presented to
library
of tbe
of Toronto
-
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
Btoe
1 TABLE OF VALUES. THE STANDARD GAME J
•^
THE SCORE.
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...
THE SCORE.
...
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declarations are allowed in connection with the Simple or Tourne game,
pages 26, 28.)
127
THE GAME OF SKAT.
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128
BEER SKAT.
^
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.
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