See  post,  p.  50.)  In  the  case  of  "  value  " 
provocations  and  "  combined  "  provocations,  the  precedence 
of  Nullo  becomes  a  mere  question  of  arithmetic.  In  the 
case  of  "  suit "  provocations,  the  simplest  and  most  natural 
order  of  precedence  for  the  Nullo  games  is  that  indicated  by 
the  absolute  value  of  each  such  game.*  In  relation  to  this 
subject  the  following  rules  prevail : — 

1.  A  Nullo  can  only  be  overbidden  by  a  Solo  game. 

2.  In  overbidding,  only  the  ascertained  value  of  the  game 
as    indicated    by   the    hand   of    the    player    is   taken    into 
consideration. 

a.  Of  the  Matadors,  therefore,  only  such  as  the  player 

actually  has  in  hand  are  counted. 
/;.  Games     without     Matadors    are    only    reckoned    as 

"  without  one" 
c.  Declared    Schneider  or  Declared  Sclnvarz,  as  bearing 

recognised  values,  may  be  taken  into  account. 

*  I.e.,  irrespective  of  contingencies,  such  as  Schneider  or  Schivarz  undeclared. 


47 


THE  THEORY  OF  SKAT. 


3.  As  between  two  games  of  equal  value,  the  Elder  Hand 
has  the  preference. 

Bearing  these  rules  in  mind,  the  proper  order  of  precedence 
for  the  Nullo  games  is  easily  ascertainable,  and  should  be 
settled  beforehand,  whatever  the  mode  of  scoring  adopted. 
The  order  of  precedence  in  the  Standard  game,  when  the 
provocations  are  according  to  suit,  is  as  follows : — The 
ordinary  Nullo  Solo  is  on  the  same  footing  as  a  Solo  in  Clubs 
"  with  one"*  but  is  superseded  by  a  Solo  in  Diamonds  with 
tivo ;  or  with  or  without  one,  Schneider  being  declared.  Nullo 
Ouvert  stands  on  the  same  level  as  Grando  ivith  two,  or  Club 
Solo  with  three,  but  may  be  overbidden  by  a  Heart  Solo  with 
two,  and  Schneider  declared  ;  by  a  Heart  Solo  with  four,  or  by  a 
Grando  with  three. 

Nullo  Revolution  stands  on  the  same  level  as  a  Solo  in  Clubs 
with  three,  Schneider  declared ;  but  is  superseded  by  Grando 
with  four,  or  by  a  Heart  Solo  ivith  three,  and  Schwarz  declared, 
and  so  on. 

In  the  case  of  numerical  provocations,  the  number  declared 
decides  the  question. 

Justification  of  the  Foregoing  Rules. 

Opinions  as  to  the  position  to  be  allotted  to  the  Nullo 
games  are,  as  we  have  observed,  greatly  divided.  The  one 
party  ascribe  to  them  too  high,  the  other  too  low  a  value,  and 
these  opposite  opinions  are  defended  on  both  sides  with  great 
energy.  As  usually  happens,  the  correct  view  lies  midway 
between  the  two  extremes.  First  in  order  comes  the  question 
of  the  position  of  the  Nullo  games,  where  the  provocations 
are  by  suit  (see  the  next  section),  for  in  this  case  only  do  we 
get  a  clear  view  of  the  consequences  which  arise  from  an 
improper  position  being  allotted  to  them. 

If  on  the  one  hand  it  must  be  admitted  that  a  Nullo,  and 
particularly  a  Nullo  Ouvert,  is  a  game  of  rare  occurrence, 

*  I.e.,  =  24  points. 


48 


.ftirtW  _,  -,  eSfcJl 

— , —                     THE  SCORE.  ;  UA-. 

<»^fg)  :  sy^ 


difficult  to  play,  and  of  more  than  ordinary  interest,  due 
regard  must  still  be  paid  to  the  complaints  which  are  loudly 
raised  (where  suit  provocations  prevail),  when  a  really  good 
game  and  one  of  higher  scoring  value  is  superseded  by  a  Nullo, 
particularly  where  such  Nullo  has  been  declared  at  random  as 
a  piece  of  sharp  practice.  There  are  some  players  who  take 
a  perverse  delight  in  declaring  Nullo  with  a  doubtful  hand, 
simply  to  spoil  good  cards  in  the  hands  of  another.  Should 
such  a  player  fail  in  making  the  Nullo,  he  comforts  himself 
with  the  reflection  that  he  will,  after  all,  scarcely  lose  so  much 
to  both  antagonists  as  he  would  have  had  to  pay  to  one 
singly  for  a  high  game.  He  therefore  prefers  to  risk  a 
doubtful  Nullo,  setting  this,  small  as  may  be  his  chance  of 
winning,  against  the  dead  certainty  of  a  heavier  loss.  But 
even  if  an  exceptionally  high  game  is  declared,  the  remaining 
cards  are  often  peculiarly  placed,  and  many  a  player,  seeing 
that  one  of  his  opponents  has  a  specially  good  game,  risks 
the  experiment  of  a  Nullo,  merely  to  prevent  such  opponent 
securing  the  position  of  Player.  Often  too  he  only  pro- 
vokes in  the  hope  of  inciting  his  adversary  to  a  declaration 
beyond  his  strength,  and  so  making  the  result  a  matter  of 
uncertainty. 

These  are  inconveniences  which  require  an  effectual 
remedy.  Justice  may  be  done  on  both  sides  if  (as  we  have 
done  with  the  approval  of  many  Skat- lovers)  we  ascribe  to 
Nullo  a  relatively  high  value,  but  lay  down  the  rule  that  it 
shall,  even  in  suit  provocations,  be  superseded  by  a  game  of 
absolutely  higher  value.* 

We  have  adopted  the  method  which  so  determines  the 
value  of  a  Nullo,  that  if  declared  by  the  elder  hand,  it  will 
supersede  a  Club  Solo  with  one,  but  must  give  place  to  a 
Diamond  Solo  with  two,  which,  contrary  to  justice,  has  in  the 
case  of  suit  provocations  not  hitherto  been  the  case. 

*  I.e.,  apart  from  contingencies,  such  as  the  Opponents  being  made  Schneider 
or  Schwarz,  without  previous  declaration. 


49 


- 


THE  THEORY  OF  SKAT. 


The  Score  at  Ramsch. 

Ramsch  scores  ten  against  that  player  who  has  the  largest 
number  of  points  in  the  tricks  won  by  him.  Should  two 
players  have  exactly  the  same  number  of  points,  and  such 
number  be  more  than  those  of  the  third,  they  each  pay  him 
10.  Should  either  player  have  won  no  trick,  or  the  tricks  he 
has  won  contain  no  points,  he  ranks  as  a  "  Maiden."  If 
there  is  a  "  Maiden  "  among  the  players,  the  loser  pays  1 5  ;  if 
there  are  two  "  Maidens,"  20  points  to  each. 

Variations. — Ramsch  is  also  played  with  15  or  even  20 
points  as  the  single  stake.  Where  there  are  two  losers,  the 
points  lost  are  sometimes  divided  between  them. 

Point  Ramsch. 

The  player  who,  in  this  form  of  the  game,  has  the  largest 
number  of  points,  is  debited  with  that  number  as  the  measure 
of  his  loss.  Should  two  players  have  in  their  tricks  the  same 
number  of  points,  while  the  third  player  has  a  smaller 
number,  each  of  the  two  losers  is  debited  with  the  number  of 
points  held  by  the  winner. 

In  both  forms  of  Ramsch  the  "  Skat"  cards  count  nothing 
to  either  party. 

Variation. — Sometimes  the  number  of  points  in  the  "  Skat" 
is  added  to  the  score  of  the  player  who  makes  the  last  trick. 


"PROVOCATION,"    OR    "  BIDDING." 

HE  player  who  declares  the  highest  game  is  entitled 
to  play.  As  between  two  players  having  equally 
high  games,  the  elder  hand  of  the  two  has  prece- 
dence. The  younger  hand  can  only  gain  the  right  to  play  by 
declaring  a  higher  game,  and  thereby  overbidding  the  game 
declared  by  the  elder  hand.  This  bidding,  in  order  to  ascer- 
tain the  highest  game,  and  consequently  the  right  to  play,  is 
known  as  "  provocation." 


PROVOCATION. 


As  between  any  two  players,  the  elder  hand  is  provoked, 
and  the  younger  "  provokes  "  or  "  challenges  "  him.  Should 
one  player  pass,  his  right  to  provoke  vests  in  the  player 
next  in  succession.  The  elder  hand  is  the  first  to  be  pro- 
voked ;  should  he  pass,  the  middle  hand  steps  into  his 
shoes.  Should  he  also  pass,  the  hinder  hand  may  play  what 
game  he  pleases,  or  pass  also  ;  in  which  latter  case,  either 
a  Ramsch  is  played,  or  the  cards  are  thrown  up,  and  dealt 
anew. 

The  order  of  provocation  is  as  follows.  The  elder  hand  is 
in  the  first  place  provoked  by  the  middle  hand.  For  the 
elder  hand  to  take  the  initiative,  as  is  sometimes  done,  is 
incorrect,  for  it  is  from  the  information  derived  from  the  pro- 
vocation that  the  opposing  players  decide  on  their  course  of 
play,  and  the  elder  hand  is  in  such  case  deprived  of  a  legiti- 
mate advantage.  The  elder  hand  may  remind  the  middle 
hand  of  his  duty,  and  challenge  him  to  fulfil  it.  The  fact  of 
such  a  challenge  does  not  place  the  elder  hand  under  any 
obligation  to  play.  The  middle  provokes  the  elder  hand,  so  far 
as  his  cards  allow,  or  passes.  Should  the  middle  hand  "pass," 
the  hinder  hand  continues  the  provocation,  or  passes  in  like 
manner. 

The  player  who  is  thus  challenged,  answers  each  question 
.(or  provocation)  in  the  affirmative  or  negative,  the  latter  being 
equivalent  to  "  passing."  The  competitor  who  has  undertaken 
the  highest  game  is  called  "The  Player; "  (the  other  two  joining 
their  forces  against  him).  The  Player  must  play  either  the  game 
he  has  declared  or  something  higher,  but  in  no  case  any  lower 
game. 

There  are  several  different  methods  of  provoking.  We  may 
divide  them  generally  into  three  classes,  viz. : — 

1.  Provocations  according  to  Suit. 

2.  Provocations  according  to  Value. 

3.  Mixed  Provocations  (/.<?.,  according  to  Suit  and  Value 

combined). 


THE  THEORY  OK  SKAT. 


I.  PROVOCATIONS    ACCORDING    TO    SUIT. 

The  player  who  provokes  the  next  elder  hand,  naturally 
begins  with  the  game  of  lowest  value,  so  that  in  the  event  of 
the  game  falling  to  himself,  he  may  have  as  free  a  hand  as 
possible.  Where  the  "  Simple  Game "  is  played,  he  begins 
with  this,  and  of  course  in  the  lowest  suit,  viz.  Diamonds, 
followed  in  succession  by  Hearts,  Spades,  and  Clubs  respec- 
tively. Where  the  Simple  Game  is  not  played,  Tournt  is  the 
lowest  call.  Here  Suit  does  not  come  in  question,  the 
trump  suit  being  determined  by  the  card  which  may  be 
turned  up.  Tourne'  may  be  overbidden  by  Solo  in  the  lowest 
suit  (diamonds) ;  Solo  in  hearts,  Solo  in  spades,  Solo  in 
clubs,  and  Grando  coming  next  in  order.  (For  Nullo  and 
Nullo  Otivert,  see  page  47.) 

2.  PROVOCATIONS    ACCORDING    TO    VALUE. 

Where  provocations  are  made  according  to  suit  it  often 
happens  that  a  game  in  a  high  suit,  though  of  small  value, 
supersedes  a  much  more  valuable  game  in  a  lower  suit.  In 
order  to  avoid  this  anomaly,  the  numerical  values  of  the  games 
may  be  taken  into  consideration  instead  of  their  order  in  point 
of  suit ;  in  other  words,  "  the  players  bid  by  value."  This  is 
rather  more  difficult  for  a  beginner,  because  he  has  to  be 
acquainted  with  the  exact  value  of  each  game ;  or  in  other 
words,  he  must  know  what  games  are  equivalent  to  the 
number  up  to  which  he  has  provoked. 

Where  the  Simple  Game  is  played,  the  lowest  value  is  2,  but 
where  the  players  begin  with  Tourne,  10  (in  Tourne  Diamonds 
with  one  Matador}  is  the  lowest  figure.  The  "  provoking  " 
player  begins  therefore  with  this  figure  (2  or  10  as  the  case 
may  be),  and  provokes  only  up  to  such  a  point  as  he  thinks 
his  cards  will  justify.  Whoever  has  bid  the  largest  number, 
can  declare  any  game  of  a  value  as  high  or  higher  than  the 
figure  to  which  he  has  been  provoked.  If  he  cannot  play  so 
high  a  game,  and  throws  up  his  cards,  he  pays  the  value  he 
declared.  If  the  Player  has  declared  a  given  game  on  his  own 


PROVOCATION. 


' 


hand,*  and  loses  it,  he  pays  the  value  of  the  game  he  declared ; 
but  if  he  plays  Tourne  and  wins,  but  the  final  result  does  not 
amount  to  the  figure  he  announced,  he  pays  the  full  value  up 
to  which  he  was  provoked,  just  as  though  he  had  lost, 
although  he  has  in  fact  won,  the  game. 

He  cannot,  however,  lose  more  than  the  number  he  has 
announced,  and  consequently  is  not  liable  for  the  amount 
which,  according  to  the  card  turned,  he  would  have  had  to 
reach,  in  order  to  win  as  much  or  more  than  the  declared 
number.  The  rule,  that  the  Player  must  pay  as  much  as  he 
attempted  to  win,  does  not  here  apply.  This  is  a  point  which 
often  leads  to  dissension,  players  not  considering  what 
extremely  hard  cases  would  otherwise  arise. 

EXAMPLE. — A  Player,  having  two  Matadors  in  his  hand, 
has  been  provoked  to  declare  24.  He  turns  up  a  spade. 
Now  Tourne  in  Spades  with  two  Matadors  is  worth  21  only.f 
To  secure  the  number  which  he  has  declared,  he  must 
Schneider  his  opponents.  He  wins  the  game,  but  not  the 
Schneider.  Must  he  then  pay  28  points,  which  is  the  number 
he  would  have  won  had  he  made  the  Schneider  ?  He  pays 
24,  an  adequate  penalty,  for  his  game  is  only  worth  21,  and 
he  would  have  been  the  winner  if  he  had  limited  his  bid  to 
that  number.  This  is  not  to  be  confounded  with  the  case  of  a 
Player  turning  up  a  card  which  raises  his  game  to  a  higher 
value,  and  his  either  playing  and  losing,  or  throwing  up 
his  cards.  In  such  a  case  he  must  pay,  not  the  amount  he 
bid,  but  the  value  of  the  game  as  determined  by  the  card 
turned  up. 

If  a  Player  has  declared  a  game  of  a  certain  amount,  he  is 
at  liberty  to  play  any  game  he  pleases,  provided  only  that  he 
reaches  the  figure  he  declared.  It  is  also  at  his  own  option 
whether  to  play  Tcurne  or  Solo. 


E.g.,  a  Solo  or  Grando.  f  See  the  Table,  p.  125. 


THE  THEORV  OF  SKAT. 


3.  COMBINED    PROVOCATIONS. 
(COMBINING  SUIT  AND  VALUE.) 

The  wide  discretion  as  to  mode  of  play  which  is  allowed 
to  the  Player  by  the  numerical  form  of  provocation  frequently 
leads,  as  opponents  of  this  method  maintain,  to  unduly  high 
play,  a  reproach  which,  so  far  as  the  Tourne  games  are  con- 
cerned, has  a  considerable  amount  of  foundation.  Hence  the 
introduction  of  "  combined "  provocations,  which  afford  a 
practical  and  effective  solution  of  the  difficulty.  The  work- 
ing of  these  is  as  follows :  Up  to  Tourne  inclusive,  provoking 
by  number  is  not  admissible ;  the  numerical  provocations 
beginning  with  Solo,  that  is  to  say,  with  the  number  18. 
According  to  this  method  the  basis  value  for  Solo  is  always 
9,  10,  n,  or  12,*  for  Grando  16,  while  Nullo  counts  24,  and 
Nullo  Ouvert  48.  The  numerical  provocations  only  apply  to 
games  played  upon  the  cards  in  hand,  so  that  each  player 
knows  exactly  how  far  he  can  safely  go,  without  trusting  to 
the  "  Skat."  This  method  appears  the  better  one,  for  it 
secures  all  the  advantages  of  the  numerical  provocations,  and 
is  both  simple  and  clear. 

Over-Bidding   Ones    Self. 

Before  we  pass  to  the  practice  of  the  game,  it  may  be 
desirable  to  refer  to  a  contingency  which  is  put  forward  by 
many  players,  as  a  sort  of  bogey,  against  the  use  of  numerical 
provocations.  We  refer  to  the  possibility  of  "  overbidding " 
one's  self,  meaning  that  where  a  player,  on  the  strength  of 
high  cards  in  his  hand,  makes  a  certain  declaration  without 
so  many  Matadors,  and  at  the  close  of  the  game  finds  one  of 
the  missing  Matadors  in  the  "  Skat,"  it  may  happen  that  the 


*  According  to  the  suit  in  which  the  Solo  is  played.  This  makes  the  actual 
value  of  the  Solo  game,  irrespective  of  Schneider  or  Schwarz,  18,  20,  22,  or  24. 
See  Table,  p.  125. 


54 


PROVOCATION. 


value  of  his  game,  as  thus  modified,*  may  not  reach  the  figure 
he  declared.  He  has  over-provoked,  i.e.,  gone  too  far  in 
provocation,  and  must  debit  his  score  with  the  total  amount 
of  his  declaration.  But  unless  declarations  are  made  much 
too  recklessly,  the  danger  is  not  nearly  so  great  as  it  may  at 
first  sight  appear. 

Where  the  Player,  holding  high  cards  without  Matadors,  has 
been  provoked  into  making  a  high  declaration,  it  is  a  pretty 
safe  assumption  that  the  adversaries  hold  the  missing  Mata- 
dors. Should  such  not  be  the  case,  one  of  them  will  hold  a 
Nullo  hand.f  The  risk,  after  declaring  a  high  game  without 
so  many  Matadors,  of  finding  one  of  the  missing  Matadors  in 
the  "  Skat  "  is  so  small,  that  in  laying  down  the  principles  of 
the  game  we  may  entirely  disregard  it,  the  more  so,  that  even 
should  such  a  thing  happen,  other  chances  may  very  well 
arise  to  neutralize  the  danger.  Thus,  a  Player  holding  a  safe 
game  without  two,  may,  should  the  leading  Matadors  chance 
to  be  in  the  "  Skat,"  Schneider  his  opponents,  and  so  escape 
the  threatened  danger. 

The  surprises  of  the  game  of  Skat  are,  as  we  have  stated 
in  our  opening  chapter,  so  many  and  so  strange  that  the 
bugbear  above  referred  to  may  be  completely  ignored.  See- 
ing that  a  game  may  be  won  "  without  eleven  "  and  another 
lost  "  with  ten"  the  danger  of  over-provocation  is  not  worth 
consideration. 


*  It  will  be  remembered  that  a  game  without  (say)  three  Matadors  ranks  higher 
in  point  of  value  than  a  game  withottt  tivo,  into  which  the  finding  of  the  knave  of 
hearts  in  the  "  Skat "  would  transform  it. 

•f  In  which  case  he  will  naturally  bid  accordingly,  and  the  subsisting  bid  in  Solo 
(unless  in  Clubs)  will  be  superseded. 


55 


THE  GAME  OF  SKAT. 


PART    II 


A    PRACTICAL   TREATISE   ON 
THE  GAME. 


GENERAL    RULES. 

HE  fundamental  rules  have  for  the  most  part  already 
been  given  in  connection  with  the  various  games. 
We  have,  however,  still  to  explain  the  following. 

Folloiving  Suit  and  Revoking. 

1.  To  a  given  card  led  each  player  must  play  one  of  the 
same  suit  if  he  is  able  to  do  so. 

2.  In  all  games  (Nullo  only  excepted),  the  four  knaves  are 
considered  to  form  part  of  the  trump  suit 

3.  Should  a  player  revoke  (i.e.,  omit  to  follow  suit  when  he 
is  able  to  do  so),  the  game  is  scored  as  won  by  the  opposite 
party,  even  though  it  was  in  fact  already  lost. 

4.  The  player  who  is  guilty  of  the  revoke  pays  the  cost  of 
the  game.     Should  the  Player  be  the  offender,  he  pays  all 
adversaries.     Should  one  of  the  Opponents  be  the  guilty  party, 
he  pays  to  the  Player  the  total  amount  he  would  have  received 
on  winning  the  game  from  all  the  other  players. 

5.  So  long  as  a  trick  involving  a  revoke  remains  unturned, 
the  error  may  be  corrected. 


t<(tf® 

GENERAL  RULES. 


Recalling  a  Card. 

The  taking  back  of  a  card  played  is  only  allowable  under 
the  circumstances  last  mentioned.  In  any  other  case  a  card 
once  laid  on  the  table  is  irrevocably  played. 

Counting  or  Looking  at  Tricks  once  played. 

1.  A  player  is  only  allowed  to  look  at  the  trick  last  taken. 

2.  The  trick  last  taken  must  at  the  request  of  the  opposite 
party  be  turned  up  again. 

3.  In  any  other  case,  to  look  at,  or  count  the  points  of,  the 
other  tricks  already  made,  is  only  permitted  where  there  has 
been  an  express  agreement  to  that  effect   before  the  com- 
mencement of  the  game. 

Leading  out  of  Turn. 

1.  Any  player  leading  when  not  entitled  to  do  so,  must 
take  back  his  card.     In  such  case  the  other  players  also  take 
back  their  cards. 

This  rule,  however,  only  applies  to  the  first  trick  of  the 
game,  and  so  long  as  the  trick  has  not  been  turned. 

2.  Should  it   be  discovered  during  the  course  or  at   the 
conclusion  of  a  game  that  some  player  has  led  out  of  turn, 
the  error  cannot  be  rectified. 

N.B. — In  the  course  of  a  game  (z>.,  after  the  first  trick)  leading 
out  of  turn  is  a  very  rare  occurrence,  and,  if  done,  would  at  once  be 
noticed. 

Looking  at  the  "  Skat!' 

1.  Should  the  Player  look  at  the  "  Skat  "  when  he  has  no 
right  to  do  so,  the  game  is  scored  to  his  Opponents.     Should 
either  of  the  Opponents  so  offend,  the  game  is  scored  to  the 
Player. 

2.  Should  either  player  look   at   the  "  Skat "   before   the 
game  begins,  he  is  fined  ten  points.     The  cards  are  in  such 
case  thrown  up  and  dealt  anew  by  the  same  dealer. 

3.  Should  either   of  the   non-active   players   look   at   the 
"  Skat,"  he  is  fined  ten  points. 


57 


THE  GAME  OF  SKAT. 


4.  If  "Schneider"  or  "  Sclnvarz"  has  been  declared,  or  if 
the  Player,  having  already  won  the  game  he  declared,  thinks 
that  he  can  Schneider  his  opponents,  the  game  must  at  the 
request    of  the   winner    be   played    out,    until    Schneider  or 
ScJnvarz  is  decided.* 

5.  At  the  game  of  Skat  no  one  should  speak,  save  when 
Nu'lo-R evolution  chances  to  be  played.     Spectators  and  non- 
active  players  are  not  permitted  to  influence  the  game  in  any 
way.  A  non-active  playerattempting  so  to  do  is  fined  ten  points. 

Throiving  up  tJie  Game. 

1.  If  the  Player  thinks  that  he  cannot  win  the  game  he 
has  declared,  he  may  throw  up  the  game. 

2.  The  Player  may  even  throw  up  the  game  after  the  first 
trick,  but  must  do  so  before  the  second  is  played.     In  such 
case  the  game  he  declared  is  alone  scored  as  lost  against  him, 
and  he  cannot  be  made  Schneider  or  Schii'arz. 

Variation. — In  some  districts  the  Player  is  allowed  to  throw  up 
the  game  after  the  second,  third,  or  even  the  fourth  or  fifth  trick  ; 
but  such  a  licence  should  not  be  tolerated. 

For  further  particulars  see  post,  tit.  Throwing  up  the  Game. 


RULES    OR    PRINCIPLES    OF    PLAY. 

HE  rules  (or  principles)  of  play  are  not  obligatory  like 
those  of  the  game ;  but  inasmuch  as  they  embody 
HI  results  arrived  at  by  practical  experience  of  the  game, 
they  constitute  maxims  which  no  Skat-player,  unless  he  wishes 
to  be  regarded  as  a  "  duffer,"  can  afford  to  disregard. 

So  long  as  a  player  fights  at  his  own  risk  alone,  no  one,  we 
admit,  has  any  right  to  complain,  but  where  two  players  play 
against  the  third,  there  must  be  a  certain  harmony  in  their 

*  /.£.,  the  Opponents  cannot  escape  a  possi  le  Schneider  or  Schwarz  by  throwing 
up  their  cards. 


RULES  OF  PLAY. 


,•'  - 


method  of  play,  and  such  harmony  is  only  rendered  possible 
by  strict  adherence  to  accepted  rules  and  principles.  No 
player  should  claim  to  set  himself  above  such  rules,  and  to 
play  after  a  fashion  of  his  own.  Should  he  do  so,  he  gene- 
rally brings  his  partner  to  grief,  and  a  feeling  of  dissatisfaction 
is  aroused,  destroying  that  cordiality  which  forms  the  main 
condition  of  a  pleasant  game.  Even  should  it  now  and  then 
happen  that  a  departure  from  rule  turns  out  luckily,  the 
player  should  not  be  misled  thereby,  for  exceptions  do  not 
confirm  a  rule,  and  a  single  lucky  hit  will  be  counterbalanced 
by  innumerable  failures.  To  presume  upon  a  "fluke"  is  always 
a  dangerous  thing,  and  a  sure  indication  of  a  weak  player. 

These  rules  and  principles  are  divisible  into  two  classes, 
i.e.  (i),  those  for  the  guidance  of  the  Player,  and  (2),  those 
for  the  guidance  of  the  Opponents. 


RULES    FOR    THE    PLAYER. 

THE  REVIEW  OF  THE  HAND  AND  ANNOUNCEMENT  OF 
THE  GAME  TO  BE  PLAYED. 

HE  great  art  of  the  game  is  to  be  able  correctly  to 
appraise  the  value  of  a  hand,  and  to  use  it  to  account 
accordingly.  Recklessly  to  declare  a  game  which  it 
will  be  difficult  or  all  but  impossible  to  win,  is  just  as  grave 
a  fault,  as  through  ignorance  to  throw  away  a  safe  game,  or 
to  declare  a  less  valuable  game  than  the  cards  justify,  without 
thereby  gaining  any  increased  certainty  of  winning. 

There  are  many  games  for  whose  correct  valuation  practice 
and  experience  are  necessary,  and  even  skilled  players  make 
mistakes  in  this  particular. 

EXAMPLE  I. 

What  game  would  you  declare  with  such  a  hand  as  the 
following  ? 


J*i 


*** 
•  % 

».• 
»*• 


9   9 

9-9 

9*9 

9     9 


9^9 

9     9 
999 


*** 
»*» 

*     • 


**» 


THE  GAME  OF  SKAT. 


•-( 


There  are  many  players  who  would  declare  such  a  hand  to 
be  an  extremely  doubtful  Soh.  The  four  losing  cards  are  a 
source  of  danger  which  may  well  discourage  even  a  fairly 
good  player.  To  declare  a  Grando  with  such  cards  would  be 
thought  by  a  novice  the  height  of  folly,  and  yet  these  cards, 
if  held  by  the  elder  hand,  are  a  certain  Grando.  (For  the  proof 
of  this,  see  Example  VI.,  p.  69.) 

The  first  question  which  the  player  must  ask  himself,  is 
whether  his  cards  are  more  suitable  for  a  Tourne  or  for  a 
Solo.  Right  judgment  in  this  particular  is  a  rock  upon 
which  the  beginner  only  too  often  splits,  particularly  where 
his  hand  consists  of  cards  in  two  suits,  and  two  or  more 
knaves.  It  is  accepted  as  a  rule  that  an  average  Solo  is 
generally  more  easy  to  win  than  a  Tourne ;  and  an  average 
Grando  as  easy,  if  not  easier,  than  a  Solo;  but  this  rule  is  only 
correct  under  special  conditions.  Three  or  four  losing  cards, 
particularly  if  of  different  suits,  are  generally  (as  we  shall 
see  later  on)  fatal  to  a  Solo.  But  if,  among  these  probable 
losers,  the  player  has  tens  single,  or  weakly  guarded,  with  such 
a  hand  he  should  most  certainly  declare  Tourne. 

When  to  declare  Tourne. 

1.  In  order  to  declare  Tourne,  a  player  should  have  a  hand 
about  equal  in  strength  to  the  examples  we  have  given  in  the 
first  part,  page  30. 

2.  To  decide  whether  a   Tourne  is  practicable,  when  the 
hand  does  not  include  a  single  knave,  requires  a  very  accom- 
plished player. 

3.  With   a   hand    consisting   of    two   suits,    or   of  a   long 
suit   of  high    cards  with   small   cards   in   several  suits,  it  is 
always   hazardous   to   declare     Tourne',   for   very   often    one 
of  the  other  players  has  a  precisely  similar  hand  in  another 
suit. 

4.  With  a  doubtful  hand,  which  appears  too  weak  for  a 
Solo,  and   too  risky  for   a    Tourne,   it  is  in  any  case   more 


RULES  OF  PLAY. 


advantageous  to  'pass/  for  such  cards  in  the  hands  of  an 
Opponent  may  be  very  dangerous  to  the  Player.  In  saying 
this,  we  must  not  be  understood  by  any  means  to  approve  the 
bad  habit  of  passing  with  a  good  hand,  but  only  to  give  a 
warning  against  reckless  declarations. 

5.  A  hand  made  up  of  all  four  knaves  and  losing  cards  in 
different  suits,  makes  an  extremely  weak  Tourne,  but  is 
possibly  good  for  a  Nullo.  Beginners  should  never  be  tempted 
by  the  possession  of  the  four  knaves  (without  other  justifica- 
tion), to  declare  a  Solo  or  a  Grando. 

EXAMPLE  II. 

The  Player  is  tempted  by  the  fact  of  holding  the  four 
knaves,  and  undertakes  to  play  Tourne. 


V     V 


•  • 

*** 

•  # 

•  * 


**» 

•     » 


He  turns  up  the  Queen  of  Spades,  taking  in  with  it  from 
the  "Skat"  the  Queen  of  Diamonds,  and  must  lose  the 
game,  unless  the  trumps  and  high  cards  in  the  hands  of  the 
other  players  are  distributed  in  an  exceptionally  favourable 
manner. 

When  to  Play  a  Suit  Solo. 

1.  The  player  has  to    consider  whether,  with  an  average 
distribution  of  trumps  and  high  cards  in  the  other  hands,  he 
can  secure  61  points. 

2.  The  player  should  have  a  distinct  preponderance  in  the 
suit  in  which  he  proposes,  to  play,  so  as  to  be  enabled  to  draw 
or  force  out  the  trumps  of  the  enemy. 

3.  With  poor  trumps,  but  high  cards  in  other  suits,  a  player 
may  risk  a  Solo,  in  the  hope  of  a  favourable  distribution  of 
the  trump  suit. 

4.  With  a  strong  trump  hand,  the  player  must  be  prepared 
to  find  that  the  missing  trumps  are  all  in  one  hand. 

5.  It  should   be   borne   in  mind  in  this  connection,  that 
trumps  which  do  not  fall  to  a  trump  lead,  must  be  forced 


THE  GAME  OF  SKAT. 


out  by  leading  high  cards  of  other  suits ;  and  this  is  always 
attended  with  loss,  inasmuch  as  the  Player  loses  a  high 
scoring  card  of  his  own,  and  the  non-trumping  adversary  is 
enabled  to  play  a  similar  card  to  the  trick.* 

6.  A  trump  sequence  without  the  leading  knave,  as  under, 


is  more  favourable  than  one  in  which  the  second  or  third 
knave  is  wanting,  for  unless  the  remaining  five  trumps  are  all 
in  one  hand,  the  trick  which  falls  to  the  best  knave  may  be  of 
small  value,  whereas  if  the  second  or  third  knave  is  not  drawn 
pretty  early,  the  trick  becomes  a  valuable  one  by  the 
Opponents  perforce  playing  high  cards  to  it.  If  then  a  player 
still  leads  plain  suits,  the  winning  of  the  game  becomes  an  easy 
matter. 

7.  You  must  never  assume  that  there  are  any  trumps  in 
the  "Skat,"  but  rather  take  it  for  granted  that  the  whole 
eleven  are  in   play.     The  observance  of  this  rule  will  often 
prevent  loss. 

8.  The  safest  Solos  are  those  where  the  hand  consists  of  six 
or  seven  trumps  with  a  high  sequence  in  some  other  suit,  as — 


or 


Should  the  suit  not  be  in  sequence,  it  is  a  poor  hand  for  a 
Solo. 

9.  A   Solo  may   also   be   safely   declared  with   five   high 
trumps  and  two  good  plain  suits. 

10.  A  Solo  with  seven  trumps  and  three  probable  losing 
cards  (even  though  there  be  kings  or  queens  among  them)  is 
of  little  value,  and  is  rarely  won,  indeed  hardly  ever,  where 
the  three  plain  losing  cards  are,  as  in  the  example  here  given, 
of  different  suits. 

*  Thus  adding  two  good  cards  to  the  score  of  the  Opponents. 


62 


RULES  OF  PLAY. 


:*: 

*  * 

*** 

*** 

*•* 

*  * 

*** 

*  * 

V     V 


*** 


Should  such  a  game  be  won,  the  bad  play  of  the  Opponents, 
a  very  good  "  Skat,"  or  an  exceptionally  favourable  distribu- 
tion of  the  cards,  must  be  credited  with  the  result. 

11.  Even  doubly  guarded  plain  suits  from   the  ten   (ten, 
queen,  nine),  can  only  be  played  successfully  if  the  four  other 
cards  of  the  suit  are  equally  divided,  which  must  by  no  means 
be  taken  for  granted. 

12.  Whether  to  declare  a  Solo  with  only  four  trumps  the 
holder  must  be  guided,  as  afterwards  in  the  play  of  the  hand, 
entirely  by  his  strength  in  plain  suits, 

13.  Where   numerical  provocations  are  adopted,  a  player 
should  be  very  cautious  in  declaring  a  Solo  without  (so  many) 
Matadors,  for  should  either  of  the  missing  Matadors  chance  to 
be  in  the  "  Skat,"  the  Player  may  easily  fail   to  reach  his 
number,  the  value  of  his  game  being  reduced  by  the  Matador 
found  in  the  "  Skat  "  to  a  lower  figure  than  that  which  he 
declared. 

14.  Should  the  Player  have  a  renounce  in  one  or  more 
suits,  and  his  plain  suits  be  so  guarded  that  he  is  not  compelled 
to   lose   valuable    tricks    (i.e.,  containing   many   points),  his 
trump  suit  may  be  weaker  by  one  trump. 

15.  Two   unguarded  tens  may  cause   the  loss  of  a   Solo, 
even  though  the  Player  have  eight  Matadors  in  hand.     (See 
PROBLEMS.) 

1 6.  With  two  or  three  knaves  in  hand,  and  two  suits  in 
either  of  which  the  game  might  be  played,  it  i.s  more  advan- 
tageous to  make  the  weaker  suit  trumps,  and  to  reserve  the 
stronger  for  forcing  purposes. 

This  should  be  regarded  as  a  fixed  rule  whenever  the  Player 
is  strong  in  knaves. 

EXAMPLE  III. 

N.B. — P.  throughout  stands  for  the  Player,  A.  for  the  first,  and  B. 
for  the  second  Opponent.    Of  each  group  of  three  cards,  the  one  on  the 


sfr 


••'  • 


THE  GAME  OF  SKAT. 


left  represents  the  card  led,  the  middle  one  that  of  the  second  player, 
and  the  one  on  the  right  hand  that  of  the  third  player.  The 
asterisk  (*)  denotes  the  winning  card.  The  Roman  numerals  indicate 
the  number  of  the  trick,  and  the  Arabic  numerals  the  points  (if  any) 
therein  contained,  those  preceded  by  the  phis  sign  (  +  )  scoring  to 
the  Player,  those  preceded  by  the  minus  sign  (— )  to  the  Opponents. 

The  Player's  cards  are  as  under  :— 


J*i 


He  does  not,  as  according  to  the  above  rule  he  should  do, 
declare  a  Solo  in  Hearts,  but  gives  the  preference  to  the  more 
profitable  Club  suit.*  '  He  loses  the  game,  the  conditions 
being  as  under. 

The  elder  hand  (A.)  has  — 


*    + 
*** 


:*: 


The  second  Opponent  (B.)  has— 


+ 

*** 
**+ 

* 


*** 

* 
4 


*»* 
»** 

*    * 


and  there  are  in  the  "  Skat " — 


The  tactics  of  the  Player  are  very  simple,  and  indeed  would 
be  much  the  same  if  he  chanced  to  be  elder  instead  of  second 
hand.  The  Opponents  have  two  suits  of  which  he  holds  none, 
and  when,  therefore,  these  chance  to  be  led,  he  must  either 
trump  or  pass  the  trick. 


*  A  Solo  in  clubs  is  good  for  24,  while  one  in  hearts  scores  18  only. 


RULES  OF  PLAY. 


First  Method  of  Play. 
(THE  PLAYER  TRUMPS.) 

The  Opponent  A.,  elder  hand,  leads  : — 

I. 


+  14 


The  Player  either  proceeds  to  draw  trumps  (as  in  Tricks 
VI.  and  VII.),  and  then  plays  a  heart,  or  leads  hearts  at  once 
as  under :  — 


II. 


III. 


-25 

v. 

k*J 


+  u 


VI. 


+   * 

*A* 
*** 
*    4 

*** 

4    4 

*** 

+  2 

VIII. 


IV. 


IT*      -'4 
VII. 


+  4 


*** 

+     * 
*    4 


The  Player  has  now  lost  the  game,  the  Opponents  having 
secured  69  points,  although  the  distribution  of  the  cards 
in'  point  of  position  was  not  particularly  unfavourable  to 
him. 


6c 


THE  GAME  OF  SKAT. 


'< 


Second  Method  of  Play. 

(THE  PLAYER  PASSES  THE  TRICK  WHERE  HE  CANNOT  FOLLOW  SUIT.) 
I.  II.  III. 


v 
».» 

» 
»    », 


The  Opponents  have  thus  already  in  the  first  three  tricks 
secured  63  points  (two  more  than  is  necessary  to  defeat  the 
Player),  and  have  still  two  more  tricks  to  take  with  the  third 
knave  and  the  king  of  hearts  respectively. 

A  Solo  in  hearts,  on  the  other  hand,  could  have  been  won 
under  any  circumstances,  however  the  Opponents'  cards  were 
distributed. 

When  to  Play  a  Grando. 

1.  The  decision  whether  to  play  a  Grando  is  comparatively 
speaking  a  matter  of  little  difficulty  ;  for  it  is  easy  to  reckon 
how  many  tricks  must  fall  to  the  Opponents,  and  how  many 
points  they  will  contain. 

2.  The  stronger  the  trump  sequence  is,  the  weaker  may  the 
plain  cards  be.     With  four  knaves  a  Grando  can  be  won  with 
poor  cards  in  other  suits. 

3.  With  four  knaves  and  five  cards  (from  the  ten  down- 
wards) of  a  plain  suit,  and  one  losing  card,  a  Grando  may 
be  regarded  as  a  certainty.    A  similar  Grando  may  be  played 
even  without  a  ten  in  the  long  suit,  or  with  an  unguarded  ten 
as  the  losing  card. 


•    • 


r  t 


4.  With  three  knaves  only,  the  plain  suits  must  be  a  little 
stronger,  but  one  head  sequence  is  enough. 

5.  With  knave  of  clubs  and  one  of  the  minor  knaves,  the 
Player  should  be  strong  in  two  plain  suits. 


66 


•    "' 


RULES  OF  PLAY. 


v. 


;  •       •- 


6.  Having   neither   of  the   two  best   knaves,   the   Player 
should  have  at  least  three  strong  plain  suits,  each  headed  by 
ace,  for  he  must  be  prepared  to  find  that  the  knaves  he  holds 
are  drawn  by  the  adversaries. 

7.  Having  the  senior  knave  alone,  in  like  manner,  three 
sequences  in  plain  suits  are  necessary. 

8.  To  play  Grando  without  four  Matadors  (i.e.,  holding  no 
knave),  you  should  have  all  four  aces,  and  at  least  two  tens. 

9.  With  three  aces,  the  corresponding  tens,  and  the  fourth  ten 
well  guarded,  a  "  Grando  without  four"  may  also  be  played. 

10.  A  Grando  without  Matadors^  or  with  two  knaves  not  in 
sequence,  even  with  an  apparently  good  hand,  is  always  a 
risky  matter.     How  hazardous  such  a  Grando  may  be,  will 
be  seen  from  the  following  examples: — 

EXAMPLE    IV. 

Grando  without  Matadors. 
The  Player  (elder  hand)  holds  cards  as  under : — 


J*t 


*-* 
*** 


V     V 
V 


He  declares  Grando ;  but  should  the  cards  of  the  Opponents 
happen  to  be  unfavourably  placed,  he  may  even  be  made 
Schwarz.  Say,  for  example,  Opponent  A.  has 


and  Opponent  B.  has 


*    * 

*** 
*** 


*•* 

• 

*** 


*** 

*  * 

*  * 


V     V 


V     V 


The  Player  leads  a  club.    B.  trumps  with  one  of  his  knaves, 
and  leads  spades. 


67 


THE  GAME  OF  SKAT. 


A.  trumps,  and  leads  clubs.  B.  trumps,  and  again  leads 
spades. 

A.  trumps,  and  leads  in  succession  his  three  remaining 
clubs  ;  upon  which  B.  throws  away  his  two  hearts. 

A.  then  plays  diamonds.  B.  takes  the  trick  with  the  ace, 
and  plays  his  remaining  spades. 

The  Player  has  not  made  a  single  trick,  and  is  therefore 
Schwarz. 

EXAMPLE   V. 

Graiido  zvith  two  knaves,  not  in  sequence. 
The  Player  (second  hand)  holds  cards  as  under : — 


J*i 


On  taking  up  the  cards,  those  of  the  Opponents  are  found 
to  be  distributed  as  under  : — 

A.  (elder  hand)  has 


V     V 


B.  (third  hand)  has 


4 
*++ 


*** 


*    * 


** 
*  * 


I. 

*»* 

*    * 
*»» 

* 

*»* 

•    • 

•    • 

»** 

V 

The  Course  of  Play. 
II. 


III. 


6S 


• 


RULES  OF  PLAY. 


The  trumps  are  exhausted.  The  elder  hand  has  the  lead, 
and  holds  all  the  remaining  hearts — six  in  number.  The 
Player  is  therefore  made  ScJnvarz. 

11.  In  all  Grando  games  the  position  of  elder  hand  gives 
an  advantage  not  to  be  lightly  estimated,  because  the  Player 
need  not  weaken  his  hand  by  "trumping,"  but  can  at  once 
proceed  to  draw  the  trumps,  and  eventually  establish  a  long 
suit. 

12.  There  are  some  Grando  games  which  are  only  safe 
where  the  Player  is  elder  hand.     (See  post,  DECLARATIONS 
BY  ELDER,    SECOND,   AND   HINDER    HAND    respectively.) 
The  following  is  an  example  of  a  certain  Grando,  if  only  the 
Player  be  elder  hand  :  — 

EXAMPLE    VI. 
(See  Example  /.) 


J*t 


**» 


**» 


**« 


*** 


«** 


Proof  of  the  Assertion  made  on  page  60. — The  Player,  being 
elder  hand,  makes  six  tricks  in  succession.*  He  has  thereby 
•gained  possession  of  twelve  cards  from  the  Opponents,  making, 
with  the  two  in  the  "Skat,"  fourteen.  Now  there  are  in  the 
pack  only  twelve  cards  of  no  scoring  value,  of  which  the 
Player  himself  holds  four.  He  has  therefore  won,  in  addition 
to  his  own  hand,  eight  non-scoring  and  six  scoring  cards.t 

These  six  cards  are  the  two  knaves  (=  4  points)  and  at 
least  four  queens  (the  cards  of  next  lowest  scoring  value)  =  12. 
To  these  must  be  added  the  points  of  the  Player's  own  cards, 
46.  46  +  1 6  =  62  points. 

*  With  his  two  knaves,  and  the  aces  and  tens  of  clubs  and  diamonds. 

t  This  is  on  the  lowest  computation.  The  number  of  scoring  cards  cannot  be 
less  than  six,  but  if  the  suits  are  unequally  divided  in  the  hands  of  the  Opponents, 
it  may  be  considerably  greater,  the  number  of  non-scoring  cards  being  propor- 
tionately lessened. 


69 


THE  GAME  OF  SKAT. 


The  Player  is  certain,  therefore,  to  make  by  the  first  six 
tricks  62  points. 

The  result  is  materially  affected  should  the  Player,  instead 
of  either  of  the  four  non-scoring  cards,  hold  another  scoring 
card  (knave,  of  course,  excepted),  were  it  only  a  queen.  In 
such  a  case  he  might  possibly  have  among  the  fourteen  nine 
non-scoring  cards,  and  so  lose  the  game. 

Every  point  among  the  losing  cards  weakens  the  hand  ;  an 
additional  knave,  on  the  contrary,  strengthens  it,  so  that  the 
Player  may  be  safe  for  a  Grando,  even  though  he  be  not 
elder  hand. 

The  cards  above  mentioned  may  even  in  the  hinder  hand 
be  regarded  as  good  for  a  Grando,  should  the  two  other 
players  have  passed.  Even  with  the  knave  of  diamonds 
in  place  of  that  of  spades,  a  Grando  might  be  risked  by 
the  elder  or  hinder  hand. 

When  to  play  a  Grando  Tourne. 

For  Grando  Tourne  much  the  same  rules  prevail  as  for  the 
judgment  of  a  Grando ;  but  in  this  case  the  Player  has  this 
great  advantage,  that  he  can  by  the  discard  relieve  his  hand 
of  two  losing  cards.  On  the  other  hand,  he  often  finds  him- 
self in  a  "  fix,"  by  reason  of  the  suit  turned  up  not  suiting  his 
hand,  so  that  it  requires  considerable  audacity  to  declare  a 
Grando  Tourne.  Herein,  indeed,  lurk  many  dangers.  A 
hand  weak  in  knaves  and  with  only  two  strong  plain  suits  is 
especially  risky. 

When  to  play  Nullo  or  Nullo  Ouvert. 

1.  In  deciding  whether  to  play  Nullo,  the  player  should 
stand  fast  by  this  rule,  that  his  cards  must  include  at  least 
three  sevens. 

2.  With  a  single  dangerous  card  a  Nullo  should  only  be 
risked,  if  the  player  has  one  suit  wholly  wanting. 

3.  With  an  unguarded  nine  a  player  may  declare  Nullo, 
but  in  such  case  he  should,  being  elder  hand,  lead  the  nine, 
at  the  risk  of  at  once  winning  the  first  trick. 


70 


' 


RULES  OF  PLAY. 


4.  King,  knave,  nine  and  seven  do  not  necessarily  win  a 
trick,  for  the   Player  can  always  "dodge"  the  intermediate 
cards. 

5.  Should  the  Player  hold  queen  instead  of  knave,  he  may 
be  forced  to  win  a  trick,  should  eight,  ten,  and  knave  be  in 
the  same  hand. 

6.  Should  the  seven  be  lacking  in  a  long  suit,  the  Nullo 
will  as  a  rule  be  lost. 

7.  In  a  short  suit  the  seven  may  be  lacking,  provided  that 
the  eight  and  nine  form  part  of  the  hand. 

8.  To  win  a  Nullo  Ouvert,  the  Player  must  hold  the  seven 
of  every  suit  he  has  in  hand. 

9.  With  an  eight  single,  a  Nullo  Ouvert  may  be  declared 
if  the  Player  be  elder  hand. 

10.  With  a  nine  single,  a  Nullo  Ouvert  is  very  hazardous 
even  for  the  elder  hand. 

1 1.  In  playing  Nullo  it  should  never  be  forgotten  that  there 
are  eight  cards  in  each  suit* 

DECLARATIONS    BY    ELDER,    MIDDLE    AND    HINDER 
HANDS    RESPECTIVELY. 

To  play  a  game  successfully  is  more  difficult  for  the 
middle  than  for  the  elder  or  hinder  hand.  As  we  have 
already  seen  (page  69)  there  are  games  which  are  absolute 
certainties  for  the  elder  hand,  but  become  doubtful  in  the 
case  of  middle  or  hinder  hand. 

In  general  the  elder  hand  has  an  advantage  in  all  games 
In  Nullo  alone  is  the  contrary  rather  the  case. 

EXAMPLE  VII. 

The  Player  is  second  hand  and  declares  a  Solo  in  clubs,  and 
Schit'arz  ;  as  being  more  valuable  than  Grando  "with  three." 


*  Herein  differing  from  Solo,  Tournt,  &c.,  wherein  the  trump  suit  has  eleven 
cards,  and  each  plain  suit  seven  only. 


. 


THE  GAME  OF  SKAT. 


If  the  Player  were  elder  hand  the  game  would  be  a  certainty. 
Being  second  hand,  not  only  may  the  Player  fail  to  make  his 
opponents  Schivarz,  but  may  even  fail  to  win  the  Solo  at  all. 

Course  of  Play. 

The  elder  hand  leads,  say,  the  ten  of  spades  ;  the  Player 
(second  hand)  plays  the  ace  of  spades.  Hinder  hand  trumps 
with  the  ace  of  clubs,  and  leads  the  ten  of  hearts,  which  the 
elder  hand  trumps  with  the  ten  of  clubs,  the  Player  playing 
the  ace.  Total  (won  by  the  Opponents),  63  points. 

2.    THE    DISCARD. 

By  "the  discard  "  is  signified  the  throwing  out  of  two  cards, 
in  exchange  for  those  of  the  "Skat,"  taken  into  the  hand.  It 
can  therefore  only  occur  in  those  games  wherein  the  "  Skat" 
is  directly  used. 

The  following  are  the  rules  to  be  observed  in  reference  to 
the  discard  : — 

1.  The  Player  should  endeavour  to  create  for  himself  by 
means  of  the  discard  as  nearly  as  he  can  a  "  close  "  hand,*  and 
"  renounces  "  in  the  suits  of  which  he  is  short,  so  as  to  be  able 
to  trump  cards  of  high  numerical  value  in  such  suits. 

2.  The  Player  should  discard  cards  of  the  highest  scoring 
value  possible,  not  parting  however  with  any  card  which  is  a 
safe  trick-winner. 

3.  The  Player  should  throw  out  for  the  most  part  cards  of 
plain  suits,  especially  tens  single  or  singly  guarded.     Cases 
however  may  occur,  in  which  it  is  advantageous  to  discard 
trumps,  especially  where  you  have  no  prospect  of  making  the 
ace  or  ten,  or  of  trumping  with  them. 


I.e.,  consisting  of  unbroken  sequences. 


r- 


•' 


RULES  OF  PLAY. 


EXAMPLE  VIII. 
The  Player  holds  cards  as  below  : — 


* 

*** 
*** 

* 


He  turns  up  in  the  "  Skat "  the  ace  of  diamonds  (which  suit 
thereby  becomes  trumps),  and  the  king  of  hearts.  What 
should  he  throw  out  ?  Answer,  the  ace  and  ten  of  trumps.* 

4.  An  ace  single  is  not,  as  a  rule,  discarded. 

5.  With  a  strong  plain  suit,  including  ace  and  ten,  the  ace 
is  thrown  out  if  the  Player  is  too  weak  in  trumps  to  establish 
his  long  suit,  and  therefore  cannot  reckon  on  making  both 
ace  and  ten. 

6.  Holding  ace,  ten,  king,  and  a  small  card  of  a  plain  suit, 
the  ten  may  be  discarded,  as  the  king  is  thereby  promoted  a 
step,  and  the  adversary  who  is  short  of  the  suit,  generally 
"passes"  king  played, or  even, being  second  player,  "swarms" 
on  it  a  scoring  card,  in  the  hope  that  the  ten  may  be  in  the 
hand  of  the  last  player. 

7.  If,  however,  in  place  of  the  king  you  have  a  small  card, 
you  retain  the  ten,  in  order  to  be  able  therewith  to  draw  a 
dangerous  trump.     An  exception  should  be  made  when  the 
hand  is  a  weak  one,  consisting  mainly  of  plain  cards.     In  this 
case  it  is  desirable  by  means  of  the  discard  to  place  in  safety 
as  many  points  as  possible. 

8.  Weakly  guarded  tens  should  be  discarded,  and  worthless 
cards  retained  in  preference,  in  the  hope  of  being  able  to 
throw  these  away  to  the  tricks  of  the  Opponents. 

9.  From  a  closed   plain-suit   sequence,  as  ace,  ten,   king, 
queen,  you  throw  away  ace  and  ten,  unless  by  some  other  mode 
of  discard  you  gain  a  renounce* 

10.  Ten   and    king   of  one   suit,   without   other   cards    in 

*  As  they  would  otherwise  inevitably  fall  to  knaves  led,  and  so  be  scored  by 
the  Opponents. 


73 


^rtfffl' 


THE  GAME  OF  SKAT. 


sequence,  should  only  be  discarded  if  the  Player  can  find  no 
more  satisfactory  plan  of  discarding. 

ii.  With  an  ace  singly  guarded  (otherwise  than  by  the 
ten),  the  smaller  card  is  discarded,  on  the  chance  of  being 
thereby  enabled  to  trump  the  ten. 

The  foregoing  rules  do  not,  we  must  admit,  hold  good  for 
all  contingencies ;  obedience  to  them  will  however  be  found  a 
material  assistance  in  the  most  frequently  recurring  difficulties 
of  the  game.  Above  all  let  the  Player  refrain  from  experi- 
ments wherein  he  runs  counter  to  all  rules,  as  where  he 
retains  cards  with  the  sole  object  of  "  nipping  "  * ;  or  holds  back 
an  unguarded  ten,  on  the  chance  of  the  Opponents  leading  a 
small  card  of  that  suit.  Such  pieces  of  foolhardiness  may 
now  and  then  succeed,  but  in  the  long  run  will  cause  the 
Player  who  is  so  foolish  as  to  attempt  them  to  lose  both  his 
money  and  his  reputation  as  a  Skat-player. 

3.    How    TO   PLAY. 
a.    When  the  Player  is  Elder  Hand, 

1.  The  first  and  most  important  rule   for   the  Player   is 
TRUMPS  ARE  THE  SOUL  OF  THE  GAME.    Ergo,  OUT  WITH 
YOUR  TRUMPS  ! 

The  Player  should,  with  few  exceptions,  act  constantly 
on  this  principle,  and  lead  trumps  as  long  as  possible.  Not 
till  the  trumps  are  out  do  the  winning  cards  of  his  plain 
suits  acquire  their  proper  trick-making  value,  for  until  then 
they  are  never  safe  from  being  trumped  by  the  opponents. 

2.  Even  if  the  Player  is  weak  in  trumps,  he  should  still 
lead  them,  not  merely  for  the  purpose  of  drawing  the  adverse 
trumps,  but  of  concealing  his  own  weakness.     If  the  Player 
has  led  trumps,  the  adversaries  will  rarely  continue  the  same 
suit,  but  if  he  himself  does  not  lead  them,  his  Opponents  will 
to  a  certainty  do  so,  which  is  far  more  dangerous  to  him. 

*  See  post,  p.  103. 


74 


RULES  OF  PLAY. 


3.  Should  the  Player  have  a.  bare  plain  suit  hand,  without 
or  almost  without  trumps,  or  should  he  have  turned  up  an 
unfavourable  suit,  then  and  then  only,  he  should  endeavour  in 
the  first  instance  to  make  his  plain  suit  cards,  in  the  hope 
that  his  small  trumps  may  make  tricks  afterwards. 

4.  Should  one  of  the  Opponents  hold  so  strong  a  trump 
hand  that  there  seems  a  prospect  of  losing  the  game  through 
the  second  Opponent's  swarming  scoring  cards  on  his  tricks, 
the  Player  should  no  longer  lead  trumps,  but  should  lead  his 
best  plain  suit  cards,  in  order  either  to  make  these,  or  to  compel 
the  strong  trump  hand  to  trump  them,  and  so  weaken  him. 

5.  With  a  weak  trump  hand  the  Player  should  endeavour, 
if  possible,  to  be  hinder  hand. 

6.  Holding  the  two  best  knaves,  without  ace  or  ten,  the 
Player  should  lead  trumps  from  the  highest  downwards,  even 
though  he  has  but  three  trumps  besides  the  two  Matadors. 
Should  the  six  other  trumps  be  equally  divided  between  the 
Opponents,  the  third  trump  led  will  draw  the  two  last.     If 
there  are  four  in  one  hand  and  two  in  another,  the  two  in  the 
one  hand  will  necessarily  fall,  and  these  may  include  the  high 
scoring  cards  (the  ten  and  ace). 

7.  Should  the  Player  hold,  with  the  two  best  knaves,  ace, 
•ten,  and  a  small  one,  he  should  lead  out  the  two  knaves  and 
then  the  small  one. 

8.  With  two  knaves  (even  though  they  be  the  two  best)  and 
ace  and  ten,  but  no  more,  he  should  only  lead  trumps,  if  he 
has  strong  plain  cards.     Lacking  such,  he  should  reserve  his 
two  scoring  trumps  in  the  hope  of  making  tricks  with  then? 

9.  With  the  best  knave  only,  the  Player,  holding  the  scoring 
cards  (ace  and  ten)  of  the  trump  suit,  should  lead  a  small 
card  of  that  suit. 

10.  With  three  knaves,  not  including  the  knave  of  clubs, 
the  Player  should  lead  the  knaves,  from  his  best  downwards, 
whatever  other  trumps  he  may  have  in  his  hand. 

11.  Holding  the  two  inferior  knaves,  with   ace,  ten,  and 


75 


THE  GAME  OF  SKAT. 


small  cards,  the  Player  should  lead  out  the  knaves,  and 
continue  with  small  trumps  until  his  remaining  trumps  have 
gained  the  command. 

12.  If  the  Player  holds  neither  a  head  sequence  in  a  plain 
suit,  nor  the  scoring  cards  (ace  and  ten)  of  the  trump  suit 
and   feels  bound  to  get  out  trumps,  it   is   much   the   same 
whether  he  leads  a  high  trump  or  a  low  one;  but  in  most 
cases  the  lead  of  a  low  card  is  to  be  recommended.     Care  is, 
however,  needed,  not  to  run  too  short  of  trumps,  or  the  Player 
may  have  no  chance  of  making  his  high  plain  cards. 

13.  When  once  the  trumps  of  the  Opponents  are  drawn,  the 
only  case  in  which  the  trump  lead  should  be  continued  is 
where   there    is    a    possibility   of    making    a    Schneider  or 
Sdnvarz ;    for    the    Opponents    are    thereby   placed    in    a 
dilemma,  and  may  throw  away  a  wrong  card,  i.e.,  the  winning 
card  of  a  suit  in  which  the  Player  holds  a  losing  card. 

14.  With  an  unbroken  plain  suit  sequence  (as  ace,  ten,  king, 
queen),  the  lead  should  always  be  from  the  highest  card. 

15.  With  a  long  plain  suit,  but  not  in  sequence  (as  ace, 
king,  nine,  eight,  seven),  the  lead  is  in  like  manner  from  the 
highest,  the  Player  hoping  that  the  few  intermediate  cards 
of  the  suit  will  fall. 

1 6.  A  short  plain  suit  not  in  sequence,  as  ace,  king,  eight, 
should  be  led  from  with  reluctance,  inasmuch  as  it  may  help 
the  Opponents  to  a  "  nip."     If  you  are  compelled  to  lead 
from  such  a  suit,  the  small  card  should  be  led,  for  it  must 
not  be  assumed  that  the  ten  is  single  in  either  hand.     By  so 
leading,  ace  and  king  may  make  two  tricks,  which  unless  the 
ten  fell,  would  be  impossible. 

17.  With  ten,  king,  you  should  lead  the  ten.     The  king 
then  makes  a  certain  trick. 

1 8.  Ten  and  a  small  card  should  only  be  led  when  the 
Player  has  no  other  card  left.     In  such  case  lead  the  small 
one. 


76 


'< 


RULES  OF  PLAY. 


19.  With  a  strong  hand  the  Player  should  get  rid  of  his  losing 
cards  pretty  early,  lest  at  a  later  stage,  when  one  or  other  of 
the  adversaries  has  established  a  renounce,  the  other  may 
swarm  scoring  cards  upon  them. 

b.   When  the  Player  is  Second  or  Third  Hand. 

The  position  of  elder  hand  always  gives  the  Player  a 
certain  advantage.  He  can  adopt  the  plan  of  attack  which 
will  best  suit  his  hand,  finding  in  the  principles  above  laid 
down  finger-posts  to  guide  him  to  a  correct  conclusion. 
But  when  he  is  second  or  third  hand,  his  position  is 
materially  altered.  He  must  now,  besides  the  rules  above 
given  him,  take  into  account  a  variety  of  special  considera- 
tions ;  some  even  of  a  subjective  kind,  such  as  the  habitual 
line  of  play  of  a  particular  opponent.  It  will  here  perhaps  be 
better  to  fall  back  upon  actual  experience,  and  give  practical 
illustrations  of  cases  arising  in  play. 

In  general,  the  rules  following  should  be  carefully  followed. 

1.  The  Player  should  always  strive  to  get  the  lead  as  early 
as  possible. 

2.  The  Player  being  second  hand,  should  a  plain  suit  in 
which  he  is  strong  be  led  to  him,  he  should  win  the  trick 
rather  than  play  a  small  card  to  it. 

3.  So  long,  however,  as  there  are  trumps  still  in  play,  he 
should  not  take  the  trick  with  a  card  of  high  scoring  value, 
but  cover  with  the  lowest  card  which  will  secure  it. 

EXAMPLE  IX 

The  Player  (second  hand)  has  declared  Grando,  holding  the 
following  cards  : — 


*"•* 
*   * 


•  •• 


The  elder  hand  leads  diamonds. 
Player  play  ? 


What  card  should  the 


77 


L_ 


THE  GAME  OF  SKAT. 


Answer.  —  The  Player  should  take  with  the  king.  It  would 
be  a  grave  mistake  for  second  hand  to  take  with  the  ace,  for 
it  is  by  no  means  improbable  that  the  third  hand  may  have 
no  diamond,  and  may  trump  the  ace  with  the  missing  knave 
(the  knave  of  diamonds),  whereas  the  king  secures  the  trick,* 
and  at  a  later  stage,  after  the  knave  has  been  drawn,  the  ace 
and  ten  may  be  played  without  danger. 

4.  If,  on  the  contrary,  it  is  needful  to  draw  a  high  trump 
which  remains  in  the  hand  of  the  third  player,  and  if  the 
Player  fears  to  lead  trumps  lest  he  should  in  consequence  run 
short  of  them,  then  a  high-scoring  plain  suit  card  should  be 
played,  in  order  to  induce  the  Opponent  to  trump. 


EXAMPLE  X. 


The  Player  (elder  hand)    provoked    by  second    hand,  has 
declared  Grando,  with  the  cards  following  :  — 


The  Player  leads  the  knave  of  spades.  The  second  hand 
plays  the  knave  of  diamonds,  third  hand  throws  away  (any 
card).  The  Player  now  leads  the  queen  of  hearts.  The  ace 
is  played  upon  it,  and  the  hinder  hand  leads  diamonds. 
What  should  the  Player  play  ? 

Answer. —  He  should  play  the  ace  of  diamonds,  in  the 
hope  of  drawing  the  knave  of  clubs.  Should  this  card  not 
fall,  he  continues  to  lead  diamonds  (from  his  highest  down- 
wards) and  then  hearts,  in  like  manner,  until  the  highest 
trump  is  drawn,  and  he  himself  is  left  with  the  final  trump 
(the  knave  of  hearts). 

5.  The  Player  being  weak  in  trumps,  and  a  suit  being  led 

*  The  knave  of  diamonds,  it  must  be  remembered,  no  longer  belongs  to  the 
diamond  suit,  but  is  regarded  simply  as  a  trump.  If  king  be  played  instead  of 
ace,  the  liability  of  the  trick  to  be  trumped  retniins  the  same,  but  it  would  no 
longer  be  worth  the  while  of  the  third  player  to  play  his  only  trump  upon  it 


RULES  OF  PLAY. 


by  elder  hand  of  which  he  has  none  ;  should  the  card  played 
be  one  of  low  scoring  value,  he  should  play  on  it  a  trump  of 
scoring  value,  so  as  either  to  induce  the  hinder  hand  Opponent 
to  play  a  knave,  or  to  secure  for  himself  the  points  of  the 
scoring  card.  If,  on  the  other  hand,  the  card  led  is  an  ace  or 
a  ten,  then  he  should  play  the  smallest  trump  large  enough 
to  draw  the  knave.  Whether  the  Player  should  in  general 
trump  or  throw  away  the  trick,  is  a  question  which  will  be 
dealt  with  later. 

6.  The  most  advantageous  position  for  the  Player  (as 
between  second  or  third  hand)  is  hinder  hand,  inasmuch  as  in 
each  trick  he  plays,  as  it  were,  against  exposed  cards  of  the 
Opponents,  and  can  so  economise  his  own  cards,  as  often  to 
capture  the  high  cards  of  his  opponents.  (As  to  NIPPING,  see 
post.}  The  Player  as  hinder  hand  will  often  succeed  in  making 
weakly-guarded,  or  even  singleton  tens  :  or  by  the  judicious 
throwing  away  of  losing  cards,  in  winning  a  weak  game. 


RULES   OF   PLAY  FOR  THE  OPPONENTS. 

HE  play  of  the  opponents  is  the  most  difficult  pro- 
blem of  Skat.  The  number  of  absolutely  certain 
hands  being  very  small  indeed,  and  apparently  safe 
games  being  often  lost,  while  on  the  other  hand  the  very 
worst  (to  all  appearance)  are  now  and  then  won,  the  problem 
is  in  what  manner  the  Opponents,  by  using  to  advantage  every 
chance  which  offers  itself  to  them,  may  best  beat  the  Player ; 
that  is,  make  him  lose  the  game  he  has  undertaken  to  win. 
The  task  of  the  adversaries  is  the  harder,  because  the  indica- 
tions to  guide  them  in  judging  their  cards  and  making  the 
best  of  their  chances  are  for  the  most  part  very  slender.  It  is 
in  his  play  as  an  Opponent  that  the  really  fine  Skat-player 
shows  his  skill,  and  the  number  of  such  players  being  very 
limited,  by  far  the  larger  number  of  games  is  won  through 
defective  play,  and  often  indeed  through  gross  blunders,  on 


79 


THE  GAME  OF  SKAT. 


the  part  of  the  Opponents.  The  difficulty  lies  in  this,  that 
only  very  few  fixed  rules  can  be  laid  down  for  the  guidance 
of  players  in  opposition,  and  of  these  some  are  still  warmly 
disputed.  Often  indeed  the  very  opposite  is  asserted  by  one 
party  to  what  another  party  puts  forward  as  the  proper  rule. 

The  principal  rules  may  be  summarised  as  under : — 

1.  The  Player   must   be   weakened    in   trumps    by   every 
available  means,  so  that  he  may  be  left  short  of  the  trump 
suits,  and  so  be  unable  to  draw  the  trumps  of  the  Opponents  ; 
and  on  the  other  hand  he  may  be  compelled  to  lead  his  plain 
suits  to  their  trumping. 

2.  In  order  to  weaken  the  Player  in  trumps,  Opponents 
should  lead  him  plain  suits  which  he  will  feel  bound  to  trump, 
and  to  that  end  they  should  not  spare  high-scoring  cards,  lest 
he  should  pass  the  trick,  and  throw  away  a  worthless  card. 
The  second  Opponent  should  co-operate  by  "  swarming "  on 
the  trick  a  scoring  card  of  medium  or  even  high  value,  so  that 
a  trick  which  fails  to  draw  a  trump  from  the  Player,  may  at 
any  rate  bring  in  points  for  the  Opponents. 

3.  If  the  ace  and  ten  of  a  given  suit  have  been  played,  that 
suit  should  not  again  be  led  by  the  elder  hand,  unless  the 
second  Opponent  has  a  renounce  in  it. 

4.  If  the  Player  also  has  a  renounce,  that  trick  should  not 
again  be  led,  unless  the  Player  is  second  hand,  or  the  second 
Opponent  can  by  swarming  high  cards  compel  the  Player  to 
trump,  or  the  Opponents  require  only  a  few  points  to  secure 
the  game,  and  the  leader  hopes  to  make  the  required  number 
by  inducing  the  Player  to  pass  a  trick  containing  but  few 
points. 

5.  When  the  Player  is  second  hand,  a  trump  lead  is  least 
likely  to  turn  out  unfavourably  for  the  Opponents. 

6.  The  elder  hand  should  without  hesitation  lead  trumps,  if 
his  own  are  few  and  small,  and  he  holds  neither  knave,  or 
can  fairly  hope  by  drawing  trumps  to  establish  a  suit. 


80 


RULES  OF  PLAY. 


7.  Unless  the  Player  (second  hand)  has  a  strong  trump 
hand,  a  lead  of  trumps  by  the  elder  hand  almost  always  places 
him  in  a  dilemma.  A  trump  lead  is  especially  effective  in  the 
case  of  a  Tourne"  game.  A  weak  game  is  almost  always  lost 
by  the  Player  if  he  is  compelled  to  play  trumps  second  hand. 

EXAMPLE  XI. 

The  Player  has  turned  up  the  ten  of  clubs,  and  taken  in 
with  it  the  queen  of  clubs.  After  discarding  the  ten  of 
spades  and  ten  of  diamonds,  he  holds  the  cards  following  : — 


The  Player  (second  hand)   is  made  Schwars.     How  were 
the  other  cards  played  ? 

Answer. 
The  elder  hand  has — 


*** 
*** 

*    * 


++* 

*    * 
*++ 


*** 
*    + 


•  ** 

* 


*** 


*** 
*    * 


•    * 


The  hinder  hand  has — 


V     V 
V     » 


*^* 


*»* 
f  »* 


The  Play. 

Elder  hand  leads  trumps  : — 
I.  II. 


81 


1 


^  _  _. 

THE  GAME  OF  SKAT. 


The  hinder  hand  now  plays  his  winning  diamonds,  and  the 
Player  does  not  make  a  single  trick. 

8.  This  example  at  the  same  time  serves  as  an  illustration 
of  rules  previously  laid  down.     In  the  first  place  it   conveys 
a  warning  not  to  attempt   Tournc  with  two  plain  suits  and 
little    strength  in  knaves,    and   proves  that  a  weak    Solo  is 
generally  more  easy  to  win  than  a  bad    Tournc.     Under  the 
same  conditions  a  Solo  in  Spades  would  have  been  won. 

9.  Should,   however,    either   of   the    Opponents   have   the 
command  of  the  trump  suit,  he  should  not  lead  trumps,  but 
wait  till  they  are  led  by  the  Player  himself,  or  by  the  second 
Opponent  through  the  Player. 

10.  Should  the  Player  show  a  disposition  to  reserve  his 
trumps  for  the  making  of  plain  suit  tricks,  the  Opponent  on 
his  right  hand  should  at  once  lead  trumps. 

11.  In  no  case  should  the  Opponent  to  the  left  of  the  Player 
be  induced,  by  a  feeling  of  annoyance  that  his  partner  does 
not  draw  the  Player's  trumps,  to  lead  them  himself. 

12.  The  Player  being  second  hand,  should  the  Opponent 
on  his  right  hold  the  ace  or  ten  of  trumps  single,  and  a  long 
suit  without  any  single  plain  suit  card  (which  is  a  hand  not 
favourable  for  an  Opponent),  it  is  often  very  advantageous  to 
lead  the  single  trump.     This  should  be  done  without  hesita- 
tion, if  the  Player  shows  an  inclination  to  use  his  trumps  for 
winning  plain  suit  tricks. 

The  Reason  of  the  foregoing  Rule. — The  trump  ace  or  ten 
single  can  only  be  made  if  the  holder  obtains  a  renounce,  or  if 
the  Player  leads  a  small  trump.  The  former  is  an  uncertain 
contingency,  and  the  latter,  as  we  have  already  seen,  only 
occurs  where  the  Player  has  a  weak  hand,  and  no  closed  plain 
suit  sequence.  If  the  Player  does  not  hold  the  best  knave, 
the  lead  of  a  high  trump  card  will  always  place  him  in  a 
difficulty,  and  it  may  be  safely  assumed  that  the  advantage 


;, 


RULES  OF  PLAY. 


thereby  gained  does  more  to  bring  the  game  to  a  successful 
issue,  than  if  the  card  snatched  a  trick. 

13.  The  Opponents  should  always  endeavour  to  put  the 
Player  in  the  position  of  second  hand. 

N.B. — This  rule,  which  is  far  too  little  regarded,  is  of  the  greatest 
importance.  To  this  end,  the  Opponent  playing  second  will  often 
head  a  trick  which  would  otherwise  belong  to  his  partner  (elder 
hand),  and  conversely,  the  hinder  hand  will  pass  the  trick,  in  order 
to  leave  the  lead  with  his  partner  (the  elder  hand). 

14.  Should   the   elder   hand   think    it  desirable  to  lead  a 
plain    suit,    he    should    do    so    (as   against    Player    second 
hand)  from  his  longest  suit,  and  unless  the  course  of  the  game 
gives   some    indication    to   the    contrary   (see   ante,   par.    3), 
should  continue  the  same  suit  whenever  it  is  again  his  turn 
to  lead. 

Reason  of  the  foregoing  Rule. — If  the  elder  hand  has  four 
cards  of  any  one  plain  suit,  the  other  three  cards  *  must  as  a 
matter  of  course  either  be  all  in  one  hand,  or  divided.  In  the 
first  case  the  player  who  has  a  renounce  will  naturally  trump, 
and  whether  this  be  the  Player  or  the  leader's  partner,  the 
result  is  equally  advantageous  to  the  game  of  the  Opponents. 
The  Player  is  thereby  weakened  in  trumps ;  and  the  second 
Opponent  can  either  over-trump  the  trick,  swarm  a  scoring 
'card  upon  it,  or  throw  away  an  inconvenient  card.  Should 
the  remaining  cards  of  the  suit  be  divided,  the  same  favour- 
able situation  is  produced  by  continuing  to  lead  it. 

15.  In  Solo  Games  the  lead  should  usually  be  from  the 
highest    card ;    in   Tourne  from  the  highest   in  the  case  of 
closed  sequences  ;  otherwise  an  intermediate  card. 

1 6.  Holding  two  equally  long  suits,  neither  of  which  in- 
cludes the  ace,  but  one  of  which  begins  with  the  ten,  the  first- 
lead  should  be  a  small  card  of  the  "  ten  "  suit,  so  as  if  possible 
to  clear  the  way  for  the  ten.     The  Player,  in  order  to  secure 

*  The  reader  is  reminded  that  at  Skat  each  plain  suit  consists  of  seven  cards 
only,  the  knave  being  regarded  as  belonging  to  the  trump  suit. 


-  •'< 


THE  GAME  OF  SKAT. 


the  lead,  will  take  the  trick  with  the  ace.     At  a  later  stage  of 
the  game,  a  suit  headed  by  ten  should  not  be  led  from. 

17.  As  to  the  play  of  the  elder  hand,  when  the  Player  is 
third  hand,  the  opinions  of  Skat  experts  are  divided.     One 
party  advocates  the  lead  of  a  singleton  (or  from  the  shortest 
suit),  while  another  is  dead  against  such  a  lead.     Either  view 
may  be  right  :  and  either  may  be  wrong.     In  the  first  place, 
the  two  cardinal  principles,  vis.  "  to  seek  to  weaken  the  Player 
in  trumps,"  and  "  not  to  lead  from  his  long  suit,"  are  to  be 
kept  in  mind.     As  a  rule,  the  lead  is  from  the  short  suit.     If  an 
Opponent  has  discovered  from  the  course  of  the  "  provoking" 
which  is  the  strong  suit  of  his  partner,  he  should  lead  this,  of 
which  he  himself  is  pretty  sure  to  have  but  few  cards.     But  if 
an  Opponent  holds  a  good  trump  hand  with  a  long  plain  suit, 
and  desires  to  weaken  the  Player  in  trumps,  he  should  lead 
the  long  suit  ;  if  possible,  first  ace,  and  then  the  ten. 

1 8.  The  lead  of  a  suit  in  which  your  partner  has  shown 
that  he  has  a  renounce  should  always  be  continued. 

19.  One  of  the  most  hazardous  positions  for  the    Player 
is  where  the  Opponents  are  able  to  establish  a  "see-saw," 
i.e.,  when  each  has  a  long  suit  and  a  renounce  in  another  suit, 
so  that  the  one  player  keeps  on  trumping  the  suit  led  by  his 
partner,  and  then  leads  his  own  long  suit  for  his  partner  to 
trump  and  again  secure  the  lead.     This  is  a  state  of  things  in 
which  the  safest-looking  game  may  often  be  lost.     The  Player 
never  takes  a  trick.     His  Opponents  do  as  they  please  with 
him,  and  trump  his  plain  suits  until  his  whole  strength  is 
exhausted. 

20.  In  playing  to  a  trump  lead  the  following  rule  prevails  : 
On  a  knave  a  knave  should  be  played.     There  are,  however, 
exceptions,  as,  for  instance,  where  one  of  the  Opponents  has  a 
strong  trump  hand,  wherewith  he  hopes  to  exhaust  the  Player. 

21.  On  an  unguarded  ten  played  by  the  one  Opponent  the 
other  should,  in  the  case  of  a  Tourne  game,  play  the  ace  as  a 
matter  of  course  ;  but  in  the  case  of  a  Solo  only  when  he 


84 


•' 


•a^d^l 

RULES  OF  PLAY. 


holds  the  king  also,  or  can  calculate  that  there  is  only  one 
card  of  the  suit  left. 

22.  Should  your  partner  at  the  beginning  of  a  game  play 
the  ace  of  a  suit  in  which  you  have  a  renounce,  high-scoring 
cards  of  another  suit  should  only  be  swarmed  upon  it,  if  you 
hold  ace  and    ten,   or   ten  alone,  amply   protected  ;    other- 
wise you  should  throw  away  from  your  shortest  suit,  first 
scoring  cards  and  then  worthless  cards,  but  never  a  scantily 
protected  ace  of  a  suit  which  has  not  yet  been  led. 

23.  Should  the  Player  lead  the  ace  of  a  suit  in  which  you 
have  a  renounce,  you  should  always  trump,  unless  you  can 
throw    away   a   singleton    (thereby   creating    a   renounce    in 
another  suit). 

24.  Having  a  renounce,  and  desiring  to  throw  away  a  card 
of  a  suit  of  which  you  hold  several,  first  throw  away  the 
highest,  so  as  not  to  mislead  your  partner. 

25.  Should  the  Player  lead  the  knave  of  clubs  and  knave 
of  spades  in  succession,  an  Opponent  holding  the  knave  of 
diamonds  doubly  protected,  should  without  hesitation,  if  third 
hand,  play  it  at  once  ;  if  second  hand,  on  the  second  round. 

Reason  of  the  foregoing  Rule. — Should  the  Player  hold  also 
.the  knave  of  hearts,  the  knave  of  diamonds  will  of  necessity 
fall  at  the  third  lead  ;  but  should  your  partner  hold  the  knave 
of  hearts,  with  ace  and  a  small  card  of  the  trump  suit,  the 
fall  of  the  fourth  knave  enables  him  to  save  his  ace.  In  such 
case  he  plays  his  knave  of  hearts  to  the  second  lead,  when 
his  ace  becomes  the  best  trump. 

26.  Should  your  partner  lead  a  suit  of  which  the  ace  has, 
but  the  ten  has  not  been  played,  you  should  always  play  king 
or  queen  upon  it. 

27.  Where    (in  the  case  of  a    Grando)   the   Player   leads 
trumps,  and  you  have  the  knave  of  clubs,  one  of  the  two 
inferior  knaves,  and  a  good  plain  suit,  you  should  not  take 
the  trick,  but  play  the  inferior  knave  upon  it.     Should  you 


t*ssm 


•• 


THE  GAME  OF  SKAT. 


succeed  in  drawing  the  last  knave  of  the  Player,  or  in  com- 
pelling him  to  trump,  he  will  almost  always  lose  the  game. 

EXAMPLE  XII. 

See  Example  X.,  wherein  the  hand  of  the  Player  was  given 
as  follows  : — 


*** 

•    » 
• 


As  there  stated,  the  player,  having  declared  Grando,  leads 
the  knave  of  spades  and  the  knave  of  diamonds  is  played  to 
it.  The  second  hand  holds  cards  as  under  : — 


*** 

*** 


+ 
**+ 


Was  second  hand  right  in  playing  as  above  ? 

Answer. — Second  hand  does  not  take  with  the  knave  of 
clubs,  for  as  soon  as  clubs  are  led  (and  he  thereby  gains  the 
lead),  he  draws  the  Player's  last  trump,  and  makes  his  five 
spades. 

28.  The  other  Opponent  in  such  a  case  whenever  he  has  the 
lead  should  endeavour,  by  leading  his  long  suit  from  the  highest 
downwards,  to  enable  his  partner  to  over-trump  the  Player's 
remaining  knave.  He  should  never  lead  a  suit  in  which  his 
partner  has  a  renounce,  as  the  latter  would  thereby  be  placed 
in  a  difficulty,  whether  or  not  to  trump  the  trick. 


THE    PLAY   OF   PLAYER  AND   OPPO- 
NENTS IN  THE  VARIOUS  GAMES. 

N   the  preceding  section  the  most  important  of  the 
general  rules  bearing  on  the  play  of  Player  and  Oppo- 
nents have  been  already  dealt  with.     We  shall  there- 
fore, in  discussing  the  particular  games,  assume  knowledge  of 


86 


PLAY  IN  VARIOUS  GAMES. 


•• 


the  general  rules,  and  confine  ourselves  to  points  to  be  especi- 
ally borne  in  mind  in  particular  cases. 

i.   THE    SIMPLE    GAME    AND    TOURNE. 
Player  and  Opponents. 

The  Player,  both  in  the  Simple  game  and  in  Tourne,  has 
twelve  cards,  of  which  he  lays  aside  two,  retaining  ten  in 
hand.  (As  to  the  principles  of  the  discard,  see  p.  72.)  The 
Player  must  bear  in  mind  what  cards  he  has  discarded,  for 
these  often  have  a  material  influence  over  the  course  of  the 
game.  The  Opponents  must  be  prepared  to  find  that  the 
Player  has,  by  means  of  his  discard,  established  a  renounce. 
This  should  make  the  leader  cautious,  though  not  uneasy. 
The  rules  bearing  on  the  case  have  already  been  given.  The 
leading  of  worthless  cards,  and  so  giving  the  opposite  party 
an  opportunity  to  throw  away  upon  them,  is  always  a  grave 
error.  With  a  long  suit,  including  ace  and  ten,  it  is  per- 
missible, if  the  Player  be  second  hand,  to  play  king  or  queen. 

2.   SOLO    GAMES. 

a.  Suit  Solos. 

THE  PLAYER. 

1.  The    Player  should   in   a    Solo  never  reckon  upon  the 
"  Skat "  cards,  but  frame  his  line  of  play  on  the  assumption 
that  all  the  eleven  trumps  are  divided  between  the  three  hands. 

2.  Leading  trumps  is  the  essence  of  Skat  play. 

3.  Even  with  a  weak  trump  hand  the  Player  should  never 
neglect  this :  as  he  thereby  keeps  his  weakness  concealed  as 
long  as  possible  from  the  Opponents,  and  is  the  better  enabled 
to  parry  their  attack. 

4.  The  Player  should  especially  endeavour,  by  playing  high 
trumps,  to  get  the  lead  as  quickly  as  possible  into  his  own 
hands  ;  and  so  long  as  there  are  any  trumps  still  outstanding, 
should  make  no  attempt  at  "Nipping."     (For  the  exceptions 
to  this  rule,  see  NIPPING.) 


THE  GAME  OF  SKAT. 


5.  When  leading  trumps,  the  Player  should  take  particular 
notice  what  cards  fall,  so  as  to  be  enabled  to  lead  the  proper 
card  at  a  later  stage.     Suppose,  for  instance,  that  he  holds 
ace,  ten,  and  nine  of  hearts,  and  the  adversaries  the  knave  of 
diamonds  and  the  eight  of  hearts,  while  the  superior  knaves 
and  the  king  and  queen  of  hearts  have  been  already  played, 
the  nine  in  such  case  will  suffice  to  draw  the  knave.     But  if 
one  of  the  Opponents  has  the  nine,  and  the  Player  the  eight, 
the  latter  by  leading  the  eight  would  lose  two  tricks.     In  this 
case  he  must  sacrifice  his  ten,  in  order  to  draw  the  knave. 
This  rule,  indeed,  would  appear  a  matter  of  course,  but  it  is 
too  often  overlooked  by  beginners. 

6.  When  all  the  trumps  of  the  Opponents  are  exhausted,  if 
the  Player  is  left  with  a  plain  suit  not  in  unbroken  sequence 
(as  under),  which  he  is  compelled  to  lead,  he  should  do  so 
with  a  small  card  thereof. 


or 


•    • 


•    • 


The  Opponents  must  make  haste  to  place  their  scoring 
cards  in  safety,  and  for  that  reason  will  play  in  the  one  case  the 
ten,  and  in  the  other  the  king.  If  they  do  not  do  this,  but 
take  with  a  small  card,  the  Player  should  endeavour  if  possible 
to  throw  away  his  king  or  queen  (as  the  case  may  be),  so  as 
ultimately  to  catch  the  ten. 

7.  If  the  Player,  after  the  trumps  of  the  adversaries  are 
exhausted,  is  left  with  two  plain  suits,  the  one  consisting  of 
a  guarded  ace,  and  the  other  of  a  losing  card  without  ace,  he 
should  play  the  losing  card,  as  he  will  then  perhaps  still  have 
an  opportunity  of  using  his  guarded  ace  to  secure  points  with. 

8.  In  order  to  win  a  Solo  when  part  of  the  hand  consists 
of  losing  cards,  the  Player  must  understand  when  and  how  to 
throw  away.     The  weakest  game  may  now  and  then  be  won 
by  the  judicious  throwing  away  of  a  card.    (See  post,  THE 
FINESSES  OF  THE  GAME.) 


88 


PLAY  IN  VARIOUS  GAMES. 


THE  PLAY  OF  THE  OPPONENTS. 

Of  ten  declared  Solos,  nine  have  a  weak  point  in  the  shape 
of  losing  cards.*  These  weak  points  must  be  taken  advantage 
of  by  the  Opponents  constantly  bringing  new  suits  into  play. 
They  seek  by  this  means  to  prevent  the  Player  throwing  away 
cards.f  A  trick  on  which  the  Player  throws  away  should 
make  amends  for  the  injury  thereby  done  to  Opponents,  by 
adding  a  substantial  number  of  points  to  their  score.  If  due 
attention  is  not  paid  to  this,  the  Player  may  by  a  single  slip 
on  the  part  of  his  adversaries  secure  the  game.  The  Oppo- 
nents should  seek  to  throw  the  lead  as  often  as  possible  into 
the  hand  of  the  Player.  The  tricks  in  a  secondary  suit,  on 
which  the  Player  had  counted,  often  shrink  down  to  very 
small  proportions  if  he  himself  is  compelled  to  lead  it.  At 
all  events,  the  Opponents  can  in  such  a  case  always  save  a 
guarded  ten. 

In  a  Solo  game  an  Opponent  should  lead  the  ace  of  a  long 
suit,  or  the  Player  may  be  enabled  to  make  an  unguarded  ten, 
which  he  would  otherwise  have  lost.  Even  should  the  Player's 
ten  be  guarded,  it  is  not  unlikely  that  the  second  opponent 
may  be  able  to  take  it  with  a  trump  on  the  second  round. 

b.  Grando. 
THE  PLAYER. 

1.  As  in  Grando  the  four  knaves  are  the  only  trumps,  and 
after  these  the  result  depends  on  the  plain  suits,  Grando  is 
the  easiest  game  wherein  to  estimate  the  chances  of  success. 

2.  "  Get  trumps  out"   is   in   this   case   also    an    accepted 
maxim. 

3.  In  declaring  a  Grando  this  principle  should  prevail  :  the 


*  In  Solo,  it  will  be  remembered,  the  hand  is  played  as  it  stands,  and  the 
Player  has  no  opportunity  of  relieving  his  hand  of  inconvenient  cards.  As  to  the 
value  of  such  opportunity,  and  the  desirability  of  so  discarding  as  to  secure  a 
renounce,  see  page  72. 

t  And  so  securing  a  renounce. 


89 


THE  GAME  OF  SKAT. 


stronger  the  trumps,  the  weaker  may  the  plain  suits  be,  and 
vice  versa.  This  consideration  will  materially  influence  the 
tactics  of  the  Player. 

4.  If  either  of  the  Opponents  has  "  provoked  "  the  Player  up 
to  a  Suit  Solo,  so  that  it  may  be  taken  for  granted  that  he 
will  have  a  strong  suit  with  one  or  more  knaves  to  contend 
with,  extra  circumspection  will  be  necessary  on  the  part  of 
the  Player,  particularly  as  to  the  leading  of  trumps. 

5.  If,  on  the  other  hand,  both  Opponents  have  "passed" 
from  the  outset,  the  Player  need  not  expect  to  find  any  very 
strong  hand  against  him,  unless,  indeed,  his  Opponents  are 
notoriously  timid  players. 

6.  The   Player  in  a  Grando  should  always  endeavour  to 
draw  the  knaves,  and  to  that  end  should  lead  trumps,  even 
though  he  himself  holds  but  one.     For,  to  justify  his  declaring 
Grando  with  one  knave  only  (particularly  if  such  one  be  not 
the  knave  of  clubs)  he  must  hold  proportionately  strong  cards 
in  plain  suits.     In  such  case  by  leading  trumps  he  will  save  a 
trick,  unless  the  remaining  knaves  lie  all  in  one  hand. 

7.  The  knaves  not  being  yet  out,  the  Player  should  do  his 
utmost  to  discover  in  whose  hand  the  master-knave  lies.     It 
is  often  of  the  greatest  importance  to  know  which  of  the 
Opponents  has  the  last  knave.     This  must  be  duly  taken  into 
consideration    before   the    Player   decides   whether    to    lead 
trumps,  or  first  to  weaken  the  enemy  by  compelling  him  to 
trump  a  high  plain  card. 

EXAMPLE  XIII. 

The  elder  hand  passes.  The  hinder  hand  has  provoked  as 
far  as  Tourne,  The  middle  hand  accepts  the  challenge  and 
declares  Grando  ;  the  cards  being  as  under. 


The  Player  holds — 


J 


*: 


V     V 


vvv 


*** 


90 


PLAY  IN  VARIOUS  GAMES. 


The  elder  hand  has — 


The  hinder  hand  has — 

ioi 


The  elder  hand    leads  the   best  of  his  long  suit   (clubs); 
thus  : — 

Hinder  hand,  having  won  the  trick, 
leads  Diamonds. 


The  Player  now  has  the  lead.     What  should  he  play  ? 

Answer. — From  the  first  trick  it  is  obvious  (to  the  Player) 
that  the  elder  hand  holds  the  whole  of  the  club  suit.  It  now 
becomes  the  question,  where  are  the  two  remaining  knaves  ? 
The  ace  of  clubs  having  been  trumped,  if  they  are  both  in 
one  hand,  the  game  is  pretty  certainly  lost.  If  they  are 
divided,  and  the  master  knave  is  with  the  elder  hand,  the 
game  is  equally  lost,  and  Schneider  threatened.  If  the 
master  knave  is  in  the  hinder  hand,  the  game  can  only  be 
won  by  drawing  the  trumps.  The  sole  chance  of  success  is, 
therefore,  to  lead  trumps. 

First  Method  of  Play.     Trump  Led. 
III. 


Whatever  suit  hinder  hand  may  now  lead,  the  Player  wins 
the  game,  for  hinder  hand  has  no  clubs. 

Second  Method  of  Play.     Plain  Suit  Led. 
III.  IV.  V. 


The  three  remaining  tricks  fall  to  hinder  hand.  The  game 
is  lost,  and  the  Player  Schneidered,  the  Opponents  having 
secured  103  points,  while  he  has  14  only. 

Exception. — Holding  the  second  and  fourth  knaves  and 
strong  plain  cards,  the  Player  in  Grando  should  never  lead 
trumps,  if  either  of  the  Opponents  has  by  provoking  to  a  high 
point  indicated  that  he  has  a  strong  plain  suit. 

EXAMPLE  XIV. 

The  Player  is  elder  hand.  The  middle  hand  has  declared 
a  Solo  in  Spades  (value  22).  The  Player,  holding  the  follow- 
ing cards,  has  overbidden  him  with  Grando  : — 


R 


What  should  the  Player  lead  ? 

The  second  hand  having  declared  up  to  Solo,  it  may  be 
conjectured  that  he  holds  the  other  two  knaves  and  a  long 
suit.  Should  the  Player  under  such  circumstances  lead  a 
trump,  he  will  very  probably  come  to  grief. 


92 


PLAY  IN  VARIOUS  GAMES. 


First  Method  of  Play.    Plain  Suit  Lead. 

The  Player  therefore  leads  hearts,  and  after  the  knave  of 
hearts  has  been  used  in  trumping,  he  will  proceed,  should  he 
by  winning  a  trick  in  a  plain  suit  again  get  the  lead,  to  play 
the  knave  of  spades.  If,  on  the  other  hand,  he  is  compelled 
to  trump,  he  again  leads  a  plain  suit.  In  this  case  he  will 
probably  be  enabled  to  Schneider  his  Opponents  ;  and  in  the 
most  unfavourable  event  he  wiM  only  lose  some  30  points. 

Second  Method  of  Play.     Trump  Lead. 

The  Player,  leading  trumps,  is  made  Schwarz.  Second 
hand,  holding  the  two  best  knaves,  seven  spades,  and  one 
heart,  takes  the  knave  led,  draws  the  remaining  knave,  and 
plays  spades  seven  times  in  succession.  The  Player,  who  is 
compelled  to  throw  away  his  hearts,  and  keep  back  the  ace  of 
a  short  suit,  is  made  Schwarz. 

8.  You  should  endeavour  to  get  rid  of  an  unguarded  ten  at 
the  first  convenient  moment.     If  you  have  no  opportunity  to 
throw  it  away,  you  should  lead  it,  lest  one  of  the  Opponents 
should  in  the  course  of  the  game  establish  a  renounce  in  that 
particular  suit,  and  then  play  a  high-scoring  card  to  the  trick. 

•  A  trick  of  31  or  32  points  won  by  the  Opponents  will  place 
the  strongest  Grando  in  jeopardy. 

9.  Having  declared  a  Grando  without  Matadors,  the  Player, 
holding  an  ace,  ten,  should   lead   first  the  ace,  and  if  it  is 
not  trumped,  follow  with  the  ten. 

10.  Should  the  Opponents  lead  a  suit,  of  which  the  Player 
holds  ace,  but  not  the  ten,  he  should  play  the  ace,  in  order  to 
obtain  the  lead. 

11.  If,  however,  the  capture  of  the  ten  is  needful  in  order 
to   secure  the   game,   or,   the    game    being   a   certainty,   to 
Schneider  the  Opponents,  the  Player  should  not  take  with 
the  ace,  but  should  finesse.    (See  NIPPING.) 


93 


THE  GAME 


THE  OPPONENTS. 

The  whole  play  of  the  Opponents  in  the  case  of  a  Grando 
centres  in  the  drawing  of  the  Player's  trumps,  in  order  to 
make  their  own  strong  suits,  or  to  be  able  to  overthrow  those 
of  the  Player. 

1.  Should  either  of  the  Opponents  hold  both  the  superior 
knaves  and  a  long  plain  suit,  he  will  naturally  lead  trumps 
only  so  long  as  the  Player  is  able  to  play  trumps  also. 

2.  Should  he  hold  only  the  lowest    knave  with  a  strong 
plain  suit,  and  a  reasonable  expectation  of  regaining  the  lead, 
he  should  then  play  the  knave. 

3.  In  a  Grando  it  is  good  policy  for  the  Opponents  always 
to  lead  high-scoring  cards,  in  order  to  compel  the  Player  to 
trump. 

4.  A  singleton  should  never  be  led. 

5.  Just   as   little   should    an    Opponent,  even   though   the 
Player   be   hinder   hand,   lead    losing    cards,   the   so    doing 
enabling  the  Player  to  throw  away  losing  cards  also. 

6.  Should  an  Opponent  be  guilty  of  such  a  blunder,  his 
partner  should  endeavour  to  rectify  it  by  playing  to  the  trick 
a  high-scoring  card. 

7.  An  ace  (unless  you  hold  the  ten  also)  should  never  be 
swarmed  upon  a  trick,  until  you  are  quite  clear  as  to  the 
position  of  the  rest  of  the  suit  in  question. 

c.  Nullo  Games. 
THE  PLAYER. 

1.  In  Nullo  games  there  are  eight  cards  of  each  suit* 

2.  The  Player  cannot  lead  more  than  once,  and  that  only 
if  he  is  elder  hand. 

*  It  must  be  remembered  that  there  are  in  Nullo  iw  trumps.  The  knaves  and 
tens  lose  their  exceptional  value,  and  revert  to  their  normal  positions  in  their 
respective  suits. 


94 


'*    ?         PLAY  IN  VARIOUS  GAMES. 


-   '<_ 


3.  If  the  Player  has  a  nine  single,  he  should  play  it  as  a 
matter  of  course,  as  the  most  dangerous  card  *  (unless  indeed 
he  has,  or  can  probably  establish,  a  renounce),  even  at  the 
risk  of  winning  the  first  trick. 

4.  An  eight  single  should  in  like  manner  be  led,  in  order 
to  make  a  safe  Nullo.\ 

5.  If  the  Player  has  cards  of  a  given  suit  which  he  must 
throw  away,  to  lead  that  suit  would  betray  his  renounce.     He 
should  wait  therefore  until  one  of  the  Opponents  leads  it. 

6.  If  the  Player  holds  the  seven,  nine  and  ten  (only)  of  a 
given  suit,  he  should  lead  the  ten,  but  if  he  has  other  cards 
of  the   suit,  he   should   choose    for    preference   some   other 
suit,  for  it  may  happen  that  the  adverse  cards  lie  all  in  one 
hand. 

7.  Where  the  Player  has  to  choose  between  two  suits  for 
lead,  he  should  always  lead  from  the  shorter. 

8.  A   suit   of  six   cards  should    never   be  led   from.J     A 
departure  from  this  rule  has  often  spoilt  a  Nullo  game. 

9.  A  suit  with  seven,  eight,  and  king  or  ace  should  never 
be  led  from. 

10.  In  playing  to  the  lead  of  an  Opponent,  the  card  next 
lower  than  the  card  led,  should  be  played. 

11.  Should    the    Player   (second   hand)   be   compelled   to 
head  the  trick,  he  should  do  so  with  his  lowest  card  of  the 
suit. 

12.  When  an  opportunity  occurs  for  throwing  away  a  card, 

*  If  the  seven  and  eight  chance  to  be  divided  in  the  hands  of  the  Opponents, 
the  nine  must  take  the  trick,  and  the  Nullo  is  lost. 

t  This  is  a  moot  point.  Other  authorities  recommend  that  the  lead  should  be 
from  some  other  suit,  leaving  the  Opponents  to  lead  the  suit  of  the  singleton. 
They  may  in  such  case  continue  the  lead,  and  give  the  Player  an  opportunity  to 
throw  away  a  dangerous  card. 

%  Because  one  or  both  the  missing  cards  may  be  in  the  "Skat,"  or  both  may  be 
in  the  same  hand. 


95 


THE  GAME  OF  SKAT. 


the  most  dangerous  should  be  selected.  In  order  to  know 
which  such  card  is,  the  Player  should  have  taken  careful  note 
of  those  already  played. 

N.B. — The  ace  of  a  long  suit  may  be  quite  harmless,  while  an 
eight  or  nine  left  in  the  hand  of  the  Player  brings  certain  destruction, 
so  soon  as  the  lead  falls  into  the  hand  of  the  second  Opponent.  A 
Player  who  has  duly  followed  the  course  of  the  game  should  feel  no 
doubt  in  such  a  case,  unless  indeed  the  master  card  chances  to  be  in 
the  "  Skat." 

13.  In  Nullo  Ouvert  the  greatest  possible  care  and  most 
mature  deliberation  should  be  bestowed  upon  the  first  lead, 
for  upon  this  the  issue  of  the  game  very  often  depends. 

14.  Should  the  Player  have  risked  a  declaration  of  Nullo 
Ouvert  with  a  singleton  of  any  suit  higher  than  the  seven, 
that  card  should  always  be  led. 

15.  The  other  rules  above  given  for  the  lead  in  Nullo  are 
equally  applicable  to  the  case  of  Nullo  Ouvert. 

EXAMPLE  XV. 
The  Player  (elder  hand)  has  declared  Nullo  Ouvert. 


*»* 
* »» 


*»» 


What  should  be  his  lead  ?  Answer.  From  the  shorter  suit 
(clubs)  and  the  ten  of  such  suit. 

1 6.  A  suit  without  the  seven  is  always  dangerous,  even 
when  it  consists  of  two  cards  only,  for  the  Opponents  may 
give  the  Player  no  opportunity  of  throwing  away  such  suit. 

EXAMPLE  XVI. 

The  Player  (second  hand)  declares  Nullo  Ouvert,  and  loses 
the  game : — 


*** 
*** 

*** 

*    * 

4*4 

444 
4     4 

44_4 

444 
4    4 
4    4 

n 


** 


**» 


96 


PLAY  IN  VARIOUS  GAMES. 


Supposing  that   the   cards   of  the  elder  hand    Opponent 
were  as  follows  : — 


And  that  the  "  Skat"  consisted  of  the  ten  and  eight 
of  Clubs,  then  the  hinder  hand  must  have  the  cards 
following  : — 


Elder  hand  leads  his  high  cards  :  ace  and  king  of  Clubs, 
ace  and  king  of  Spades,  ace  of  Hearts  and  ace  of  Diamonds, 
and  then  by  playing  the  queen  of  Diamonds,  throws  the  lead 
into  the  hand  of  his  partner.  The  latter  takes  the  trick  with 
the  king,  and  leads  the  ten  of  Spades,  then  the  ten  of 
Diamonds  (upon  which  elder  hand  throws  away  his  two 
remaining  Hearts),  and  lastly,  the  seven  of  Hearts,  which  the 
Player  is  compelled  to  take,  thereby  losing  the  game. 

THE  OPPONENTS. 

1.  An  Opponent  should,  whenever  he  has  the  opportunity, 
play  a  singleton. 

N.B. — It  is  immaterial  whether  this  be  a  seven,  eight,  or  higher 
.     card.     The  rule  applies  whether  the  leader  be  seated  to  right  or  left 
of  the  Player. 

2.  It  should  be  the  endeavour  of  the  Opponents  to  place 
the  Player  in  the  position  of  second  hand,  that  being  the  most 
dangerous  for  him. 

3.  The  lead  of  an  Opponent  should  be  continued  by  his 
partner. 

4.  If,  however,  you  hold  the  whole  remainder  of  the  suit,  you 
should  only  continue  it  tf  a  favourable  opportunity  is  thereby 
given  to  your  partner  to  throw  away  a  strong  suit  of  the 
Player. 


97 


THE  GAME  OF  SKAT. 


5.  If  the  card  led  was  a  singleton,  the  Opponent,  when  the 
suit  is  led  again  by  his  partner,  should  throw  away  either 
from  a  suit  in  which  he  could  himself  make  tricks,  or  from  a 
short  suit,  in  which  he  desires  to  establish  a  renounce. 

6.  The  second  Opponent  should  now,  having  due  regard  to 
his  cards,  settle  in  his  own  mind  the  plan  of  his  further  attack. 
He  should  either  continue  his  partner's  lead,  or  play  the  suit 
which  the  latter  has  thrown  away,  in  consideration  of  Rule  4. 

7.  If  the  Player  also  throws  away,  the  suit  should  not  be 
further  continued. 

8.  The    Opponents  should   throughout  strive   to  give  the 
Player  no  opportunity  of  throwing  away. 

9.  If  the  leader  has  no  singleton,  he  should  lead  a  card  of 
intermediate  value. 

Queen,  knave,  ten,  nine,  are  intermediate  cards.  Should  the 
Player  hold,  for  example,  seven,  eight,  and  a  high  card,  he  is  sure  to 
be  caught  if  intermediate  cards  between  his  eight  and  his  high 
card  are  led. 

10.  With  ace,  queen,  seven,  you  should  lead  first  the  queen, 
and  then,  according  to  the  fall  of  the  cards,  either  the  ace  or 
the  seven.     But  where  five  cards  of  the  suit  are  out,  it  will  in 
most  cases  be  the  safer  plan  to  lead  ace  first. 

11.  The  play  of  the   Opponents  in  Nullo  Ouven  can  be 
carried  out  in  a  much  more  systematic  manner,  because  the 
cards  of  the  Player  are  known  to  them.     Even  though  it  is 
forbidden  to  take  counsel  in  words,  two  practised  players  will 
very  soon  understand  one  another,  and  play  into  each  other's 
hands.     Thus,  the  one  Opponent  will   continue  the  lead  of 
the    Player,    in    order  to   give   his   partner   the   opportunity 
of  throwing   away,   while   the   latter   will    at   a   convenient 
moment  assume  the  lead  in  order  to  give  his  friend  a  similar 
opportunity. 

This  is  especially  the  case  when  one  of  the  Opponents  has 
led  a  singleton. 


98 


PLAY  IN  VARIOUS  GAMES. 


EXAMPLE  XVII. 
The  Player  (second  hand)  has — 


*    * 

t»i 


*   * 

*** 

*** 

* 


+  + 
**+ 


+** 

+ 
* 


*  * 


*  * 


*** 


**« 


*** 


He  declares  Niillo  Ouvert  and  loses  the  game.  How  must 
the  cards  of  the  Opponents  be  divided,  and  how  should  they 
be  played,  in  order  that  hinder  hand  shall  be  enabled  to 
defeat  the  Nullo  by  the  last  trick  played  ? 

Elder  hand  holds — 


*** 

*!* 
*1* 

**• 


And  hinder  hand — 


In  the  "  Skat  "  are- 


Elder  hand  leads  the  ten  of  Spades.  The  hinder  hand 
takes  the  trick,  and  again  leads  Spades  twice  in  succession  ; 
elder  hand  throwing  away  two  Diamonds.  Then  hinder  hand 
plays  his  four  Clubs,  on  which  the  remaining  four  Diamonds 
of  elder  hand  fall.  In  order  to  meet  the  conditions  of  the 
problem,  hinder  hand  now  plays  his  two  Hearts,  and  on  the 
very  last  trick  lets  in  the  Player  by  leading  the  seven  of 
Diamonds. 

d.  Ramsch. 

Ramsch  is  by  no  means  an  easy  game  to  play.  Though  it 
has  a  strong  affinity  with  Nullo,  it  is  more  difficult  to  manage, 
because  the  player  must  throughout  keep  himself  a  way  to 
throw  the  lead  into  other  hands  after  he  has  taken  a  trick. 
It  is  therefore  by  no  means  good  policy  from  the  outset, 


99 


THE  GAME  OF  SKAT. 


to  shirk  taking  every  trick  you  can,  for  in  such  case  you  are 
only  too  often  left  with  the  remainder  of  the  suit  in  hand. 
You  therefore  do  better  to  lead  out  a  few  high  cards,  in 
order  to  clear  the  hand.  Long  suits  may  become  very 
dangerous,  if  you  are  left  with  the  last  cards  thereof  in  hand. 
You  should  particularly  avoid  being  compelled  to  lead  from  a 
long  suit  without  the  smaller  cards,  for  in  such  case  it  not  un- 
frequently  happens  that  you  cannot  get  rid  of  the  lead,  and  are 
compelled  to  win  all  the  remaining  tricks.  Should  you  hold 
one  or  more  knaves,  it  is  best  to  lead  them  as  soon  as  possible.* 
Any  knave  left  in  hand  should  be  used  to  trump  a  trick  not 
comprising  any  scoring  cards.  When  the  knaves  are  got  rid 
of,  you  should  play  the  middle  cards  of  long  suits,  so  as  to 
draw  the  smaller  cards,  and  prevent  the  suits  of  your  adver- 
saries being  again  led  ;  the  high  cards  are  then  harmless. 
You  should  never  attempt  to  count  the  points  made  at 
Ramsch,  but  only  the  cards  played  of  each  suit,  so  as  always 
to  know  how  many  and  which  cards  of  a  given  suit  are  still 
in  play.  From  lack  of  watchfulness  in  this  particular,  a 
player  often  gets  no  chance  of  leading  a  seven,  which  he  has 
specially  reserved  for  that  purpose.  Ace  and  ten  of  a  suit 
are  often  harmless,  while  an  eight  or  nine  may  make  a  trick, 
indeed  probably  will  be  bound  to  do  so,  unless  the  seven 
chances  to  be  in  the  "  Skat." 

It  will  be  obvious  from  the  foregoing  observation  that  the 
"  Skat "  has  in  Ramsch  a  very  important  influence  on  the 
fortune  of  the  game. 

*  The  cards  in  Ramsch  rank  as  in  Grando,  the  four  knaves  being  the  only 
trumps. 


THE  FINESSES  OF  THE  GAME. 


THE    FINESSES    OF    THE    GAME 
OF    SKAT. 

[1KAT  is  a  game  like  no  other,  and  often  places  the 
player  in   positions   where   he   will   best   attain    his 
object  by  some  exceptional  line  of  play  not  provided 
for  by  the  accepted  rules  of  procedure. 

There  are  modes  of  play  which  are  covered  neither  by 
general  principles  nor  special  maxims,  but  which  now  and 
then  turn  out  so  fortunately,  that  we  feel  bound  to  give  our 
readers  the  necessary  hints  respecting  them.  It  must,  how- 
ever, be  admitted  that  they  are  often  a  two-edged  weapon, 
and  none  but  a  player  who  is  qualified  by  long  practice  to 
form  a  correct  judgment  of  the  situation,  should  venture  to 
make  use  of  them.  Even  in  such  hands  they  may  turn  out 
fortunately  or  unfortunately ;  but  it  is  sometimes  clearly  the 
right  thing  to  use  them  :  for  they  often  form  the  only  means 
of  overthrowing  a  great  game  of  the  adversary,  or  of  saving 
one's  own. 

i.   FINESSES    IN    LEADING. 

i.  If  a  high  game  has  been  declared,  and  the  elder  hand 
Opponent  has  a  long  suit  of  six  cards,  including  the  ten,  he 
should  lead  this  card,  whether  the  Player  be  second  or  third 
hand.  The  same  lead  may  also  succeed  with  five  cards  only. 
(See  EXAMPLES  XVIII.  and  XIX.)  By  this  method  of  play 
a  very  strong  game,  and  apparently  irresistible,  is  often 

overthrown. 

EXAMPLE  XVIII. 

Tourne. 
The  Player  (hinder  hand)  holds  the  cards  following  : — 


*   * 

*** 

*•* 

*A* 
*** 

*    4 

*    * 

*      * 

*** 

•    * 

He  turns  up  the  king  of  Spades,  taking  in  with  it  the  ace  of 
Hearts,  and  throwing  out  the  queen  of  Diamonds  and  nine  of 
Hearts,  and  yet  loses  the  game.  What  was  the  play  ? 

Answer. — The  elder  hand  had  five  Hearts,  from  the  ten 


•t 


THE  GAME  OF  SKAT. 


downwards,  and  led  the  ten.  Second  hand  trumped  with  the 
ace  of  Spades,  while  the  Player  was  compelled  to  follow  suit 
with  the  ace  of  Hearts.  The  second  hand  had  five  Diamonds, 
from  the  ten  downwards,  and  led  the  card  last  named.  The 
Player  headed  the  trick  with  the  ace,  and  the  elder  hand, 
having  no  Diamond,  trumped  with  the  ten  of  Spades.  The 
game  was  thus  lost,  the  Opponents  having  secured  64  points. 

EXAMPLE  XIX. 
The  Player  (second  hand)  holds  the  cards  following : — 


**» 
•  * 
**« 


*** 


He  declares  a  So/0  in  Diamonds.  He  dares  not  venture, 
being  second  hand,  to  declare  Schwarz,  but  contents  himself 
with  declaring  Schneider.  Not  only,  however,  does  he  fail  to 
make  the  Schneider,  but  loses  the  game  altogether,  although 
the  "Skat"  contains  14  points.  What  distribution  and  fall  of 
the  cards  could  produce  such  a  result  ? 

Answer. — Elder  hand  has  five  Spades,  including  the  ten, 
and  leads  this  card.  The  Player  heads  the  trick  with  the  ace, 
but  the  third  hand  takes  it  with  the  ace  of  trumps  (making 
32  points),  and  then  plays  the  ten  of  the  Club  suit,  of  which 
he  has  six.  Elder  hand  trumps  with  the  ten  of  Diamonds, 
and  the  Player  plays  the  ace  of  Clubs,  making  32  points  more 
(in  all,  64)  to  the  Opponents.  In  the  "  Skat "  are  the  ten  of 
Hearts  and  the  king  of  Spades. 

Upon  the  question  whether  it  was  right  with  such  a  hand 
to  declare  a  Solo  in  Diamonds,  the  reader  is  referred  to  what 
we  have  said  under  the  head  of  "WHEN  TO  PLAY"  the 
different  games. 

2.  The  same  result  might  be  obtained  \iGrando  were  declared. 

EXAMPLE  XX. 
Second  hand  declares  Grando  with  the  cards  following: — 


*** 
* 

A* 
**• 


THE  FINESSES  OF  THE  GAME. 


The  elder  hand  holds  cards  as  under : — 


*  * 

*** 

+  +  * 

«** 

*A* 

*** 

*     * 

4    * 

*    * 

*     * 

*** 

*    + 

*    4 

The  Player  holding  the  two  best  knaves,  three  aces,  and 
an  amply  guarded  ten,  the  winning  of  the  Grando  seems  a 
certainty,  and  yet  it  may  be  upset  by  the  mode  of  play  we 
have  above  indicated  on  the  part  of  elder  hand.  Elder  hand 
leads  the  ten  of  Clubs.  The  trick  is  won  by  third  hand,  who 
returns  the  ten  of  Hearts. 


The  Opponents  have  thus  in  the  first  two  tricks  secured 
46  points,  and  since  the  Player  must  still  lose  at  least  the 
king  of  Diamonds  trick,  value  18  points  (queen,  king,  ace),  he 
loses  the  game,  the  Opponents  securing  64  points. 

3.  The  lead  by  hinder  hand  of  ace  or  ten  of  trumps  single, 
which  we  have  already  discussed  under  the  head  of  THE 
LEAD  (Opponents),  comes  likewise  under  this  category. 

2.  NIPPING. 

When  the  Player,  having  several  good  cards,  not  in  sequence, 
of  a  given  suit,  as  second  hand  plays  not  his  highest,  but  a 
lower  card,  just  large  enough  to  head  the  trick,  at  the  risk  of 
a  still  higher  being  played  by  the  third  hand,  such  a  line  of 
play  is  termed  "  Nipping."  The  Player  has  made  an  attempt 
at  a  "  Nip." 

For  example,  the  Player  (second  hand),  has  ace,  king,  and 
nine  of  Hearts.  The  elder  hand  leads  the  queen.  The  Player 
believes  the  ten  to  lie,  not  with  the  third,  but  with  the  elder 
hand,  and  in  the  hope  of  capturing  this,  plays  the  king  instead 
of  the  ace.  Should  his  supposition  prove  correct,  his  attempt 


103 


THE  GAME  OF  SKAT. 


is  a  success,  and  the  ten  in  the  elder  hand  will  later  on  be 
"  nipped  "  by  the  ace. 

The  "  nip  "  properly  so-called  is,  therefore,  only  practised 
by  the  Player  in  the  position  of  second  hand,  for  the  true 
"nip"  is  not  allowable  as  against  a  partner.  There  is, 
however,  another  line  of  play  in  the  game  of  Skat  which  is 
also  known  as  Nipping.  This  occurs  where  a  player,  without 
being  exposed  to  the  danger  of  his  card  being  headed  by  a 
higher,  covers  a  hostile  card  not  with  his  highest,  but  with  some 
lower  card.  If,  for  example,  the  Player  leads  a  queen,  and 
the  second  or  third  hand  takes  with  king  and  not  with  ace,  he 
is  likewise  said  to  "  nip,"  though  in  this  case  the  essential 
characteristic  of  nipping,  viz.,  the  danger  of  the  card  being 
beaten  by  that  of  the  next  player,  is  lacking.*  There  is, 
however,  one  danger  attendant  on  this  form  of  nipping,  i.e., 
that  the  ace  may  be  subsequently  trumped.  For  this  form  of 
nipping  the  more  general  expression  "  finessing  "  is  the  more 
appropriate  term,  while  the  use  of  the  word  "  nipping  "  should 
be  confined  to  its  primary  meaning  as  above  explained,  i.e., 
where  there  is  an  opponent  to  follow. 

In  spite  of  the  risk  involved  in  nipping  proper,  its  use  very 
often  becomes  a  necessity.  As  a  general  rule  the  nip  should 
be  employed — 

1.  Where,  unless  it  is  used,  and  succeeds,  the  game  is  lost. 

2.  Where  the  game  is  a  certainty  for  the  Player,  and  by  the 
use  of  the  "  nip  "  he  may  make  his  opponents  "  Schneider." 

The  Opponents  will  employ  it  under  corresponding  circum- 
stances, that  is  to  say — 

1.  When  they  are  already  safe  from  being  "  Schneidered," 
and  have  a  fair  chance  by  the  use  of  the  "  nip  "  to  win  the  game. 

2.  When  they  have  no  prospect  of  escaping  a  "  Schneider  " 
by  any  other  means. 


*  At  Skat,  unlike  Whist,  it  is  not  always  good  policy  for  the  last  player  to  win 
the  trick  with  his  lowest  available  card.  The  trick  is  ex  hypothesi  his  own,  but 
by  taking  it  with  the  king  he  adds  four  points  only  to  its  value.  By  taking  it  with 
the  ace  he  adds  eleven  points. 


104 


THE  FINESSES  OF  THE  GAME. 


The  false  nip  (by  third  hand)  is  more  frequently  used. 
The  Player  when  third  hand  finesses  whenever  he  has  the 
opportunity,  indeed  it  is  only  when  (a.)  he  can  by  means  of  a 
weak  trump  card  secure  his  game,  or  (b.)  one  of  the  Opponents 
has  command  of  trumps  and  none  of  the  plain  suit  led — that 
he  plays  his  highest  scoring  card.  The  opposing  players  must 
be  a  little  more  cautious,  but  in  their  case  also  the  false 
nip  is  pretty  frequently  used.  If  the  Player  has  led  a 
small  card  of  any  suit,  it  is  a  matter  of  course  for  the 
Opponents  to  finesse,  if  they  have  reason  to  believe  that  the 
Player  desires  to  clear  the  way  for  a  ten  or  king.  The 
Opponents  should  in  such  case  do  their  best  to  again  throw 
the  lead  into  the  hand  of  the  Player. 

With  ace  and  king  together  in  the  third  hand  it  is  a  matter 
of  course  to  finesse  against  the  Player,  but  only  in  very  ex- 
ceptional circumstances  to  do  so  against  one's  partner.  The 
Opponents  should  in  the  lead  of  the  Player  give  him  as  little 
opportunity  as  possible  for  finessing. 

3.  WHETHER. TO  THROW  AWAY  OR  TO  TRUMP. 

If  a  suit  is  led  to  the  Player,  of  which  he  has  none,  he  has 
the  option  either  to  trump  or  to  "  throw  away  "  (i.e.,  pass  the 
trick).  A  correct  decision  may  often  cause  the  winning — an 
incorrect,  the  losing,  of  the  game.  The  judicious  throwing 
away  of  losing  cards,  or  of  such  scoring  plain  suit  cards  as  are 
not  certain  to  make,  is  one  of  the  most  important  aids,  to  a 
good  Skat-player,  in  the  management  of  a  doubtful  game. 

It  may  be  laid  down  as  a  general  principle,  that  the  Player, 
when  third  hand,  should  always  throw  away  a  losing  card, 
unless  the  trick  contains  at  least  one  scoring  card,  or  there 
is  other  special  reason  to  the  contrary. 

With  a  hand  weak  in  trumps  it  is  now  and  then  desirable 
to  pass  the  trick  even  when  a  high-scoring  card  is  included  in 
it,  so  long  as  the  Opponents  do  not  with  such  trick  also  win 
the  game.  Second  hand,  when  weak  in  trumps,  should  always 
pass  the  trick  when  elder  hand  leads  a  middle  card.  When 
strong  in  trumps  the  Player  must  be  guided  by  his  own 


105 


j 
* 


tq 


THE  GAME  OF  SKAT. 


hand.  This  principle  is  frequently  overlooked,  and  for  fear 
of  losing  a  trick  containing  a  good  scoring  card,  the  Player 
trumps  when  he  ought  to  have  passed  the  trick.  Nothing  but 
long  experience,  and  especially  a  correct  appreciation  of  the 
position  of  the  game  (to  obtain  which  the  amount  of  the  score 
made  and  to  be  made  on  both  sides  must  be  taken  into  con- 
sideration), will  here  teach  correct  play. 

We  append  a  few  examples,  as  the  safest  method  of 
enabling  the  reader  to  form  his  own  judgment  in  this 
particular. 


EXAMPLE  XXI. 

The  Player  (elder  hand),  holding  the  cards  following,  has 
declared  a  Solo  in  Clubs  : 


*** 

*** 


*** 

*     * 


Each  of  his  opponents  has  two  trumps.     The  cards  fall  as 
under : 

I.  II.  III. 


What  should  the  Player  do?  Answer.  He  should  throw 
away  Spades  twice,  and  if  he  does  so  he  will  win  the  game. 
Thus,  he  plays  to  the  last  trick  the  seven  of  Spades,  leaving 
its  value,  as  before, — 14. 

The  game  proceeds  as  follows  : 
IV.  V. 


The  Player  has  thus  given  away  (at  most)  56  points,  but 


106 


THE  FINESSES  OF  THE  GAME. 


all  those  remaining  belong  to  himself.  If,  on  the  other  hand, 
he  trumps  the  third  trick,  he  loses  the  game.  Thus,  the 
Opponents  have  secured  in  the  first  two  tricks  19  points.  The 
game  proceeds  as  follows  : 

III.  IV.  V. 


+  25 


• 
-13 

*  * 

*** 
*** 

*   + 

And  the  game  is  lost,  the  Opponents  having  secured  65  points. 

The  question,  whether  to  trump  or  to  throw  away,  has 
in  Grando  still  greater  importance.  The  Player  must  con- 
sider whether  he  may  not  by  trumping  too  early  so  shorten 
his  trumps  as  to  be  unable  to  establish  a  suit.  Where  this  is 
likely  to  happen  it  seems  preferable  to  secure  the  trick  and 
abandon  the  suit.* 

EXAMPLE  XXII. 
The  Player  (second  hand)  holds  the  cards  following : 


Elder  hand  has — 


*    * 

*A* 
*** 


*** 

*       * 


*  The  original  runs  : — "  In  diesem  Falle  scheint  es  besser,  abzuiverfen  und  die 
Tarbe  preiszugeben ;  "  but  this  is  a  contradiction  in  terms.  The  object  of  throwing 
away  (abzuwerfen)  would  be  to  economize  trumps,  with  the  view  of  establishing 
the  suit. 


107 


THE  GAME  OF  SKAT. 


Third  hand  has — 


And  in  the  Skat  are — 


*  * 

*** 
*** 

*  * 


The  Player  declares  Grando,  Can  he  lose  the  game,  and  if 
so,  how  ?  The  answer  must  be  as  follows  : — The  cards  of  the 
Opponents  are  so  favourably  placed,  that  if  the  game  is 
properly  played,  the  Player  cannot  fail  to  make  the  Grando. 
All  depends  on  whether  he  trumps  or  throws  away. 

If  the  Player  throws  away  with  discretion  he  wins  the 
game.  If  he  trumps,  he  loses. 

First  Method  of  Play. 
THE  PLAYER  TRUMPS,  AND  LOSES  THE  GAME. 

Elder  hand  leads  the  king  of  Diamonds.  The  Player 
trumps,  and  third  hand  plays  the  nine.  The  Player  then 
leads  a  knave,  to  which  the  knave  of  Diamonds  falls.  The 
Player  then  leads  (and  makes)  his  four  Clubs,  and  follows 
with  the  nine  of  Hearts.  Hinder  hand  "  swarms  "  on  this  the 
ace  of  Diamonds.  Elder  hand  takes  with  the  king  of  Hearts, 
and  leads  the  ace  of  Spades.  The  Player  either  trumps  with 
his  last  remaining  knave,  or  passes  the  trick,  throwing  away 
the  queen  of  Hearts.  In  the  first  case  he  must  lose  his  two 
remaining  Hearts  and  the  game,  for  he  makes  no  further 
trick.  In  the  second  case  hinder  hand  plays  the  king  of 
Spades  to  the  trick ;  whereupon  elder  hand  proceeds  to 
lead  the  ace  of  Hearts.  The  Player's  ten  of  Hearts  falls  to 
it,  and  third  hand  swarms  the  ten  of  Diamonds  on  the  trick. 
The  value  of  the  three  tricks  thus  secured  by  the  adver- 
saries is  15  +  18  +  31  —  64.  The  game  is  lost  in  conse- 
quence of  the  Player  having  trumped  the  first  trick  (the  king 
of  Diamonds). 


108 


THE  FINESSES  OF  THE  GAME. 


Second  Mode  of  Play. 

ELDER  HAND,  AS  BEFORE,  LEADS  KING  OF  DIAMONDS.    THE  PLAYER 
DOES  NOT  TRUMP,  BUT  PASSES  THE  TRICK,  AND  WINS  THE  GAME. 

A  skilled  Player  perceives  that  he  has  not  sufficient  strength 
in  trumps  to  establish  the  Heart  suit.  He  therefore  does  not 
trump,  but  passes  the  trick,  in  the  hope  of  throwing  the  lead 
into  the  hands  of  the  last  player.  His  plan  succeeds,  for  the 
hinder  hand  takes  with  the  ace,  and  leads  either  king  of 
Spades  (in  which  case  the  elder  hand  plays  the  ten  of  Spades 
upon  it),  or  ten  of  Diamonds. 

In  either  event  the  Player  trumps  the  trick ;  and  after 
drawing  the  knave  of  Diamonds,  plays  his  four  Clubs,  and  is 
then  left  with  the  ten  and  queen  of  Hearts,*  and  one  knave 
still  unplayed.  The  elder  hand  has  left  the  ace  and  king  of 
Hearts,  and  the  ten  of  Spades ;  the  hinder  hand  either  the 
ten  of  Diamonds  or  the  king  of  Spades,  and  small  cards. 

The  Player  is  compelled  to  surrender  the  two  Heart  tricks, 
but  captures  the  ten  of  Spades.  The  Opponents  thus  secure 
the  ace,  ten,  king,  and  queen  of  Hearts.  The  ten  of  Diamonds 
(or  king  of  Spades,  as  the  case  may  be),  is  swarmed  by  hinder 
hand  on  the  queen  of  Hearts,  but  the  total  is  still  insufficient. 
The  Player  has  won  his  game. 

Success  or  failure  in  this  game  turns  on  the  Player's 
using  or  not  using  his  trumps  to  the  best  possible  advan- 
tage. By  snatching  the  4  points  of  the  king  of  Diamonds, 
he  loses  the  game ;  while  if  he  reserves  his  strength 
for  the  more  profitable  chances  offered  to  him  at  a  later 
stage,  he  wins.  The  ace  of  Diamonds,  which  wins  the  first 
trick,  would  not  in  any  case  be  likely  to  fall  to  him,  as  he  is 
bound  to  lose  two  tricks  in  Hearts.  But  if  he  trumps  he 
loses  three  tricks  in  Hearts,  and  these  three  suffice  to  spoil 
his  game. 

A  result  unfavourable  to  the  Player  is  only  possible  when 
one  only  of  the  Opponents  holds  Hearts,  as  in  the  example 
following. 

*  The  nine  having  been  thrown  away  to  the  first  trick. 


109 


-•    .' 


•' 


THE  GAME  OF  SKAT. 


Third  Method  of  Play,  with  a  somewhat  different  Distribution 

of  the  Cards. 

Should  the  remaining  cards  of  the  Heart  suit  lie  all  in  one 
hand  (say  with  elder  hand),  and  should  the  same  Player  hold 
in  addition  to  the  Hearts  a  long  suit,  with  which  he  can 
compel  the  Player  to  trump,  such  a  hand  for  example  as  the 
following : — 


V     V 


The  game  must  always  be  lost,  if  elder  hand  leads  the  ace 
of  Spades.  The  cards  of  hinder  hand  will  in  such  case  be  as 
follows  *  : — 


4 
4.4 
4*4 


444 

4 

4    41 


* 

*** 

*** 

+    + 


*    + 
**+ 


*** 
4    4 

4 


The  elder  hand  leading  ace  of  Spades,  the  Player  trumps, 
draws  the  knave  of  Diamonds,  plays  his  four  Clubs  in  succes- 
sion, and  is  then  left  with  the  knave  of  Spades,  and  the  ten, 
queen,  and  nine  of  Hearts.  He  leads  the  nine  of  Hearts. 
The  next  player  plays  the  ten  of  Spades  ;  elder  hand  takes 
with  the  king  of  Hearts  (  —  14),  and  then  leads  the  king  of 
Spades.  If  the  Player  trumps  he  loses  all  the  rest,  for  he 
never  again  takes  a  trick.  If  on  the  contrary  he  throws  away 
the  queen  of  Hearts,  third  hand  swarms  the  ace  of  Diamonds 
upon  it  (—18).  Elder  hand  plays  the  ace  of  Hearts,  to  which 
fall  the  ten  of  Hearts  and  the  ten  of  Diamonds  (  —  31). 
Total,  —  63.  In  either  case  the  game  is  lost.  The  throwing 
away  of  the  nine  of  Hearts  in  this  case  saves  the  Player 
nothing. 

*  For  convenience  of  reference  we  repeat  the  hand  of  the  Player — 


The  Skat  cards  will  now  be  the  seven  and  eight  of  Diamonds. 


no 


THE  FINESSES  OF  THE  GAME. 


4.    FINESSES    IN    TRUMPING. 

When  the  Player,  being  second  hand,  cannot  throw  away, 
but  is  compelled  to  trump,  he  should  play  for  preference  an 
intermediate  card  (in  order  to  invite  over-trumping),  rather 
than  break  into  a  head  sequence.  Should  he  be  over- 
trumped, he  thereby  becomes  last  player,  an  advantage  which 
often  richly  compensates  for  the  loss  of  the  trick.  It  is  only 
when  a  high-scoring  card  is  led,  that  he  should  break  into  a 
closed  sequence  and  play  a  high  card. 

EXAMPLE  XXIII. 
The  Player  holds  the  cards  following  : — 


* 

*** 

*  * 

*  * 

*** 

*»* 
»*» 

•    * 


*** 


He  is  third  hand,  and  has  declared  a  Solo  in  Spades. 

The  elder  hand  leads  Diamonds.  Second  hand  wins  the 
trick  with  the  ace,  and  continues  with  the  ten.  The  Player 
follows  suit,  and  elder  hand  swarms  a  ten  upon  the  trick. 
Second  hand  then  leads  the  queen  of  Diamonds.  What 
should  the  Player  do  ? 

Answer. — The  Player  has  six  trumps,  of  which  four  are 
Matadors,  and  has  consequently  the  command,  unless  all  the 
five  other  trumps  are  against  him  in  one  hand.  The  Player 
therefore  trumps,  but  with  which  card  should  he  do  so, — 
with  the  queen  or  with  one  of  his  knaves  ?  If  he  trumps 
with  the  queen,  but  is  over-trumped  by  the  ten  or  ace  lying 
in  the  third  hand,  of  course  this  latter  card  is  lost  to  him  ; 
which  would  have  been  the  case  if  the  trumps  were  divided 
between  the  two  Opponents  and  he  had  reserved  the  fourth 
knave  to  draw  trumps  with.  He  has  however  thereby  gained 
the  position  of  last  player,  and  has  the  rest  of  the  game,  a 
dead  certainty,  in  his  own  hands.  If,  on  the  contrary,  he 
trumps  with  one  of  his  knaves,  he  weakens  himself  in  the 
trump  suit,  so  that  the  ace  if  lying  to  his  right,  and  if  the  distri- 


' 


THE  GAME  OF  SKAT. 


bution  of  trumps  is  unfavourable,  the  ten  also,  will  make  a 
trick. 

He  therefore  trumps  with  the  queen,  at  the  risk  of  losing 
the  trick.  The  Opponents  will  at  most  make  52  points;  but 
if  he  takes  with  the  knave  (which  is  still  less  correct,  if  the 
Opponents  have  already  escaped  the  risk  of  a  Schneider),  he 
may  repent  it  bitterly.  We  will  suppose  that  the  Player 
trumps  with  a  knave,  and  then  leads  trumps  three  times  in 
succession.  The  second  hand  has  none  of  the  suit.  In  such 
case  ace  and  ten  remain  with  the  other  Opponent.  He 
therefore  runs  the  risk  of  losing  not  merely  two  tricks  in 
trumps,  but  thus  loses  by  injudicious  trumping  a  game  which 
otherwise  would  have  been  absolutely  certain. 

5.   SWARMING. 

1.  If  a  suit  be  led  of  which  one  of  the  Opponents  has  none, 
the  latter  may,  if  the  trick  belongs  to  his  partner,  play  to  it  a 
high-scoring  card  of  some  other  suit.     The  throwing  away  of 
a  scoring  card  in  this  manner  is  known  as  "  swarming." 

2.  Judicious  swarming  is  one  of  the  most  effective  expe- 
dients of  the  Skat-player.     It  is  mainly  upon  this  that  the 
Opponents  depend  to  prevent  the  Player  winning  his  game  ; 
each  must  therefore  take  care  lest  by  swarming  he  assist  the 
Player  to  get  the  command  of  a  suit ;  and  must  at  the  same 
time  endeavour,  by  means  of  the  cards  swarmed,  to  give  useful 
hints  to  his  partner. 

3.  Should  the  Player  lead  a  card  of  a  suit  in  which  the 
second  hand  has  a  renounce,  and  which  will  in  all  probability 
be  won  by  his  partner  (the  third  player),  the  second   hand 
should  "  swarm  "  a  strong  card  on  the  trick.     He  must,  how- 
ever, take  care  lest  he  fall  a  victim  to  a  feint  on  the  part  of 
the  Player. 

4.  Should  one  of  the  Opponents  play  a  winning  card,  his 
partner  (even  second  hand)  should  swarm  a  scoring  card  upon 
it ;    but  should  the  card  be  a  high-scoring  card,  played    in 


THE  FINESSES  OF  THE  GAME. 


order  to  induce  the  Player  to  trump,  the  second  hand  should 
not  swarm,  if  he  knows  that  the  Player  has  no  more  of  the 
suit. 

5.  The  aces  of  suits  which  have  not  yet  been  played,  should 
not,  as  a  rule,  be  swarmed. 

6.  But  where  there  is  a  fair  chance,  by  throwing  away  a  high 
card,  to  cause  the  Player  to  lose  the  game,  an  Opponent  should 
without  hesitation  play  such  an  ace  to  the  card  led  by  his 
partner,  even  though  the  Player's  score  be  thereby  brought  up 
to  60  points. 

7.  Holding  ace  and  ten,  particularly  of  a  long  suit,  the  ace 
may  be  swarmed,  and  if  the  player  has  king  also,  he  may 
afterwards  swarm  the  ten,  even  though  the  suit  has  not  yet 
been  led. 

8.  If  therefore  your  partner,  without  thereby  securing  the 
game,  swarms  the  ace  of  a  suit  as  yet  unled,  it  may  be  taken 
for  granted  that  he  holds  the  ten  also. 

9.  If  your  partner  is  drawing  trumps,  you  should  throw 
away  worthless  cards,  only  swarming  scoring  cards  when  the 
game  is  likely  to  be  secured  thereby. 

6.    FEINTS. 

i.^  All  available  means  are  allowable  to  the  Player  in  order 
to  win  his  game.  The  deluding  or  misleading  of  the  Opponents 
is  one  of  such  means,  and  often  turns  out  favourably ;  some- 
times even  when  employed  with  downright  recklessness,  not 
to  say  impudence.  {See post,  Example  XXVI.)  The  opponents 
must  not  allow  themselves  to  be  disconcerted  by  such  tactics, 
but  must  endeavour  to  fight  a  player  of  this  description  with 
his  own  weapons. 

.2.  Among  the  most  frequently  used  feints  is  the  following. 
The  Player  having  three  or  more  knaves  from  the  best 
downwards,  employs  a  feint  by  leading  that  of  lowest  rank. 


THE  GAME  OF  SKAT. 


The  second  player,  if  he  chance  to  have  no  trump,  will  very 
probably  throw  a  scoring  card  to  the  trick  (in  the  expectation 
that  it  will  be  taken  by  his  partner),  and  this  may  often  cause 
the  winning  of  the  game. 


EXAMPLE  XXIV. 


+** 

+    * 
*   + 


•  ** 


The  Player  (elder  hand)  on  the  foregoing  cards  declares 
Grando.  How  should  he  play  ? 

Answer. — The  Player  must  accept  it  as  a  certainty,  that  if 
the  remaining  Clubs  lie  all  in  one  hand,  he  will  lose  the  game. 
In  order  to  win  it,  he  must  capture  a  "  ten,"  and  he  must 
make  his  king  of  Clubs.  There  are  two  alternative  modes  of 
play.  The  first  is  to  try  your  fortune  with  the  Clubs  ;  the 
second,  to  make  use  of  the  feint  with  the  knave,  above 
described,  and  then  to  pass  a  trick. 

The  Player,  we  will  suppose,  chooses  the  first  plan,  and 
leads  the  queen  of  Clubs.  The  Clubs  happen  to  be  unfavour- 
ably placed. 

\st  Trick. — Queen  of  Clubs,  ace  of  Spades,  ace  of  Clubs, 
=  -  25. _ 

Regaining  the  lead  with  his  ten  of  Diamonds,  he  leads  (yd 
Trick}  seven  of  Clubs,  ace  of  Hearts,  nine  of  Clubs,  =  —  1 1. 

5/7*  Trick. — King  of  Clubs,  ten  of  Spades,  ten  of  Clubs, 
=  —  24.  Total  —  60.  He  loses  the  game,  through  having 
reckoned  on  a  favourable  distribution  of  the  Clubs.  A 
prudent  player  would  have  taken  into  consideration  the 
contingency  that  four  Clubs  might  lie  in  one  hand,  and  first 
have  tried  the  feint  with  the  knave  of  Diamonds.  The  chance 
that  the  second  Player,  giving  his  partner  credit  for  at  least 
one  knave,  might  swarm  an  ace  or  ten  on  the  trick,  is  by  no 
means  remote.  In  such  case  the  Player  would  have  won  his 
game. 

3.  The  same  description  of  feint  (leading  the  lowest  of  a 


114 


THE  FINESSES  OF  THE  GAME. 


head  sequence)  applies  equally  to  the  case  of  a  long  plain 
suit. 

EXAMPLE  XXV. 

The  Player  (elder  hand),  the  other  players  having  passed, 
declares  Tourne  with  the  cards  following : — 


*  * 

J*. 

*  * 


*** 


*** 


•  • 


** 


He  turns  up  the  seven  of  Clubs  and  takes  in  with  it  the 
ace  of  Diamonds.  He  throws  out  ace  and  ten  of  Diamonds, 
and  by  means  of  a  feint,  wins  the  game. 

Explanation. — In  order  to  tempt  the  Opponents  to  swarm, 
he  leads  the  queen  of  Diamonds,  and  play  proceeds  as  under: — 

ist  Trick. — Queen  of  Diamonds,  ten  of  Spades,  seven  of 
Diamonds  =  13. 

2nd  Trick. — Ace  of  Hearts,  queen  of  Hearts,  seven  of  Hearts 

=  14- 

yd  Trick. — Ten  of  Hearts,  king  of  Hearts,  eight  of  Hearts 

=  14- 

The  two  cards  left  in  the  "  Skat "  represent  2 1  points, 
making  a  total  of  62.  The  Player  thus,  with  one  trump  only, 
wins  the  Tourne  in  Clubs,  solely  because  by  means  of  his 
feint,  the  second  player  was  induced  to  swarm  a  ten  upon  the 
first  trick. 

4.  Feints  are  often  brought   into   use   against   a   careless 
Player,  in  order  to  upset  his  game. 

5.  For  instance,  where  the  Opponents  have  all  but  secured 
the  game,  and  lack  but  a  few  points  to  win,  one  of  them  will 
play  a  winning  card  of  small  scoring  value,  say  a  king  or 
queen,  which  secures  the  game,  in  the  hope  that  the  Player 
may  prefer,  on  a  trick  involving  so  few  points,  to  throw  away 
an  unsafe  card.*     (See  PLAY  OF  THE  OPPONENTS  :  POINT  4, 

•  *  On  the  assumption  that  the  Player,  being  of  a  careless  disposition  (see  last 
paragraph),  will  not  have  noted  the  precise  state  of  the  score,  and  therefore  will 
not  recognise  his  danger. 


page  80).     He  can  still  count  on  some  additional  points  being 
swarmed  on  the  trick  by  his  partner. 

6.  We  will  conclude  this  section  by  describing  what  we 
may  call  "  the  height  of  impudence  "  feint. 

EXAMPLE  XXVI. 

A  friend  of  the  writer,  who,  as  an  enthusiast  for  the  game, 
never  lost  an  opportunity  of  studying  the  varieties  of  Skat  in 
different  parts  of  Germany,  witnessed  not  long  ago,  in  a  village 
ale-house  at  Altenburg,  the  bit  of  sharp  practice  next  described 
on  the  part  of  a  worthy  peasant  of  the  district.  It  should  be 
premised  that  in  that  neighbourhood  it  was  the  rule  to  show 
both  cards  of  the  "  Skat,"  and  to  declare  Schneider  and 
Schwarz  even  in  connection  with  a  Tourne*  The  example 
shows  how  easily  a  feint  may  succeed  if  it  is  only  executed 
with  sufficient  audacity. 

Our  hero  was  elder  hand,  and  held  the  cards  following  : — 


** 


The  other  players  having  passed,  the  game  rested  with  him. 
He  turned  up  the  knave  of  Clubs,  then  declared  Grando,  and 
after  taking  in,  as  the  second  "  Skat "  card,  the  ten  of  Clubs 
(first  showing  it,  according  to  the  local  rule  above  mentioned), 
he  advanced  his  declaration  to  Grando  Sckwarz,  and  won  the 
game. 

What  did  he  throw  out,  and  how  were  the  cards  of  the 
Opponents  distributed  ? 

The  Player  had  thrown  out  the  eight  of  Spades  and  the  ten 
of  Hearts.  The  second  hand  had — 


*  This  is  contrary  to  the  more  general  rule  (see  pp.  26,  28),  according  to  which 
such  a  declaration  is  only  made  in  connection  with  a  Solo  game. 


116 


5^g! 


THE  FINESSES  OF  THE  GAME. 


and  the  hinder  hand — 


*   * 

*** 
*** 

* 


*    + 
*+* 


*+*1 
* 


The  game  depended  entirely  on  which  suit  the  hinder  hand 
held  back,  Clubs  or  Spades.  The  hinder  hand  Opponent 
allowed  himself  to  be  deceived,  and  to  fall  into  the  trap  of 
the  Player,  and  taking  it  for  granted  that  the  Player  had 
discarded  the  ten  of  Clubs,  threw  away  from  that  suit,  and  so 
lost  the  game.* 

7.  Feints  are  also  frequently  employed  in  Nullo  games. 
With  a  very  bad  Nullo  hand  the  Player  should  lead  a  small 
card  of  a  hazardous  suit,  as  the  Opponents  will  thereby  be 
discouraged  from  leading  that  suit.  But  a  skilled  Opponent 
only  too  readily  suspects  the  artifice,  so  that  it  is  always  a 
dangerous,  not  to  say  desperate  expedient,  for  the  Player 
injures  his  position  in  the  suit  led,  and  when  opposed  to  an 
acute  player,  is  pretty  sure  to  get  the  worst  of  the  contest. 

7.  THROWING    UP    THE    GAME. 

The  Player,  after  making  his  discard,  should  once  more 
examine  his  hand,  and  see  whether  he  has  a  reasonable 
chance  of  winning  the  game,  or  in  the  event  of  losing  it,  of 
'  escaping  a  Schneider.  If  he  perceives  from  the  fall  of  the 
first  cards  played  that  Fate  is  likely  to  be  against  him,  he 
will  do  better  to  throw  up  the  game. 

The  general  rule  on  this  subject  is  as  follows : — 

Play  out  your  game  if  tJiere  is  no  fear  of  your  being  made 
Schneider.  Should  there  be  any  risk  of  this,  throw  up  tJie  game. 

The  Player  is  permitted  to  throw  up  the  game,  so  long  as 

*  Hinder  hand  having  himself  five  out  of  the  seven  clubs,  including  ace,  knows 
that  the  Player  must  be  extremely  weak  in  that  suit,  though  from  the  boldness  of 
his  declaration  it  may  fairly  be  inferred  that  he  is  very  strong  in  other  directions. 
Under  such  circumstances  it  is  a  matter  of  course  to  suppose  that  he  will  have 
placed  the  ten  of  clubs  in  safety  by  his  discard,  and  that  hinder  hand's  chance  of 
bringing  in  his  clubs  is  extremely  remote.  The  latter  therefore  throws  away 
clubs  in  preference  to  spades.  Had  he  adopted  the  opposite  tactics,  his  ace  of 
clubs  would  have  taken  the  ten,  and  the  game  would  have  been  saved. 


117 


••(• 


THE  GAME  OF  SKAT. 


not  more  than  one  trick  has  been  played.*  Among  skilled 
players,  who  cannot  reckon  on  any  slips  on  the  part  of  their 
opponents,  a  Player  who  has  no  longer  a  reasonable  expecta- 
tion of  winning,  prefers  to  throw  up  his  hand,  rather  than 
delay  the  progress  of  the  game. 

8.  KEEPING    COUNT. 

Correct  counting  is  one  of  the  most  important  accomplish- 
ments of  a  Skat-player,  and  one  which  the  beginner  must  do 
his  utmost  to  acquire.  The  Player  should  not  only  know 
how  many  points  there  are  in  the  tricks  which  he  himself  has 
won,  but  also  how  many  points  have  been  made  by  his 
opponents.  This  is  not  a  very  easy  matter,  but  any  one  who 
accustoms  himself  from  the  outset  to  take  mental  note  of 
the  score  will  soon  have  acquired  such  a  habit  of  it,  that  he 
keeps  count  mechanically.  A  beginner  should  never  be 
allowed  to  refer  to  the  tricks  already  made  to  see  how  many 
points  they  contain,  or  he  will  always  rely  on  the  same 
indulgence  afterwards.  A  player  whose  wits  have  been 
sharpened  by  repeated  losses,  will  take  good  care  of  himself 
for  the  future. 

The  following  matters  are  included  under  the  head  of 
"  Counting." 

1.  How  many  points  you  yourself,  and  how  many  your 
opponents,  have  made. 

2.  How  many  trumps  are  still  in  hand,  and  what  trumps 
have  been  played. 

3.  The  Player  should  know  when  either  of  the  adversaries 
has  no  more  trumps. 

4.  You  must  also  keep  an    eye   on   the   plain  suits,  and 
remember  how  many  cards  have  fallen  of  each  suit  that  has 
been  played. 

5.  You  should  also  take  particular  notice  what  high  cards 
have  been  "  swarmed." 

*  Some  allow  the  Player  to  throw  up  on  the  completion  of  the  second  trick,  or 
even  later.  See  p.  56. 


118 


THE  SCORE. 


The  novice  should  begin  in  the  first  instance  by  counting 
the  trumps  ;  next  the  number  of  points  made  by  his  own 
side,  and  so  proceed,  step  by  step. 

When  playing  a  weak  Solo  hand  the  Player  should  count 
in  preference  the  points  made  by  his  opponents ;  while  an 
Opponent,  with  a  strong  opposing  hand,  should  rather  keep 
count  of  the  points  made  by  the  Player.  In  games  where 
the  "  Skat "  is  used,  each  player  should  count  the  cards  of  his 
own  side  in  preference. 


THE    SCORE. 

COMPUTATION    OF    GAINS    AND    LOSSES. 

|HE  best  method  of  settling  accounts,  though  it  involves 
a  little  trouble,  is  to  pay  either  in  cash  or  counters  at 
the  close  of  each  game.  The  counters  take  the  place 
of  money,  and  at  the  close  of  the  evening's  play  are  exchanged 
for  current  coin.  Each  player  has  a  little  box  containing 
counters  of  different  shape,  but  all  of  one  particular  colour. 
The  different  shapes  represent  different  values.  To  facilitate 
the  settlement,  each  player  should  be  furnished  with  counters 
of  at  least  three  shapes  (representing  ones,  tens  and  fifties'),  as 
under : — 

An  oblong  counter,  thus  [  ]  =  i 
A  circular  counter,  thus  (~)  =  10 
A  square  counter,  thus  /\  =  50 

There  may  also  be  intermediate  counters,  of  any  shape  you 
please,  to  represent  fives  and  twenties. 

The  Scoring  Paper. 

Where"  the  players  do  not  care  to  adopt  the  above  method, 
they  draw  up  a  scoring  paper,  whereon  the  account  of  each 


119 


.,1 


THE  GAME  OF  SKAT. 


player  is  set  down.  In  such  account,  under  the  name  of  each 
player,  is  set  down  the  value  of  the  first  game  won  or  lost  by 
him  ;  to  this  number  the  value  of  each  game  afterwards  won 
by  him  is  added,  and  from  it  the  value  of  each  game  after- 
wards lost  by  him  is  subtracted,  the  new  result  being  each 
time  written  down,  so  that  tJie  last  number  appearing  in  the 
account  of  each  shows  at  a  glance  how  he  stands.  The  minus 
sign  before  a  number  indicates  points  against  him. 

The  names  of  the  players  are  set  down  in  the  order  in 
which  they  deal,  thus  : — * 


A. 

B. 

C. 

D. 

-  H 

+  20 

+  40 

+  So 

-  24 

+  42 

+  72 

+  44 

—  12 

+  66 

+  62 

+  24 

+  12 

+  76 

+  4 

+  2 

+  14 

N.B. — In  order  conclusively  to  settle  any  dispute  as  to 
whose  turn  (among  three  players)  it  is  to  deal,  the  following 

*  The  above  table  represents  a  scoring  paper  for  four  players.  In  such  case 
each  player  stands  out,  so  far  as  actual  play  is  concerned,  every  fourth  round,  but 
wins  or  loses  with  the  Opponents. 

It  is  to  be  borne  in  mind  that  one  entry  only  is  made  in  respect  of  each  game, 
such  entry  being  made  below  the  name  of  the  "  Player,"  the  value  of  the  game 
being  added  to  or  subtracted  from  his  previous  score.  Thus  in  the  table  above 
given  A.  is  supposed  to  have  lost  the  first  game  in  which  he  was  Player.  The 
value  of  such  game  was  fourteen,  and  accordingly  —  14  is  set  against  his  name  ; 
such  —  14  representing  that  number  of  points  to  be  made  good  to  each  of  the 
other  players.  At  his  second  attempt  he  has  lost  a  game  value  ten  points,  and 
accordingly  his  previous  debit  is  increased  by  that  number,  making  his  total 
liability  —  24.  At  his  next  attempt  as  Player  he  has  won  a  game  of  twelve 
points,  thus  reducing  his  liability  to  —  12.  In  the  next  game  in  which  he  is 
Player  he  is  more  fortunate.  He  wins  the  game,  value  twenty-four  points.  This 
cancels  his  previous  liability,  and  leaves  12  points  to  his  credit,  which  amount  is, 
however,  afterwards  reduced,  by  the  loss  of  a  game  of  ten  points,  to  2  points  only. 

B.  is  more  fortunate.  He  wins  each  game  which  he  plays.  The  value  of  the 
first  is  twenty  points,  and  20  points  are  accordingly  placed,  to  his  credit.  His 
next  game  is  worth  22  points,  increasing  his  score  to  42.  A  third  game,  value 
24,  brings  it  up  to  66,  and  a  fourth  game,  value  10,  to  76. 


1 20 


THE  SCORE. 


little  practical  expedient  may  be  recommended.  The  score- 
keeper  draws  under  every  third  game  of  each  player  a  thin 
line.  Should  any  doubt  arise  he  has  only  to  add  together  the 
games  inscribed  below  the  last  lines ;  which  can  never  be 
more  than  six,  in  order  to  see  at  a  glance  whose  turn  it  is  to 
deal.* 

In  order  to  ascertain  the  amount  won  or  lost  by  each  player, 
the  last  figure  appearing  under  his  name  must  be  multiplied 
by  the  number  of  the  remaining  players  (two,  three,  or  more, 
as  the  case  may  be),  and  the  sum  of  the  points  of  the  other 
players  subtracted  from  the  result.  Thus  the  effect  of  the 
scores  above  shown  would  be  as  follows  : 

It  will  be  remembered  that  the  last  figures  set  against  the 
names  of  the  players  are  A.  2  ;  B.  76  ;  C.  62  ;  D.  14. 

Result. 

A.  2  x  3  =6 

Less  (76  +  62  +  14)  =  152    =   —  146 


C.  wins  a  game  of  40  points,  and  then  one  of  32,  but  his  total  of  72  is  diminished 
by  the  loss  of  his  third  game,  value  10,  which  reduces  his  score  to  62  points. 

D.  starts  by  winning  a  game  of  80  points,  but  loses  his  second,  third,  and  fourth 
games,  value  36,  20,  and  20  respectively,  progressively  reducing  his  score  to  44, 
24  and  4.     His  fifth  game,  value   10,   he  wins,  his  ultimate  score  standing  at 
14  points. 

At  the  close  of  the  evening's  play,  therefore,  A.  has  to  his  credit  2  points  ;  B.  76 ; 
C.  62  ;  and  D.  14.  For  the  manner  in  which  these  figures  are  dealt  with  in  the  final 
settlement  see  the  text. 

It  should  be  mentioned  by  way  of  caution  that  a  run  of  ill-luck  or  indifferent 
play  at  Skat  may  frequently  involve  rather  high  figures,  and  that  it  will  be  well 
therefore  for  beginners  to  assess  the  single  "point "at  a  very  low  value.  The 
German  pfennig  =  only  5^5  of  a  shilling,  but  even  pfennig  "  points  "  may  mount 
up  to  somewhat  startling  totals. 

*  As  has  been  already  stated,  there  is  one  entry  made  (the  score  of  the  Player) 
for  each  game.  If  the  total  number  of  the  games  played  is  evenly  divisible  by 
three,  each  has  dealt  the  same  number  of  times,  and  it  is  the  turn  of  the  original 
dealer.  If  there  is  a  remainder  of  one,  it  is  the  turn  of  the  second  player ;  if  a 
remainder  of  two,  the  turn  of  the  third  player.  The  plan  indicated  in  the  text  is 
an  expedient  for  shortening  the  process  of  calculation.  The  drawing  a  line  below, 
as  suggested,  cancels  each  complete  group  of  three  games,  and  the  dividing  pro- 
cess is  applied  (with  the  same  result)  to  the  small  number  not  so  cancelled. 

Where  there  are  four  players,  no  question  as  to  the  turn  to  deal  can  arise,  for 
the  dealer  takes  no  part  in  the  game,  and  the  players  cannot  possibly  forget  who 
last  remained  inactive. 


121 


•T 


THE  GAME  OF  SKAT. 


B.  76  x  3  =  228 

Less  (2  +  62  +  14)  _= 78    = 

C.  62  x  3  =  186 

Less  (2  +  76  +  14)     =     92    = 

D.  14  x  3  =    42 

Less  (2  +  76  +  62)     =  140    = 


Result. 
ISO 

94 
-  98 


showing  that  A.  and  D.  have  lost  146  and  98  points  respec- 
tively, and  that  B.  and  C.  have  won  150  and  94  points 
respectively. 

If  the  calculation  has  been  correctly  made,  the  score  of  the 
points  lost  should  exactly  equal  that  of  the  points  won,  thus  : 

150  +  94  =        244 
—  146  —  98  =   —  244 

The  process  is  the  same  should  the  last  number  against  the 
name  of  one  or  more  players  be  a  minus  amount,  save  that  in 
such  case,  for  the  purpose  of  the  calculation,  the  minus 
points  of  the  other  players  must  be  turned  into  plus,  and  the 
plus  into  minus  points;  in  other  words,  the  signs  must  be 
reversed. 

Suppose,  for  example,  that  the  score  at  the  close  stood  as 
under  : — 

B.  76  ;  C.  —  62  ;  D.  14. 


Then — 

A.   - 
B. 


A.  -  2 


2  x  3  (  = 
76  x  3  (  = 


6)  —  76  +  62  —  14 

228)    +    62    —    14  +      2 


C.   -  62  x  3  (=  -  1 86)  -  14  +    2  -  76  =  - 


D. 


14  x  3  (=         42)  +     2  -  76  +  62  = 


278 
30 

308 


-  34 

-  274 

-  308 


A  second  method  of  ascertaining  the  amount  won  or  lost 


"^  THE  SCORE.  " 

(B^gJ  I :  iSI**''* 

by  each  player,  is  by  working  out  each  account  separately. 
Thus,  supposing  that  the  closing  entries  are 

A.  -  40 ;  B.  3 ;  C.  -  15  ;  D.  102. 

Then  A.— 

loses  to  B.  his  own  —  40  and  B.'s          3  =  —    43 

„      to  C.        „  —  40  less  C.'s    —  15  =  —     25 

„      to  D.       „  —  40  and  D.'s      102  =  —  142 


Total  43  -  25  -  142  =  —  210 

B.- 

wins  from  A.,  A.'s  —  40  and  his  own    3  =  43 

C.,  C.'s  -    15             „              3  =  18 

loses  to      D.,  D.'s      102   less   his   own  3  =  —     99 


Total  43  +  18  -  99  =  ~  38 

C.— 

wins  from  A.,  A.'s  —  40  less  his  own  —  15  =  25 

loses   to     B.,  B.'s         3  and  his  own  —  15  =   —  18 

„          D.,  D.'s    102  and  his  own  —  15  =   —  117 


Total  25  —  18  —  117  =  —  no 

D.- 

wins  from  A.,  A.'s   —     40  and  his  own  102  =  142 

„         B.  his  own   102  less  B.'s              3  =  99 

„         C.  his  own  102  and  A.'s      —  15  =  117 


Total  142  +  99  +  117  =  358 


Thus  A.  has  lost     .        .  —  210 

B.  .        .  -     38 

C.  .  -  i 10 


Total  —  358  points, 
and  D.  has  won  358  points. 


123 


THE  GAME  OF  SKAT. 


The  adjustment  of  the  account  may  be  simplified  by  putting 
the  player  who  has  the  smallest  score  back  to  zero,  and 
subtracting  a  corresponding  number  from  each  of  the  other 
totals.  Thus,  if  the  final  scores  had  been  : — 

A.  2;  B.  76;  C.62;  D.  14, 

the  player  with  the  smallest  total  (i.e.  A.)  would  be  set 
back  to  o  ;  and  the  number  of  points  made  by  him  (2)  would 
be  subtracted  from  the  points  of  each  player  ;  when  the  scores 
would  stand  : — 

A.  o;  B.  74;  C.  60;  D.  12. 

Should  one  or  more  players  have  a  minus  quantity,  the 
numbers  are  reduced  in  like  manner,  by  adding  the  score  of 
the  player  who  has  the  largest  number  of  minus  points  to  the 
final  scores  of  the  other  three  players.  As  a  natural  con- 
sequence, those  players  who  have  a  smaller  number  of  minus 
points,  now  get  the  difference  in  positive  points,  and  the 
player  who  is  worst  off  stands  at  zero. 

Say,  for  example,  that  the  play  has  closed  as  under : 
A.  -  40;  B.  3;  C.  --  15;  D.  102. 

A.  has  the  largest  number  of  minus  points,  and  his  total  is 
therefore  added  to  the  scores  of  the  other  three  ;  making  the 
new  figures  as  under  : — 

A.  o;  B.  3  +  40  =  43;  C.  -  15  -t  40  =  25;  D.  102  +  40=  142. 

After  the  hindmost  player  has  thus  been  set  back  to  zero, 
and  the  amounts  of  the  other  players  altered  (as  above)  to 
correspond,  you  proceed  as  before  to  compute  the  actual  gain 
or  loss  of  each  player. 


124 


~^a 

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1  TABLE  OF  VALUES.  THE  STANDARD  GAME  J 

•^ 

THE  SCORE. 

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THE  SCORE. 

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^20  TABLE  OF  VALUES.  THE  STANDARD  GAME—  continued. 

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pages  26,  28.) 

127 


THE  GAME  OF  SKAT. 


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128 


BEER  SKAT. 

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BEER    SKAT.* 

JY  the  term  Beer  Skat  is  understood  a  variety  of  the 
Game   of   Skat,    introduced    by   the   youths    of  the 
Universities,  and  played  more  particularly  for  beer 
and  in  beer-drinking  circles. 

The  rules,  principles,  and  methods  of  play,  as  also  the 
values  of  the  different  games,  are  exactly  the  same  as  in 
Skat  proper,  which  for  the  sake  of  distinction  we  may  call 
Money  Skat.  The  only  essential  differences  between  Money 
Skat  and  Beer  Skat  lie  in  the  modes  of  reckoning,  the  object 
(so  to  speak)  of  the  game,  and  the  nature  of  the  stakes, 
which  in  Skat  proper  consist  of  money,  but  in  Beer  Skat 
usually  of  articles  of  personal  consumption,  such  as  beer, 
coffee,  cigars  and  the  like.  In  Skat  proper,  like  most  other 
card  games,  the  player  aims  at  making  a  profit  for  himself, 
involving  a  corresponding  loss  to  his  fellow-players,  and  to 
that  end  uses  all  his  acuteness  to  play  his  cards  to  the  best 
possible  advantage.  It  is  otherwise  with  Beer  Skat,  which 
is  intended  merely  as  a  diversion  to  pass  the  time  at  club 
and  tavern  merrymakings,  and  must  therefore  involve  neither 
too  much  intellectual  strain,  nor  any  loss  so  serious  as  to  mar 
the  enjoyment  of  the  social  circle.  The  object  of  the  Player 
is  here  no  longer  to  win  as  much  as  possible,  but  merely 

*  Skat  is  by  no  means  the  only  game  of  the  Fatherland  which  has  received  a  new 
development  from  an  alliance  with  beer-drinking.  Rammes,  Cerevis,  and  Quod- 
libet,  card  games  dear  to  the  German  student,  are  all  played  for  beer.  That  the 
stakes  should  take  such  a  form  can  hardly  be  regarded  as  a  desirable  arrangement, 
but  the  fact  by  no  means  imports  such  a  condition  of  general  inebriety  as  it  would 
suggest  to  an  English  reader.  German  beer,  as  a  rule,  contains  a  very  small  per- 
centage of  alcohol,  half  a  dozen  glasses  of  Pilsener  having  less  intoxicating  effect 
than  a  single  pint  of  English  ale.  Indeed,  a  German  at  his  kneipe  will  not  hesitate 
(without  any  inducement  in  the  shape  of  play)  to  drink  a  considerably  larger 
number. 

Beer  Skat  is  hardly  likely  to  become  a  popular  game  among  English  readers, 
but  as  the  volume  from  which  we  translate  professes  to  be  an  account  of  Skat  in 
all  its  forms,  we  have  not  ventured  to  mutilate  the  text  by  suppressing  the  few 
pages  which  deal  with  this  item. 


129 


THE  GAME  OF  SKAT. 


to  make  his  opponents  lose  enough  to  secure  free  entertain- 
ment for  himself. 

This  indicates  pretty  exactly  the  course  of  the  game  at 
Beer  Skat. 

In  keeping  the  score  at  Money  Skat  it  is  a  settled  rule  that 
each  player  is  credited  or  debited  with  the  points  to  the  good 
(plus)  or  to  the  bad  (minus]  which  he  has  made  by  his  game ; 
with  no  limit  of  gain  or  loss.  At  Beer  Skat  only  the  minus 
points  (in  the  case  of  a  won  game  debited  as  lost  by  the 
opponents)  are  recorded,  and  those  only  up  to  an  agreed 
limit. 

The  two  games  or  recognised  methods  of  scoring  at  Beer 
Skat  are  known  respectively  .as  Salmon  Skat  and  Mark  Skat. 

a.  SALMON    SKAT. 

1.  Whichever  of  three  players  first  has  3  x  60  (=  180),  or 
of  four  players  has  4  x  60  (=  240)  minus  points  to  his  debit  is 
"  out,"  and  is  said  to  have  "  caught  a  salmon  ; "  i.e.,  he  has  lost 
one  round,  and  must  pay  for  three  (or,  as  the  case  may  be, 
four)  glasses  of  beer,  cups  of  coffee,  cigars,  or  whatever  else 
may  have  been  agreed  upon,  such  number  including  one  for 
his  own  consumption. 

Variation. — In  many  Skat  circles  that  player  is  considered  to  have 
"caught  the  salmon,"  who  first,  of  three  players,  reaches  150,  or  of 
four  players,  200  (or  according  to  some,  270  points)  ;  or  overpasses 
those  numbers  respectively. 

2.  Any  player  being  a  "  Maiden,"  i.e.,  not  having  a  single 
point  scored  against  him,  when  some  other  player  goes  "  out " 
and  catches  the  salmon,  is  entitled  to  receive  a  double  stake, 
viz.   two  glasses   of  beer,   or   whatever  may  be  the   agreed 
medium  of  payment. 

N.B. — It  should  be  agreed  beforehand  whether  such  extra  stake 
is  to  be  paid  only  in  kind,  or  whether  the  winner  may  elect  to  receive 
its  money  value. 

3.  A  player  who  has  so  few  points  against  him  that  he 
lacks  more  of  catching  the  salmon  (at  whichever  of  the  above- 


130 


»^tfS! 

1 

BEER  SKAT. 

l^JSs.* 

^^ 

^^ 

mentioned  figures  this  may  be  fixed)  than  all  the  other 
players  together,  is  "  out  of  the  fight,"  i.e.,  he  runs  no  risk  of 
catching  the  salmon,  for  no  matter  who,  save  himself,  declares 
and  wins  or  loses  a  game,  one  of  the  other  players  must 
necessarily  reach  the  fatal  number  sooner  than  himself. 

It  is  customary  for  a  player  in  such  a  position  to  "  pass  " 
each  game,  and  while  strictly  observing  the  rules,  as  impar- 
tially as  possible,  to  let  the  other  contending  parties  fight 
out  the  matter  between  themselves. 

A  player  in  the  foregoing  position  can  only  be  brought  into 
the  contest  again  by  losing  a  Ramsch,  the  loss  in  this  case 
being  scored  against  one  player  only. 

4.  So  soon  as  a  salmon  has  been  caught,  the  score  starts 
afresh,  the  deal  passing  in  due  rotation. 

Variation. — In  some  circles  the  loser  is  entitled  to  be  elder  hand 
for  the  next  round,  the  player  next  to  his  right  dealing. 

5.  At  the  conclusion  of  a  game,  should  two  or  all  three  of  the 
players  reach  or  overpass  the  agreed  limit,  that  player  is  the 
loser  who  had  the  highest  score  against  him  prior  to  the  com- 
mencement of  the  game. 

Example  (a). — The  score  stands  as  follows: — A.  148;  B.  136; 
C.  140.  A.  wins  a  Grando  of  48  points,  thereby  making  both 
B.  and  C.  "  out."  C.  is  regarded  as  the  loser. 

Example  (b). — The  score  stands  : — A.  198  ;  B.  136  ;  C.  198  ; 
and  D.  137.  D.  wins  a  game  of  60  points.  A.  and  C.  are 
both  "  out "  simultaneously,  and  either  divide  the  loss  between 
them,  or  cast  lots  who  shall  pay  the  whole. 

In  many  circles,  instead  of  casting  lots,  a  compulsory 
Ramsch  is  played,  which  does  not  come  into  the  general  score, 
but  such  one  of  the  two  losing  players  as  makes  the  highest 
number  of  points  in  the  Ramsch,  has  "  caught  the  salmon." 

6.  As  we  have  already  stated,  winning  points  are  not  scored. 
The  winner,  therefore,  has  nothing  set  against  his  name,  but 
his  fellow-players  are  debited  with  the  value  of  his  game  as 
their  loss. 


THE  GAME  OF  SKAT. 


Example. — The  score  stands  as  follows  : — 

A.  B.  C.  D. 

45  10  15  20 

A.  wins  a  game  of  36  points.  The  score  will  then  stand  as 
under : — 

A.                  B.  C.                  D. 

45               46  5i                56 

7.  The  game  (except  as  above  mentioned)  is  never  decided 
by  the  result  of  a  Ramsch  ;  so  that  even  if  a  player  has  179 
points  against  him,  and  loses  a  Ramsch,  he  is  not  thereby 
made  "  out,"  but,  on  the  contrary,  the  game  is  continued  till  a 
game  lost  or  won  decides  the  contest  adversely  to  one  or 
another  player. 

b.  MARK    SKAT. 

In  this  merriest  of  all  games  the  score  is  usually  kept  by 
each  player  for  himself,  with  chalk  upon  the  table  ;  and  each 
drinks  as  much  as  he  can,  in  order  to  punish  the  loser,  for  at 
Mark  Skat  the  losing  player  makes  his  payment,  not  to  his 
fellow-players,  but  always  to  the  waiter. 

1.  The  player  who  first  has  60  points  scored  against  him 
gets  a  "  mark."     The  number  of  marks  that  may  be  obtained 
is  unlimited  ;  and  no  payment  is  made  until  play  is  over  for 
the  evening.     One  of  the  players  keeps  the  general  score  of 
"  marks." 

Variation. — When  there  are  four  players,  80  points  are  sometimes 
reckoned  as  a  mark. 

2.  So  soon  as  a  mark  has  been  made  against  any  player, 
each  rubs  out  the  figures  against  him,  and  a  fresh  game  is 
begun  with   an  entirely  new  score,  save   in   the   case   of  a 
"  Persian,"  as  explained  in  par.  5,  post. 

3.  For  each  "  Maiden,"  an  additional  mark  is  scored  against 
the  losing  player. 


132 


3151 


BEER  SKA?. 


Example  (a). — The  score  stands: — A.  12  ;  B.o;  C.  12;D.  12. 
D.  loses  a  game  of  24,  i.e.,  24  x  3  =  72.  He  is,  therefore, 
"out"  (with  84  points),  and  receives  two  marks,  because  B. 
is  still  "  Maiden." 

Example  (b). — The  score  stands : — A.  o ;  B.  o  ;  C.  30  ;  D.  o. 
A.  (the  Player)  wins  a  game  of  36  points,  consequently  C.  is 
"out,"  and  has  four  marks  placed  to  his  debit,  being  one 
additional  for  each  "  Maiden." 

4.  Every  player  who  reaches  or  goes  over  60  receives  a 
mark,  if,  therefore,  for  example,  the  score  being  as  follows, 
A.  40 ;  B.  40  ;  C.  50  ;  D.  36,  D.  wins  a  game  of  25   or  48 
points,  A.,  B.,  and  C.  each  receive  a  mark.     Should  D.,  on 
the  other  hand,  lose  his  game,  a  mark  will  be  scored  against 
him. 

5.  If  a  game  is  won  of  the  value  of  60  points  (or  80)*  or 
more   points,  this  is  known  as   a  "  Persian."     Each   player 
other  than  the  winner,  has  a  mark  made  against  him  (or 
several   if  there   be   one   or   more  "Maidens").     The  score 
already  begun  remains  intact,  i.e.,  play  continues  and  addi- 
tions are  made  to  the  score,  just  as  if  the  "  Persian  "  had  not 
occurred. 

Example. — The  score  stands  : — A.  12  ;  B.  12  ;  C.  o  ;  D.  12. 
C.  plays  a  Grando,  worth  80  points,  and  thereby  makes  a 
"  Persian,"  he  himself  being  a  "  Maiden."  A.,  B.  and  D.  each 
receive  two  marks,  and  each  still  has  12  points  towards  the 
next  mark,  these  being  left  standing. 

N.B. — A  lost  game  which  (by  reason  of  the  multiplication  of  the 
number  of  players)  costs  the  loser  more  than  60  points,  does  not 
constitute  a  Persian.  The  absolute  value  of  the  game  must  exceed 
60  (or  as-the  case  may  be)  80  points.* 

6.  "  Remitted "  games  (see   pars.  7,   8)   which   are  subse- 
quently  taken    into   account   never   constitute  a  "Persian," 
even  if  more  than  60  (or  80)  *  points  are  thereby  scored. 

*  80  in  the  case  of  a  four-handed  game.     See  par.  I,  p.  132. 


133 


•1 


THE  GAME  OF  SKAT. 


7.  A  player  who  wins  a  game,  may  "remit"  it;  i.e.,  may  elect 
that  such  game  shall  not  be  scored  against  his  opponents. 

As  a  rule,  a  player  only  remits  a  game  as  above  mentioned, 
if  he  is  elder  hand  for  the  next  game.  The  object  is  to 
reserve  the  benefit  of  a  "  Maiden,"  by  means  of  which  he  hopes 
later  on  to  score  a  larger  number  of  marks  against  his  fellow- 
players. 

A  "  Persian  "  cannot  be  remitted. 

8.  Should  a  player,  who  has  just  remitted  a  game,  and  is 
now  in  usual  course  elder  hand,  win  the  next  game  also,  each 
of  his  opponents  is  debited  with  the  value  of  the  second  and 
double  the  value  of  the  first  (the  remitted)  game. 

Example. — A.  wins  a  game  of  20  points,  and  remits  it,  all 
four  players  being  as  yet  "  Maidens."  He  is  elder  hand  for 
the  next  round,  and  wins  a  game  of  42.  Each  of  the  other 
players  is  thereupon  debited  with  42  plus  (2  x  20)  =  40, 
=  82,  and  receives  a  mark  for  the  game.  As  there  are 
four  "  Maidens,"  each  receives  four  more  marks,  or  five  in  all. 

Should  the  remitting  player  fail  to  win  the  next  game,  or 
should  the  next  game  be  a  Ramsch,  the  remitted  game  is  no 
longer  taken  into  consideration. 

9.  In  some  circles  any  game  which  follows  a  "  remitted " 
game,  no   matter   who   plays   or   wins   it,  is   scored    double 
against   the  losers.     In  this  case  it  is  permissible  to  remit 
several  games  in  succession  ;  the  value  of  the  next  unremitted 
game  is  then  multiplied  by  the  number  of  games  previously 
remitted. 

A  game  lost  by  the  Player  interrupts  the  series  of  re- 
missions. The  loser  scores  against  himself  the  value  of  such 
game,  multiplied  by  the  number  of  those  previously  remitted. 
A  Ramsch  in  like  manner  puts  an  end  to  the  series,  but  in 
this  case  the  remitted  games  are  not  taken  into  account. 

10.  At  the  close  of  the  evening's  play  an  account  is  taken 
of  the  refreshments  consumed,  and  of  the  number  of  marks 


134 


>^fSV 

BEER  SKAT. 


scored  against  the  various  players.     The  value  of  each  mark 
is  then  computed,  and  payment  made  accordingly. 

Example. — The  reckoning  is  42  glasses  of  beer  at  three 
halfpence  each.  126  marks  have  been  scored.  The  players 
have,  therefore,  to  pay  one  halfpenny  for  each  mark. 

Or,  say  that  the  reckoning  is,  as  before,  42  glasses,  and  that 
the  score  stands  as  under  : — 

A.  B.  C.  D. 

Marks         42  21  26  58 

In  order  to  simplify  matters  the  lowest  score  is  reduced  to 
zero,  and  a  corresponding  amount  deducted  from  that  of 
each  of  the  other  players.  The  score  will  then  stand  as 
under : — 

A.  B.  C.  D. 

Marks       42          21  26           58 

Deduct      21  21  21  21 

21  o  5          37,  in  all  63  marks. 

Each  mark  is  therefore  worth  XT  =  ~r  of  the  cost  of  a  glass 
of  beer,  i.e.,  one  penny. 

II.  Mark  Skat  being,  properly  speaking,  only  a  beer-game 
following  the  rules  of  Skat,  the  competitors  often  at  the  close 
play  one  against  another  for  their  marks,  until  at  last  one 
player  has  the  whole  of  the  number,  and  pays  the  whole  of 
the  reckoning.* 

The  Course  of  the  Game, 

As  the  game  itself,  as  we  have  already  stated,  does  not 
differ  in  any  particular  from  Skat  proper,  we  refer  the  reader 

*  Thus  A.  has  6  marks  against  him.  B.  and  C.  3  each,  and  D.  12.  B.  and  C. 
play  double  or  quits.  B.  (say)  is  the  winner,  and  is  thereby  freed  from  liability, 
while  C.  has  now  6  points  to  his  debit.  He  plays  against  A.  for  these.  A.  wins. 
C.'s  liability  is  now  12  points.  These  he  plays  for  against  D.'s  12,  and  the  loser 
pays  the  whole  score. 


135 


-All 

THE  GAME  OF  SKAT. 


•  '-'<_ 


for  all  that  concerns  the  method  of  play,  the  rules,  and 
principles  of  the  game,  to  the  preceding  pages,  only  adding 
thereto  one  or  two  rules  which  have  a  special  application  to 
Beer  Skat. 

1.  At   Beer   Skat   the   player   should    as   a   rule  be  even 
more  cautious  than  in  Money  Skat,  since  a  lost  game  can 
seldom  or  never  be  again  made  good.     You  should,  therefore, 
never  declare  any  game  that  does  not  appear  absolutely  safe, 
but  hold  aloof  even  with   promising  cards,  in  the  hope  of 
eventually  overthrowing   the   person  who    may  become  the 
Player. 

Exception  I. — Even  a  doubtful  game  should  be  risked,  if 
winning  it  would  score  so  many  points  against  one  or  other 
of  the  adversaries  as  to  make  him  overpass  the  limit  (and  so 
be  "  out "),  while  losing  it  would  not  do  the  same  for  yourself 
as  Player. 

Exception  2. — If  one  of  the  players  is  in  a  very  bad  posi- 
tion, while  the  others  have  few  or  no  points  scored  against 
them,  he  should  play  and  risk  even  the  most  hazardous  game, 
as  he  may  often  through  some  stroke  of  luck  get  the  better  of 
the  over-cautious  players.  He  can  in  any  case  do  himself  no 
greater  harm  than  to  get  a  mark,  or  "  catch  the  salmon,"  and 
this  he  is  sure  to  do  so  soon  as  either  of  the  other  players 
wins  a  game. 

2.  Ramsch,  in  the  Salmon  Game,  is  usually  played  with  the 
ordinary  method  of  reckoning;    but   at    Mark    Skat,   Point 
Ramsch  is  almost  invariably  played.     (See  pp.  36,  37.) 

3.  In  Ramsch  the  same  rules  of  play  prevail  as  were  given 
in  the  case  of  Money  Skat,  with  the  addition  of  one  new  rule, 
namely : — 

High  scoring  cards  are,  whenever  possible,  swarmed  upon  . 
that  player  who  has  the  largest  number  of  points  already 
scored  against  him,  and  is  therefore  the  most  likely  to  "  catch 
the  salmon,"  or  get  a  "  mark." 


136 


BEER  SKAT. 


4.  A  round  of  Point  Ramsch  cannot  constitute  a  Persian ; 
even  though  its  value  should  be  over  60  (or  80)  points. 

And  now,  in  conclusion,  a  final  word  of  caution  to  be- 
ginners. Beer  Skat  is  a  diversion  for  practised  Skat 
players,  but  tends  to  spoil  the  novice  from  the  very  out- 
set, because  the  latter,  unpractised  in  judging  and  declaring 
his  game,  naturally  drifts  into  the  easier  (and  at  Beer  Skat 
quite  correct)  plan  of  "passing,"  and  in  consequence  never 
attains  to  a  mastery  of  Skat  proper.  It  is  true  that  the 
possible  loss  at  Beer  Skat,  particularly  in  the  "  Salmon " 
game,  is  a  limited  and  to  some  extent  calculable  amount, 
while  the  possible  loss  at  Money  Skat  is  unlimited,  and  this 
circumstance  often  induces  the  beginner  to  give  the  preference 
to  Salmon  Skat. 

Moreover,  many  liberties  are  allowed  in  games  which  are 
played  merely  for  the  cost  of  refreshments,  and  the  beginner 
every  now  and  then  receives  in  this  way  assistance  which 
would  be  absolutely  forbidden  in  a  game  played  for  money. 
Thus  many  a  player  at  the  "Salmon"  game  will  say  to  his 
partner,  "  he  is  done  for,"  "  I  shall  beat  him,"  or  the  like, 
though  the  same  person  playing  at  Money  Skat  would 
instantly  throw  down  his  cards  if  another  were  to  indicate, 
even  by  a  look,  the  card  to  be  played.  As  we  have  said,  the 
beginner  gets  in  this  way  now  and  then  a  hint,  or  momentary 
assistance  in  his  perplexity  or  inattention,  but  such  assistance 
tends  to  ruin  him  completely  as  a  Skat  player. 

The  object  of  Beer  Skat — to  procure  entertainment  at  small 
pecuniary  risk,  and  to  promote  fun  and  good  fellowship-^has 
been  carried  so  far  that  the  elementary  rules  for  the  guidance 
of  the  player  (we  do  not  mean  the  actual  rules  of  the  game) 
are  disregarded.  Misdeals,  unintentional  omissions  to  score, 
exposing  or  otherwise  disclosing  cards,  &c.,  go  alike  un- 
punished ;  indeed,  at  very  jovial  parties  a  kind  of  Skat  is 
played  independent  of  all  rules,  a  Skat  in  which  even  mere 
spectators  are  allowed  to  take  part,  and  in  which  all  kinds 
of  irregularities  and  even  unfair  play  are  tolerated. 


THE  GAME  OF  SKAT. 


We  refrain  from  a  more  minute  description.  Any  one  who 
wishes  to  become  acquainted  with  this  kind  of  Skat  should 
take  an  opportunity  to  visit  a  party  of  German  students,  past 
or  present,  assembled  at  their  favourite  tavern  in  a  more  than 
ordinarily  "happy  and  glorious"  condition. 


~f4- 


TWO-HANDED    SKAT. 

[OR  the  sake  of  completeness,  we  may  in  conclusion 
mention  Two-handed  Skat.  The  necessity  of  finding 
a  third  partner  has  been  here  the  mother  of  invention, 
and  has  created  a  game  which  has  many  attractions  for  those 
who  take  part  in  it,  and  at  any  rate  serves  as  a  very  accept- 
able substitute  for  the  more  complete  game. 

In  two-handed  Skat  the  cards  are  divided  as  follows : — 
The  two  players  first  receive  each  ten  cards,  divided  as  usual 
into  sets  of  five.  In  the  course  of  the  deal  the  two  Skat  cards 
are  duly  laid  aside,  in  accordance  with  the  rules  of  the  regular 
game.  (See  page  22.)  The  dealer  has  still  ten  cards  left  in 
hand.  These  are  divided  into  two  heaps  of  five  each,  and 
laid  upon  the  table,  one  on  each  side  of  the  "  Skat." 

Each  player  takes  up  the  ten  cards  dealt  to  him,  and 
declares  upon  such  cards  a  game  (Simple,  Tourne",  Solo, 
Grando,  or  Nullo,  as  the  case  may  be),  in  like  manner  as  in 
three-handed  Skat.  Should  neither  declare  a  game,  Ramsch 
is  played.  Should  either  player  declare  a  game,  each  plays 
his  ten  cards  in  the  ordinary  way.  This  done,  each  player 
takes  up  the  five  reserve  cards  nearest  to  himself,  and  play  is 
continued  with  these  till  all  are  exhausted. 

It  is  obvious  that  by  this  means  very  peculiar  situations  are 
created,  which  lend  the  game  an  attraction  of  its  own. 

When  Nullo  or  Ramsch  is  played,  no  use  is  made  of  the 
ten  reserve  cards,  the  play  being  confined  to  the  ten  cards 
originally  dealt  to  each. 


138 


TWO-HANDED  SKAT. 


In  Nullo  games,  from  the  fact  that  there  are  only  twenty 
cards  in  play,  it  is  obvious  that  the  task  of  the  Player  is  made 
materially  easier.  This  may  at  the  pleasure  of  the  players  be 
made  up  for  by  an  agreed  diminution  in  the  value  and  relative 
position  of  that  game. 

The  Score. 

The  mode  of  Scoring  is  very  simple.  One  of  the  players 
takes  charge  of  the  scoring  paper,  and  keeps  account  of  the 
points  (phis  or  minus  as  the  case  may  be)  on  either  side.  The 
difference  between  the  two  totals  gives  the  amount  won, 
which  at  the  close  of  the  play  is  paid  in  money,  according  to 
the  agreed  value  of  the  stakes. 


"' 


THE  GAME  OF  SKAT. 


•• 


•• 


APPENDIX. 


i.  CURIOSITIES    OF    SKAT. 

E  have  yet  to  call  attention  to  a  few  more  specimen 
games,  which,  however,  must  be  regarded  more  or  less 
as  belonging  to  the  category  of  curiosities. 

EXAMPLE  XXVII. 

Problem. — To  divide  the  cards  between  the  three  players 
in  such  a  manner  that  each  shall  have  (irrespective  of  the 
"Skat")  an  absolutely  safe  game,  of  the  value  of  not  less 
than  72  points  (according  to  the  valuation  adopted  in  the 
game.  (See  Table,  p.  125.) 


Answer. 


The  elder  hand  has — 


and  declares  Grando  Ouvert. 
Middle  (or  hinder)  hand  has — 


*  * 

*++ 

++* 

*** 

*    * 

*  * 

+  * 

* 

*  + 

*+* 

*  * 

and  is  in  a  position  to  declare  Nullo  Revolution. 
Third  (or  middle)  hand  has — 


140 


CURIOSITIES  OF  SKAT. 


.,»:. 


**» 


*** 
»*» 

•    • 


*»* 
•  • 
*»* 


•  • 

•  • 


***! 
•    4 


*** 

*  * 

*  * 


and  can  also  declare  Nullo  Revolution. 

EXAMPLE  XXVIII. 

In  a  compulsory  Grando,*  the  Player  has  no  ace  or  ten  ; 
only  one  king  and  only  two  knaves  in  his  hand,  and  yet 
makes  his  opponents  Schwarz. 

The  hand  of  the  Player  is  as  under  : — 


* 

*** 

*** 

*    * 


*++ 

* 
*++ 


i.  What  cards  were  there  in  the  "Skat  ?"     2.  What  was  the 
course  of  play,  or,  in  other  words,  how  did  the  cards  fall  ? 

A  nswer. 

1.  The  "Skat"   cards  are  the   ace   of  Clubs  and  ace  of 
Diamonds. 

2.  The  Player  leads  his  knave  of  Spades,  and  the  second 
hand  plays  upon  it  the   ten  of  Clubs,  that   being  his  only 
card  of  that  suit.     The  last  knave  falls  to  the  knave  of  Clubs. 
The  Player  then  leads  his  Clubs,  beginning  with  the  eight. 
Second  hand  swarms  upon  it  the  ten  of  Diamonds,  and  elder 
hand  throws  away  on   the  second  or  third    Club  trick  his 
unguarded   king  of  Diamonds.     The   Player  has   then   the 
remaining  tricks  in  his  own  hand. 

We  cannot  encourage  our  readers  to  expect  a  similar  hand 
to  turn  out  so  fortunately. 

EXAMPLE  XXIX. 
Nullo  Ouvert. 

In  ^.compulsory  Nullo,*  elder  hand  has  to  play  Nullo  Ouvert 
with  the  cards  following  : — 


V     V 

« 


See  p.  38. 


141 


'••• 


THE  GAME  OF  SKAT. 


How  must  the  cards  be   distributed   to  enable  the  elder 
hand  to  win  a  Nullo  Ouvert  under  such  conditions  ? 

Answer. 
One  of  the  Opponents  held  the  following  cards  : — 


»      ¥ 

t 


The  Player  (elder  hand)  leads  the  seven  of  Hearts,  and  the 
Opponent  above  mentioned  wins  both  this  and  all  the  remain- 
ing tricks.  Under  the  same  conditions  the  Player  might  lead 
either  of  his  knaves  (Club,  Spade  or  Diamond)  with  the  same 
result. 

With  such  a  hand  a  mistake  is  almost  out  of  the  question. 

EXAMPLE  XXX. 

Middle  hand  (with  cards  as  under)  has  provoked  the  elder 
hand  up  to  36,  and  the  latter  then  passing,  declares  a  Solo  in 
Clubs.  The  Player  must,  therefore,  to  secure  the  requisite 
value,  either  find  the  knave  of  Clubs  in  the  "  Skat,"  or  make 
his  opponents  Schneider* 


*** 
4*4 

*     * 


4 
4*4 


4    4 
4    4 


The  hope  of  finding  the  knave  of  Clubs  in  the  "  Skat "  being 
a  very  slender  one,  the  Player  endeavours  to  Schneider  his 
opponents.  This  is  only  possible  if  the  cards  are  favourably 
distributed. 

The  elder  hand  leads  the  ace  of  Spades  ;  the  Player,  con- 
jecturing that  the  lead  is  from  a  long  suit  of  Spades,  trumps 
with  the  knave  of  Diamonds,  to  prevent  the  trick  being  taken 


*  The  value  of  a  Club  Solo  without  the  best  matador  (see  Table  on  p.  125)  is  24 
only.  If  the  Player  Schneiders  his  opponents,  his  game  becomes  worth  36.  If  he 
finds  the  missing  knave  in  the  "Skat,"  his  game  will  then  be  with  four,  and  will  be 
worth  60  (or  with  Schneider  72). 


142 


CURIOSITIES  OF  SKAT. 


by  the  ace  of  trumps  (Clubs).*  Hinder  hand,  though  holding 
the  best  knave,  does  not  over-trump  with  it,  but  plays  a 
small  Heart.  The  Player  leads  the  second  knave,  which  is 
taken  by  hinder  hand,  elder  hand  swarming  the  ace  of  Hearts 
on  the  trick  (—  15).  Hinder  hand  now  leads  the  ten  of 
Diamonds,  elder  hand  takes  it  with  the  ace  of  Diamonds,  and 
the  Player  plays  king  of  Diamonds  (—  25).  Elder  hand  now 
leads  the  ten  of  Spades  ;  the  Player  must  therefore  win  it 
either  with  his  last  knave  or  with  a  small  trump  ;  in  the 
former  case  the  ace  of  trumps,  which  is  with  hinder  hand,  is 
now  good,  and  the  ten  of  Hearts  is  swarmed  upon  it ;  in  the 
latter  case,  it  is  employed  to  overtrump  the  Player,  in  either 
case  the  Opponents  secure  21  points  more.  The  Player  has 
therefore  lost  the  game,  his  Opponents  having  61  points. 

Query. — How  would  the  game  stand  if  the  Player  were  not 
compelled  to  secure  the  Schneider,  in  order  to  save  the  game  ? 

Answer. — The  Player,  who,  as  we  have  already  remarked, 
conjectures  that  his  Opponents  hold  a  long  suit  of  Spades, 
throws  away  king  of  Diamonds  on  ace  of  Spades  led,  trumps 
the  ten  of  Spades  with  the  knave  of  Diamonds,  and  if,  as  is 
probable,  this  is  overtrumped,  he  has  all  the  remaining  tricks 
in  his  own  hand.  Should  the  knave  of  Diamonds  not  be 
overtrumped,  the  Player  then  forces  out  the  knave  of  Clubs, 
and  when  he  again  gets  the  lead,  draws  the  ace  of  trumps. 
The  Opponents  have  secured  in  their  first  trick  26  points, 
and  in  their  second,  14  ;  total,  46  points. 

EXAMPLE  XXXI. 

At  a  card-party  where,  in  accordance  with  the  older 
fashion,  neither  Grando  nor  Nullo  were  recognised,  the 
second  hand  held  the  following  cards  : — 


t*J 
J.J 


*** 

* 


*  Should  the  Player  play  a  small  card,  the  third  hand  would  trump  with  the 
ace,  thereby  securing  a  trick  of  22  points. 


143 


THE  GAME  OF  SKAT. 


In  the  "  Skat "  were  the  ace  and  ten  of  Diamonds.     The 
Player  declared  a  Solo  in  Clubs,  but  lost  the  game. 
How  did  he  manage  it  ? 

A  nswer. 

A  Solo  in  Clubs  with  six  matadors  and  all  the  rest  aces 
and  tens  seems  as  if  it  could  not  possibly  be  lost,  but  such  is 
not  the  case.  See  below. 


IV. 


**+ 

*    4 
*    4 

* 

* 
-14 

And   the  game   is   lost,  the  Opponents   having   obtained 
63  points. 

EXAMPLE  XXXII. 
{Solo  in  Clubs  lost  with  Ten  Matadors.} 


*.* 
*** 


:»: 


The  eight  and  nine  of  Clubs  are  in  the  "  Skat."  The 
player  declares  a  Solo  in  Clubs  (or  a  Grando),  but  loses  the 
game,  whether  he  is  placed  second  or  third  hand.  How  were 
the  cards  divided,  and  how  were  they  played  ? 

Answer. 

The  elder  hand  has  all  the  remaining  Hearts,  the  ace  of 
Diamonds,  and  the  seven  of  Clubs.  The  third  player  has  all 


144 


PROBLEMS. 


the  remaining  Spades,  and  the  ten  of  Diamonds.     The  posi- 
tion of  the  other  cards  is  immaterial. 

The  Play. — The  elder  hand  Opponent  leads  the  ace  of 
Hearts,  to  which  the  Player  must  of  necessity  play  his  ten  of 
Hearts,  and  the  third  hand  swarms  the  ten  of  Diamonds. 
(—  31.)  Elder  hand  then  plays  the  seven  of  trumps,  in 
order  to  throw  the  lead  into  the  hand  of  the  Player.  The 
latter  takes  the  trick,  and  then  either  leads  trumps  first,  or 
plays  at  once  his  ten  of  Spades.  In  any  case  the  Spade 
trick  remains  the  same.  The  Player  leads  the  ten,  the  second 
hand  takes  with  the  ace,  and  the  third  swarms  upon  it  the  ace 
of  Diamonds.  (—  32.)  Total  —  63. 

Where  Player  is  Elder  Hand. 

Even  though  the  Player  be  elder  hand,  the  game  is  also 
lost  should  he  lead  trumps  (from  either  end  of  the  sequence) 
in  the  hope  of  an  injudicious  discard  on  the  part  of  the 
Opponents,  and  they  do  not  "  swarm  "  one  of  the  three  aces 
on  the  ten  of  Diamonds.  The  game  is  also  lost  should  he 
trump  the  lead  of  the  Opponents,  instead  of  throwing  away 
his  last  unguarded  ten. 


2.    PROBLEMS. 

|E  give  by  way  of  conclusion  a  series  of  Skat 
Problems,  whose  solution  will  form  an  agreeable 
exercise  to  the  practised  player,  and  a  very  useful 
one  to  the  novice.  The  solutions  we  have  omitted,  in  order 
to  incite  the  reader  to  think  them  out  for  himself,  and  devise 
schemes  of  opposing  play.  Some  of  the  problems  are  spe- 
cially designed  for  beginners,  and  are  therefore  made  very 
easy. 


THE  GAME  OF  SKAT. 


PROBLEM  I. 


*** 
4*4 
4.4 
4*4 


444 

4    4 


With  the  foregoing  cards  the  Player  might  declare — 

Grando  with  four  Matadors       =      80 
Club  Solo  with  seven   „  =     96 

Spade  Solo  with  four    „          ) 
Schwarz  declared  ) 


=     99 


Question. — Assuming  the  Player  to  be  elder  hand,  which  is 
his  only  certain  game  ? 

PROBLEM  II. 
The  Player,  holding  the  following  cards,  declares  Grando. 


Neither  of  the  Opponents  has  a  renounce  in  Hearts  or  Clubs. 
The  ace,  ten,  and  king  of  Clubs  are  in  the  same  hand,  likewise 
the  ace  and  ten  of  Hearts,  and  cannot  therefore  fall  together. 
By  what  line  of  play  will  the  game  be  won,  and  by  what  line 
of  play  will  it  be  lost  ? 


PROBLEM  III. 
Nullo. 

4.4 
4*4 

444 
4    4 

444 
4    4 
4    4 

• 

Under  what  circumstances  will  the  Nullo  necessarily  be 
lost  ? 

PROBLEM  IV. 

The  Player  (second  hand)  has  turned  up  the  nine  of  Hearts, 
and  has  taken  in  with  it  the  ten  of  Clubs,  his  hand  then  being 
as  follows  : — 


146 


PROBLEMS. 


*** 
*  * 
*-* 


* 

*** 

*** 


The  cards  he  threw  out  were  the  ten  of  Diamonds  and  the 
queen  of  Spades  (=  13).  The  Player  only  made  (including 
the  13  above  mentioned)  19  points.  The  Opponents  held  in 
one  hand  three  trumps,  and  in  the  other,  four.  What  was  the 
distribution  of  the  cards,  and  how  were  they  played  ? 

PROBLEM  V. 


** 


What  game  should  be  declared  with  the  above  cards  :  (a) 
the  Player  being  elder  hand  ;  (b)  the  Player  being  second 
or  third  hand  ? 

PROBLEM  VI. 

The  Player  (second  hand)  declares  Grando  on  the  cards 
following : — 


I***1 

«*« 

*•* 

*     4 

*     * 

V 

•     • 

*«* 

*    4 

*»* 

The  Opponents  are  "  out "  with  69  points,  before  the  Player 
has  made  a  single  trick.  What  was  the  distribution  of  the 
cards,  and  how  were  they  played  ? 

PROBLEM  VII. 
The  Player  (elder  hand)  has — 


V     V 


V     9 


The  Player  (declaring  Tourne)  turns  up  the  seven  of  Clubs, 
takes  in  with  it  the  ten  of  Diamonds,  and  wins  the  game. 
The  cards  he  threw  out  were  the  ten  of  Diamonds  and  the 
king  of  Spades.  What  was  the  distribution  of  the  cards,  and 
how  were  they  played  ? 


<i<- 


THE  GAME  OF  SKAT. 


PROBLEM  VIII. 

(Grando  without  Four,  or  Club  Solo  without  Eleven, 
Beer  Skat.} 

The  Player  (first,  second,  or  third  hand)  holds  the  cards 
following : — 


*  * 

*** 
4*4 

•  4* 

4*4 

V     V 

»»» 

• 

:*: 
»  » 

*  4 

*4* 

»  ** 

In  the  "Skat"  are  the  eight  of  Hearts  and  the  nine  of 
Diamonds.  The  Player  wins  with  77  points.  What  was  the 
play  ? 

PROBLEM  IX. 

(Tournt  in  Spades  zvitkout  Nine.'} 
The  Player  (second  hand)  holds  the  following  cards  :— 


*4* 

*   * 

V 

*  4 

*»* 


He  turns  up  the  eight  of  Spades,  takes  in  with  it  the  queen 
of  Clubs,  and  wins  the  game.  What  did  he  discard,  and  how 
were  the  cards  played  ? 

PROBLEM  X. 
The  Player  (hinder  hand)  has  the  cards  following : — 


»** 


He  turns  up  the  king  of  Diamonds  and  takes  in  with  it 
the  ace  of  Spades.  He  discards  the  king  of  Spades  and  king 
of  Clubs,  and  loses  the  game.  What  were  the  distribution 
and  fall  of  the  cards  ? 

PROBLEM  XL 
(Nullo  Ouvert.) 


:•« 


4  * 
4.4 
4*4 
4  4 


*4* 
*    * 


4*4 
4    * 

4 


*** 

•     • 


*** 
**» 


»** 

• 


148 


PROBLEMS. 


The  Player  (elder  hand),  with  the  above  cards,  declares 
Nullo  Ouvert,  and  loses.  What  were  the  distribution  and  fall 
of  the  cards  ? 

PROBLEM  XII. 

The  Player  (second  hand),  provoked  by  the  hinder  hand, 
declares  a  Solo  in  Clubs,  with  the  cards  following :— 


*   + 
+++ 


*    v 


V     V 

V     V 


The  Player  is  made  Schwarz. 

(i.)  How  were  the  cards  distributed,  and  how  were  they 
played  ? 

(2.)  By  what  line  of  play  could  the  Player  have  escaped 
the  Schwarz? 

PROBLEM  XIII. 

At  a  card  party,  where,  in  accordance  with  the  older 
fashion,  neither  Grando  nor  Nullo  was  recognized,  second  hand 
held  the  following  cards,  as  already  mentioned  among  the 
Curiosities  of  Skat,  No.  XXXI. 


t*J 
:*: 


In  the  "  Skat "  were  the  ace  and  ten  of  Diamonds. 

The  Player  received  a  timely  hint  that  he  had  fallen  into  a 
company  of  practical  jokers,  who  had  arranged  to  entrap  him 
into  a  loss.  He,  however,  did  not  lose,  but  on  the  contrary 
made  his  opponents  Schwarz.  How  was  this  possible  ? 

PROBLEM  XIV. 

The  Player  (second  or  third  hand)  holds  the  cards 
following : — 


149 


•     '( 


THE  GAME  OF  SKAT. 


He  turns  up  the  king  of  Clubs,  takes  in  with  it  the  knave 
of  Clubs,  discards  his  two  Diamonds,  and  is  beaten  before  he 
has  made  a  single  trick.  What  was  the  distribution  and  fall 
of  the  cards  ? 

PROBLEM  XV. 
The  Player  (second  hand)  has  the  following  cards  : — 


He  declares  a  Solo  in  Spades,  and  loses, 
distribution  and  fall  of  the  cards  ? 


What  was  the 


PROBLEM  XVI. 
The  Player  (second  hand),  holding  the  following  cards— 


* 

*** 
*** 


:*: 


declares  Grando  and  loses  the  game.     How  were  the  cards 
distributed,  and  how  were  they  played  ? 

PROBLEM  XVII. 
The  Player  (hinder  hand)  holds  the  cards  following  :— 

BH 


The  other  two  players  having  passed,  he  declares  Tourne, 
in  the  hope  of  finding  a  knave  in  the  "  Skat."  He  turns  up 
the  eight  of  Hearts,  and  takes  in  with  it  the  ten  of  Diamonds. 
What  should  he  discard  ?  and  to  win,  what  must  be  the  fall 
of  the  cards  ? 

PROBLEM  XVIII. 

The  Player  (second  hand)  declares  a  Solo  in  Spades  with 
the  cards  following  : — 


I4T~* 
*»J 


* 

k*» 


* 


150 


PROBLEMS. 


He  is  Schneidered.     How  must   the    remaining  cards  lie, 
and  how  must  they  be  played  ? 

PROBLEM  XIX. 

The  Player  (second  hand),  with  the  following  cards,  declares 
Nullo  Ouvert — 


*** 
*** 

* 


*+* 

*  * 
**+ 


*++ 

4    + 

4 


*  * 
*A* 
*** 

*  * 


*** 
*  * 
* 


*»* 
»wf 


V     V 


V     V 

V 


• 

*** 
**» 

•     » 


*** 

«    • 


and  loses  the  game,  although  the  remaining  Diamonds  are 
equally  divided  between  the  other  two  players.  How  were 
the  cards  distributed,  and  how  were  they  played  ? 

PROBLEM  XX. 
The  Player  (second  hand)  has  : — 


He  declares  a  Solo  in  Spades.  The  cards  of  the  "Skat"  are 
the  eight  and  nine  of  Spades.  The  Player  loses.  What  was 
the  distribution  and  fall  of  the  cards  ? 

PROBLEM  XXI. 
The  Player  holds  the  cards  following  : — 


+ 

*** 
*** 


* 
**+ 


++* 


*** 

*    * 
4    * 


He  turns  up  the  king  of  Clubs,  and  takes  in  with  it  the  ace 
of  Spades.  What  must  the  Player  discard  in  order  to  make 
his  game  absolutely  safe  :  (a)  if  elder  hand  ;  (£)  if  second  or 
third  hand. 


PROBLEM  XXII. 


A  player  who  has  "  passed  "  during  the  whole  evening,  when 
it  comes  to  the  last  deal  declares,  without  looking  at  his  cards, 


THE  GAME  OF  SKAT. 


a  Solo  in  Hearts.     He  is  elder  hand,  and  has  the  following 
cards : — 


**• 

*  * 

*+* 

++* 

*** 

t*t 

*  + 

*** 

*    + 

*** 

*»* 


»  *.* 


*** 


Under  what  circumstances  can  he  win  the  game  ? 

PROBLEM  XXIII. 
(Club  Tourne  without  Ten.} 
The  Player  (elder  hand)  has  the  following  cards  : — 

liTT 


*+* 

*  4> 

*  +  * 


*     » 


*»* 
*     * 


*» 


He  turns  up  the  seven  of  Clubs,  and  takes  in  with  it  the 
ace  of  Diamonds. 

(i.)  What  should  he  discard? 

(2.)  How  is  it  possible  for  him  to  win  the  game  ? 


PROBLEM  XXIV. 
A  player  holds  cards  as  under : — 

jyi 


*** 

• 


*»* 


»** 


*    * 


What  should  he  declare  ?     WThat  game  is  absolutely  safe, 
and  what  game  uncertain  ? 


THE  END. 


BRADBURY,    AGNEW,    &    CO.    LD.,    PRINTERS,    WHITEFRIAKS. 


152 


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