How to Play Jass

Jass is a four player, trick taking partnership card game which originated in Switzerland and, because of this, is commonly called Swiss Jass. Due to this, and several other reasons, Jass is considered the national card game of Switzerland and is subsequently very popular in that country.  There are multiple variants of Jass which are played, with first, a description of one of the most common versions of the game which might be encountered. This ruleset is essentially those for the variant of Jass known as Schieber Jass with several other popular variants listed in the variations section below, including another, similar version of Schieber Jass with the main differences being in the method of scorekeeping as well as some of the game's terminology. Being the most popular variant of this game type to be played, Schieber Jass is commonly shortened to just Jass, being thus the representative game which is often meant when describing Jass.

The game uses a 36 card deck. In many games a traditional Swiss-German deck is used, but the game can also be (and commonly is) played with a stripped down French suited deck. The Swiss-German deck consists of four suits (Flowers, Acorns, Shields and Bells). Each suit contains one card in each of the following denominations: Ace, King, Queen (Ober), Jack (Under), 10 (Banner), 9, 8, 7, 6. Thus, the standard French deck can also be used consisting of these same cards in each of the four standard suits. Traditionally, if the game is played in northeast Switzerland, it is played with the Swiss-German pack (also called the Jass pack), while if played in the south and west of Switzerland the traditional French suited pack is used. The normal ranking of the cards in the deck is as follows, from high to low; Ace, King, Queen, Jack, 10, 9, 8, 7, 6. However, in the designated trump suit, the ranks of the cards in that particular suit are somewhat different, as follows (also shown from high to low): Jack, 9, Ace, King, Queen, 10, 8, 7, 6.

Card Ranking in Swiss Jass As this game is designed to be played by four players in two partnerships, one of the first orders of business is usually to determine the partnerships (if this is not already predetermined). One method this can be determined is to have each player draw a card from the shuffled, face-down deck. The players drawing the two highest ranked cards play as one partnership against the players drawing the two lowest ranked cards. If two or more players draw cards of the same denomination, those players should draw new cards, continuing to draw cards until drawing a card that has not yet been previously drawn by any other player. The player drawing the highest card of all will be set as the first dealer, with the deal rotating in a counter-clockwise direction around the table after each hand. Each player should sit at the table in such a manner that his partner is sitting directly across from him at the table.

After the players are seated and dealer determined, the dealer thoroughly shuffles the pack and offers it to the player at his left to cut. After the cut, the dealer then begins dealing the cards in face-down packets of three cards to each player, starting with the player at his immediate right. He continues dealing these three card packets in a counter-clockwise direction until each player (including himself) has nine total cards to form his hand. After the cards have been dealt the players then pick up their hands for examination.

After each hand has been dealt, the trump suit for the hand should be determined. On the first hand of each game, the player who finds in his hand, the seven of Diamonds, has the first opportunity to declare a trump suit for that hand. For each hand thereafter during the game, the player to the immediate left of the player from the last hand who was first to have the opportunity to declare the trump suit on that last hand is then given this privilege.

The player who is provided the opportunity to declare the trump suit has several options. He may simply lead the first card to start the first trick to the table, with the suit of this card being set as the trump suit. Alternately, he may declare any suit of his choice as the trump suit for the hand. In that case, the first card led by that player need not be of the suit declared. Lastly, he may pass the privilege of naming the trump suit directly to his partner (called Schieben). If he passes the privilege, his partner must make a declaration of the trump suit. A player may name one of the four suits as the trump suit for the hand or may declare a special no-trump declaration of tops-down (oben-abe) or bottoms-up (unden-ufe). If a specific suit is declared, that suit is considered the trump suit for the hand and the other three suits are the minor suits. In a declaration of tops-down, the hand is played with no specific trump suit, and the usual numerical ranking of the cards. However, in a declaration of bottoms-up, the hand is also played with no trump suit, however the rankings of the cards is reversed during the hand. Thus, the ranking of the cards in the deck for a bottoms-up hand are as follows (from high to low): 6, 7, 8, 9, 10, Jack, Queen, King, Ace.

Once the declaration of the trump suit (or tops-down or bottoms-up) for the hand, the play of the hand begins. The player to the immediate right of the dealer leads the first card to the first trick. Each other player, in a counter-clockwise direction around the table would then add one card of his own to the trick. On playing his first card to the first trick, each player also has the opportunity to declare a meld. He does this by declaring the point value (see below) of his highest ranking meld upon leading to that first trick. If a previous player has announced a higher ranking meld, a player may not announce a meld on his play to the first trick. If a player has a meld of equal scoring value as a previous declared meld by another player, he must also announce the number of cards in that meld. If the previous player who announced that same meld has a meld of more cards he declares "Not Good" indicating his meld consists of more cards and is thus considered a higher ranked meld. If his meld is fewer cards he would announce "Good" indicating the second bidder of that amount has a higher amount. If both melds are of the same point value and length, the previous player would state "equal" instead. In the case of an "equal" response, the second bidder than must state either the rank of the cards (for a four of a kind) or the rank of the highest card in the case of a sequence. The first player then again responds to this declaration with either "Not good" indicating the second player's is higher ranked, "Good" indicating his own is higher or again equal if the meld is a sequence and the highest card in the sequence is equal. In this case, if one of the melds is in the trump suit, that meld is considered higher, otherwise the first player to make that declaration is considered higher.

These declarations continue around the table during the play of the first trick for each player, until every player has had the opportunity to declare a meld (if applicable). Whichever player ended up declaring the highest meld then scores for the meld. That player also scores for any other additional melds he may hold in the hand and also any melds his partner may hold. Any specific card from the hand may only be used in one meld during that hand. Note that the scores for these melds are held in abeyance for that team until the end of the hand, as the scores earned during the hand should be scored in a strict ordering. The following shows the scores for each meld type in the game:
MeldScoring ValueMeld Description
Three card sequence20Three cards of the same suit in direct sequential order
Four card sequence50Four cards of the same suit in direct sequential order
Quartet100Four Aces, Four Kings, Four Queens or Four tens
Five or more card sequence100Five or more cards of the same suit in direct sequential order
Four nines150Four cards of the rank 9
Four Jacks200Four Jacks
           Meld types in Jass
Note that for purposes of comparing melds and forming sequences, the ranking and sequencing of the cards is as follows (from high to low); Ace, King, Queen, Jack, 10, 9, 8, 7, 6. However, if the hand is played at bottoms-up, these rankings as well as comparison of quartets and the highest card in a sequence should be in reverse order.

After the lead to each trick, each subsequent player then plays a card, in proper turn to the same trick. The rules of play to a trick in Jass are somewhat stricter than many other trick taking games and are as follows: Marriage in Swiss Jass
As in most games of the trick-taking variety, the highest card of the trump suit played to the trick wins that trick. If the trick contains no cards of the trump suit, the trick is won by the highest card of the suit originally led to the trick. The winner of each trick sets the cards of that trick aside in a pile face-down and that player leads the first card to the next trick (which may be any card remaining in his hand).

If, a player has both the King and Queen of the trump suit in his hand, he may score for the Marriage. He does this on playing the second of the two cards comprising the Marriage to a trick, announcing the Marriage, and earning 20 points. As with the other point scores in this game, it is not scored until the end of the hand, in a specific order.

After all tricks have been played and won, the partnerships examine the cards won in tricks to determine the points won. Each card in the deck has a point scoring value. The following chart shows the point scoring value for each card, also based on the game type played:

 Point Value
CardIn Designated Trump SuitNon-Trump SuitTops-Down GameBottoms-Up Game
Jack20222
Nine14000
Ace111100
King4444
Queen3333
Ten10101010
Eight0088
Seven0000
Six00011

In addition to the scores which are earned for capturing point scoring cards in tricks, winning the last trick of the hand entitles a partnership to score 5 additional points (which are considered part of the trick score). If one team manages to win all nine tricks during a hand (called match), they score an additional 100 trick points for doing so.

Once the hand has been completed, the actual score of the hand occurs. The scores are added in a very specific order. First the score for the Marriage is scored, next the partnership with the highest melds scores for those melds and lastly the scores for tricks is added to each partnerships accumulated score. Thus, the team to first reach or exceed 2500 points during this point counting phase is declared the winning partnership for the game. If both teams, during score of a particular category reach or exceed 2500 points, the team that reaches a higher total after score of that category is the winning team for the game.

                     

Variations and Optional Rules

Trump Declaration: In standard Swiss Jass, as described above, after each hand, the next player in a counter-clockwise rotation from the last player to have the first opportunity to declare the trump suit would have that privilege on the next hand. However, in some games, one member of the partnership who scored fewer points on that last deal would have this privilege. Of these two members, the player who is closest in a clockwise rotation from the last player to declare the trump suit would be provided that privilege.

Double and Triple Scoring: A common variant rule that is sometimes used is to increase the scoring for certain trump declarations. If using this variant, all scoring for a hand in which the declared trump suit is Spades or Clubs is doubled, and scoring for a hand which is played at tops-down or bottoms-up is tripled. Scoring for hands played in Hearts or Diamonds are as normal. Usually, if this scoring variant is used, the score required to win the game is increased to 3000 points.

Handjass: Handjass is a variant of Jass in which there are no partnerships and each player plays independently. Handjass (also often called Sackjass) can be played by from 2 to 4 players using the same Jass deck as described for standard Jass, above. In addition, the ranking of the cards in this deck are as for standard Jass. In the designated trump suit, the ranking would thus be (from high to low); Jack, 9, Ace, King, Queen, 10, 8, 7, 6. In the minor (non-trump) suits, the ranking is (also shown from high to low); Ace, King, Queen, Jack, 10, 9, 8, 7, 6.

The game can be played by two, three or four players. As the game progresses, winning players will drop from the game. Thus, during the course of the game, the number of participants during a hand will decrease and thus the rules for that hand will be played somewhat differently (see the rules for each specific number of players as described below). The object of the game is not to be the last player in the game, as this last player remaining is considered the first loser of the game.

Thus, as the game continues, the rules will change somewhat based on the total number of participants in the game (from 4 to 2). While specific rules will change based on this number of players (such as dealing of the trump suit and scoring) the actual play of the hand is the same regardless of the number of players involved. Thus, the following rules will always apply in the play of this game.

Scoring method in HandJass During each hand, the dealer will begin each hand by dealing each player a total of nine cards. Dealing is done in face-down batches of three cards in a counter-clockwise direction around the table. In some cases extra hands may be dealt (see below).

The game is traditionally scored on a slate using chalk to record the scores. This slate is usually place in the middle of the table and each player would record his score in the corner of the slate that is closest to his seating position.  There are usually two types of scores that will be recorded for each player, strokes and potatoes. A stroke is one positive point and is so named because it is usually recorded on the slate with a vertical line, or stroke of the chalk. A potato is usually recorded as a circle (which might look somewhat like a round potato), and represents one negative or penalty point. A player's score at any time during the game is the accumulated total for that player, his total number of potatoes subtracted from his total number of strokes. Players reaching seven total points during the game drop from the game, with the goal not to be the last player to be able to so drop.

Play of the Hand: The first active player to the right of the dealer who did not drop from this hand, plays the first card to the first trick. In leading the first card to a trick a player may play any card of choice from the hand. The remaining active players who did not drop from the hand then each play one card in turn to the same trick in a counter-clockwise direction around the table. The rules for the remaining players as playing to that trick are as follows: Once each active player in turn has played one card to the trick, it is determine who has won the trick. The trick is won by the highest card of the trump suit which is found in the trick. If no cards of the trump suit are found in the trick, it is won by the highest ranked card of the suit originally led to the trick. The winner of each trick leads the first card to the next trick.

Weis: As in standard Jass, the player having the highest special combination in hand may score for that combination and any other combination found in the hand (this is called weis). The following chart shows the complete list of combinations and the scoring value for each:
Weis in HandJass           
CombinationScoring ValueDescription
Three card Sequence20Three cards in direct sequential order, all of the same suit.
Four card Sequence50A sequence of four cards in sequence, all of the same suit.
Four of a Kind100Four Aces, Four Kings, Four Queens or Four Tens
Long Sequence100A sequence of five or more cards, all of the same suit.
Four Jacks200All four Jacks
Only the player with the highest ranking combination scores for that combination, as well as any other combinations he might have in hand. Any specific card may only be part of one combination for that player, however. Thus, if multiple players have possible scoring combinations, these combinations must be compared to determine the highest. For this purpose, a combination with a higher scoring value beats a combination with a lower scoring value from the chart. For combinations that have the same scoring value, a combination that contains more cards than another combination is considered the higher. For a combination that has the same scoring value and consists of the same number of cards, the combination that contains cards of a higher denomination (as per the non-trump suit ordering of the cards) is considered the higher. If multiple combinations are to be compared of the same scoring value, same number of cards and same highest cards, if one of the combinations is made of cards from the trump suit that is considered the higher, but if neither combination consists of cards in the trump suit, the combination belonging to the player nearest to the dealer's right (in normal player order for this game) is considered the higher.

These combinations must be declared by each player upon playing his first card to the first trick. In making this declaration, the player should give a minimum of information to prevent revealing his cards in hand, but if additional players declare combinations, enough information must be provided by each player to allow them to be compared as per the above rules.

It should also be remembered that regardless of the trump suit for any particular hand, the sequencing and ordering of the cards, specifically for purposes of comparing these combinations and the use of the cards in sequences is as in the normal ordering for a non-trump suit, namely Ace, King, Queen, Jack, 10, 9, 8, 7, 6.

Stöck: Any player who has both the Queen and King of the trump suit in hand (called a stöck) is entitled to score 20 points. This is in addition to any score that (or any other player) is earned for scoring combinations as described above. This declaration is made upon playing the second of these two cards to a trick.

Trick Points: Each card won in tricks by a particular player earns a certain number of points for that player to be calculated at the end of the hand. The following chart shows the value of these cards, for both the trump suit and for the non-trump suits:

 Point Value
CardIf In Trump SuitIf In Non-Trump Suit
Jack202
Nine140
Ace1111
King44
Queen33
Ten10 10
Eight, Seven, Six00
In addition, winning the last trick of a hand entitles that player to earn 5 additional points (which is considered to be part of the trick points for the hand).

At the end of each hand, the players then sum the total number of trick points, weis and stöck to arrive at his total score for that hand. These points are then compared (see below) and players earn a number of game points (strokes and potatoes) based on the totals.

As mentioned previously, based on the number of the active participants in the hand, some of the specific procedures (such as determining the trump suit for the hand or scoring) are somewhat different based on the current number of players in that hand. The following rules describe these differences based on the of active participants at the start of that hand. Variants of Handjass: There are several variant rules that are sometimes used with Handjass, including the following:

Coiffeur-Schieber: Coiffeur-Schieber is another fun variant of Jass, with a three player and a four player variant. The three player variant will be described first, and the rules for the four player game will be described further below.

The game is usually played using the standard 36 card Jass pack, as described above, however it can also be played using the standard French suited deck, which consists of all cards five and lower removed from that deck. As in most other variants of Jass, the ranking of the cards as found in the pack will be dependent on whether that card is from the trump suit or not. In the non-trump suit, the ranking of the cards are (from high to low): Ace, King, Queen, Jack, 10, 9, 8, 7, 6. In the trump suit, the ranking of the cards is as follows (also shown from high to low): Jack, 9, Ace, King, Queen, 10, 8, 7, 6.

Scoring method in Coiffeur Schieber Determination of seating positions and first dealer are exactly as described in standard Jass, above. After each deal, the role of dealer rotates around the table in a counter-clockwise direction. Scoring for Coiffeur-Schieber is traditionally recorded on a slate using chalk. Since the game will consist of exactly 30 hands or deals, the slate is usually marked in such a way as to make recording this easier. Thus, usually a series of columns are drawn, usually two columns for each player and a column listing each deal type possible during the game (described later). A horizontal line is thus drawn along the slate for each game type as well as a "Totals" column at the bottom of the slate. If a slate is not available, this same scoring mechanism can be recreated using a sheet of paper and a pencil.

To begin each hand the dealer deals the cards in a counter-clockwise direction around the table, starting at the player to his immediate right. The cards are dealt out in three card face-down packets around the table until each player has a total of twelve cards. The player to the immediate right of the dealer, after reviewing his hand can either pass or make one of 10 declarations for the game type to be played during the hand. However, during the course of the game, each player must declare each deal type exactly one time. Thus, a player may not declare a deal type which he has already declared during this same hand. The following are the ten types of declarations a player can make for the hand to be played at:
In the barrel If a player passes instead of naming a declaration, the next player in turn then has the option of naming a game to be played. If this player also passes, the dealer then has the option to name the game type. If all three players initially pass, the original first player MUST make a bid (called being in the barrel), and must follow the normal rules for the declaration of game type.

It should also be noted that, as the game progresses, players will have less options for the game type selected during his declaration (as other types have already been declared by that player). In fact, towards the final portion of the game, some players will have already made all 10 declarations. In that case, the player must pass on his turn to make the declaration, and it may come about that two of the three players will have made all declarations. In that case, the remaining player must make each of the remaining bids he has not yet declared in the current game.

Once the game type has been declared, play of the hand begins. The declarer for that hand leads the first card to the first trick. When leading the first card to a trick, the leader may play any card of choice from his hand. The rules of play to the trick are, as in some other games of the Jass family, somewhat stricter than other trick-taking games, as follows: Of course, in the hands in which there is no trump suit, the rules regarding the trump suit do not apply.

After each player has played one card to the trick in a counter-clockwise direction as per these rules, the trick is examined to determine the winner of said trick. The player of the highest card of the trump suit to any trick wins that trick if it contains any cards of the trump suit. If the trick contains no cards of the trump suit, the highest card of the suit originally led to the trick wins it. Cards won by players in tricks are set aside, face-down such that they can later be reviewed to determine scoring for the hand. The leader of each trick leads the first card to the next trick.

Once all cards in the player's hands have been played and won in tricks, the declarer examines the cards won in tricks to determine his scoring for the hand. Most cards in the deck have a scoring value as shown on the following table:

CardPoint Value - Non Trump SuitPoint Value as Trump SuitValue in No-Trump Deals
Ace111111
King444
Queen333
Jack2202
Ten101010
Nine0140
Eight008
Seven, Six000


Example completed scoresheet in Coiffeur Schieber In addition, certain other events may earn points during the hand: Only the declarer records his or her points for the hand, the other players record nothing on the score sheet. The player should thus record the total number of points earned during the deal in the appropriate column/row combination on the slate or score sheet. After each hand, the deal rotates to the next player in a counter-clockwise direction around the table.

The game continues until all thirty hands have been completed, and each of the scoring cells on the slate or score sheet should have a number recorded in it (or a 0 if the declarer earned no points during that hand). The numbers records in these cells are then used to determine the Game Points the player earns in the game, recorded as sticks (equal to +1 Game Point each) and potatoes (each equivalent to -1 Game Point). These game points are calculated as follows (and recorded in the second set of columns on the score sheet): In the event there is a tie for the highest or lowest score for a particular row (game type) the tying players each cut a card from the shuffled deck. The player cutting the higher card earns the stick or potato at stake by the cut.

After all sticks and potatoes are calculated for the players, the grand totals for all these +1 and -1 game points are totaled up and the player with the highest total in these Game Points is declared the game winner.

Coiffeur-Schieber for Four Players - Partnerships: Although Coiffeur-Schieber is usually played by three, a variant of this game also exists for four players. In this variant of Coiffeur-Schieber, the four players are divided into two partnerships consisting of two players each. The four player variant uses the same deck and the same card ranking as does the three player version.

Determination of partnerships can be done using any of the standard methods of doing so, including drawing of cards, with the two highest drawn cards playing as a partnership against the players drawing the two lowest. The members of each partnership should sit directly across the table from his partner. The player drawing the highest card of all during this draw can be set as the first dealer.

This variant is somewhat simpler than the base game as the game does not make use of sticks and potatoes, only recording the points scored during the hand on the slate or score sheet. One row is thus retained on the score sheet for each partnership, and the combined points for that partnership on the hand is recorded in the line corresponding to the called game type and specific partnership declaring the game type, on that hand.

In this version, there are a total of 8 game types to be played, with each team selecting each game type exactly once. Thus, the game will consist of 16 total deals. The game types in Coiffeur-Schieber are as follows:

Multipliers in Coiffeur-Schieber Jass      
Game Type NameDescriptionPoint Multiplier
SpadesThe deal is played using the suit of Spades as the trump suit for the hand.1
ClubsThis deal is played with the suit of Clubs set as the trump suit for this hand.2
DiamondsIn this deal, the suit of Diamonds is set as the trump suit for the hand.3
HeartsDuring this deal, the hand is played using the suit of Hearts as the trump suit.4
ObenabeDuring an Obenabe deal, the hand is played with no trump suit. Each suit uses the normal, non-trump ranking for the cards. The point value as awarded for each card in the deck is also as shown for no-trump hands in the chart further below.5
UndenufeIf Undenufe is declared for the game type of the hand, there is also no trump suit. However, the ranking of the cards in every suit is reversed. Thus, the following shows the ranking of the cards in every suit (shown from high to low): 6, 7, 8, 9, 10, Jack, Queen, King, Ace. The scoring point value for each card in the deck is shown as for the no-trump hands in the chart below.6
First JokerAfter declaring a Joker hand, the declarer may name any of the other nine hand types. This declaration will allow the declarer to declare a certain game type more than once.7
Second JokerThis is an additional Joker hand. In this hand the declarer may select any of the other hand types, including one that he may already have selected.8

The player to the immediate right of the dealer has the first opportunity to make the declaration for the game type for the hand, and a player may not declare a game type for which his partnership has already declared during the current game. A player may also pass, with the opportunity to declare the contract rotating around the table in a counter-clockwise direction around the table. If all four players pass, the first player to pass must declare a game (called in the barrel).

The declarer leads the first card to the first trick and play of the hand is identical as for the three player variant.

After all tricks have been played and won, the declaring partnership combines all cards they have won during the hand to determine the number of game points scored for that hand. The game points for the individual cards is the same as in the base game, and, as in that version, winning the last trick of the hand earns the partnership 5 additional points. After these game points have been totaled for that hand, this total is divided by 10, dropping any remainder. The resulting value is then multiplied by the number shown for the multiplier in the table above, and this score recorded on the score sheet for that partnership for that game type on the slate or score sheet. The opponents of the declarers on each hand do not record any scores for that hand on the slate.

After all 16 deals have been completed, each partnership sums up the grand total from the entire game and the partnership with the highest total is declared the winning team of the game.

Coiffeur-Schieber for Four Players - Individual Play: Coiffeur-Schieber can also be played by four players, all playing independently (no partnerships). The game is played identically to the partnership version, with the following exceptions:
In all other aspects, the game is played identically to the partnership version of Coiffeur-Schieber, with the player at the end of the 32 hands with the highest grand total set as the overall game winner.

Scoring method in Schieber Jass Schieber Jass: As mentioned previously, Schieber Jass is the most common Jass variant that is liable to be encountered.  In addition to the common method of play for Schieber Jass as described at the top of this page, the following slightly differing ruleset is also quite common. This Jass variant, as most of the games of the Jass type, is traditionally played with the Swiss pack, but can also be played equally well with a stripped down 36 card French suited deck. The standard ranking of the cards in Schieber Jass is the same as that used in most other Jass type games. This ranking is as follows (from high to low): Ace, King, Queen, Jack, 10, 9, 8, 7, 6. However, in hands in which a trump suit has been defined, the ranking of the cards in that specific trump suit are somewhat different: Jack, 9, Ace, King, Queen, 8, 7, 6.

Schieber Jass is designed for four players, playing in two partnerships of two players each. Any method can be used to determine these partnerships as well as the first dealer, including draw for high cards (using the standard non-trump ranking of the cards in the deck). Each player should sit directly across the table from his partner. The first dealer would normally be the player who has drawn the highest card of all in the draw for high cards, with the role of dealer rotating in a counter-clockwise direction around the table.

Traditionally, the scoring for Schieber Jass is recorded on a slate in which a large Z is written in chalk, one for each team. The specifics of this scoring mechanism will be described further below.

Once the players are seated and the first dealer appointed, the dealer should thoroughly shuffle the cards and offer the pack to the player at his immediate left to cut. After the cut, the dealer begins dealing the cards. These cards are dealt in face-down packets of three cards around the table in a counter-clockwise direction starting with the player to the immediate right of the dealer. The dealing continues until the entire deck has been dealt out and each player should have a total of nine cards. After the deal the players then pick up their hands for examination.

On the first deal of a game of Schieber Jass, the player who has the seven of clubs is provided the first opportunity to bid and also plays the first card to the first trick. This player is designated the forehand. On each subsequent hand, the previous forehand becomes the new dealer and the player at his right becomes the forehand (thus being the first player to bid and play on the hand).

Thus, the bidder of the hand has the option to either make on one of the six allowable bids on the hand or may defer the bid to his partner (called to shove). If a player does elect to "shove" his partner must bid one of the six allowable bids. The following shows the allowable bids in Schieber Jass:

Game TypeDescriptionPoint Multiplier
SpadesThe deal is played with the suit of Spades set as the trump suit for the hand.1
ClubsThis deal is played using the suit of Clubs as the trump suit for the hand.1
DiamondsIn this deal, the suit of Diamonds is the designated trump suit for the hand.2
HeartsDuring this deal, the hand is played with the suit of Hearts as the trump suit.2
ObenabeDuring a deal declared Obenabe, the hand is played with no trump suit. Each suit then uses the normal, non-trump ranking for it's cards. The point value as awarded for each card in the deck is also as shown as for no-trump hands in the chart shown below.3
UndenufeIf Undenufe is declared for the game type of a hand, play is also with no trump suit. However, the ranking of the cards in every suit is reversed. Thus, the following is the ranking of the cards in every suit (from high to low): 6, 7, 8, 9, 10, Jack, Queen, King, Ace. The scoring point value for each card in the deck is shown as for the no-trump hands in the chart below.4

As in the other types of Jass, in this variant, upon playing the first card to the first trick, each player has the opportunity to declare his best meld (weis). These melds are the same as in standard Swiss Jass as described above but are provided again for reference:

MeldBase Scoring ValueMeld Description
Three card sequence20Three cards of the same suit in direct sequential order
Four card sequence50Four cards of the same suit in direct sequential order
Quartet100Four Aces, Four Kings, Four Queens or Four tens
Five or more card sequence100Five or more cards of the same suit in direct sequential order
Four nines150Four cards of the rank 9
Four Jacks200Four Jacks

It should be noted however, that these values for the melds are multiplied by the multiplier for the Game Type which has been declared by the bidder for the hand. As in the other forms of Jass, only the highest declared weis is entitled to score for it during the hand. Thus, if a previous player has declared a higher valued weis than a player has he does not declare a weis for the hand. After it is determined which player has the highest scoring weis, any other valid melds that either player individually has in entirety may also be scored for that partnership. These points are scored immediately for the team who earns them and are added on the slate for the appropriate team immediately.

Also similar to most other forms of Jass, a player who has both the King and Queen of the trump suit (in the game types which feature a trump suit) may make a declaration of stock when playing the second of the two cards. This immediately earns that partnership 20 points. This score, like all other scores during the hand, is multiplied by the multiplier for the game type declared for the hand.

Play of the Hand: Play of the hand is also very similar to the other forms of Jass. The leader to each trick may play any card of choice from his hand, and each other player then plays one card from his own, with one card from each player making a complete trick. If the game type features a trump suit, a player must either play a card of the suit originally led to the trick or a card of the trump suit. If he does not have a card of the same suit as played to the trick he may play any card from his hand (including a card of the designated trump suit, if any). However, if a trick in which a non-trump suit card was led but that trick already contains a card of the trump suit played by another player, a player who opts to play a card of the trump suit must play a higher trump card than any yet played to the trick (unless that player only has cards of the trump suit in hand, in which he may play any of those cards to the trick). A player who has the Jack of the trump suit, however, is never obligated to play this card unless he prefers to (even if a trump suit was led to the trick). If a player has no cards of the suit led nor cards of the trump suit for the hand, he may play any card from his hand. Each trick is won by the player of the highest card in the trump suit found in the trick. If no card of the trump suit has been played to the trick, it is instead won by the player of the highest card of the suit originally led to the trick. The winner of each trick leads the first card to the next trick.

After all tricks have been played and won, each team totals the card points earned during the hand for cards captured in tricks. The following chart shows the base value of each card in the deck, dependent on the game type selected:

 Base Point Value
CardIn Trump Suit in a Trump DeclarationIn Non-Trump Suit in Trump DeclarationAll Suits in a Non-Trump Declaration
Jack2022
Nine1400
Ace111111
King444
Queen333
Ten101010
Eight008
Seven, Six000

Winning the last trick of the hand also earns that partnership 5 points, to be added to the card points score. After these card points are totaled, these points should then also be multiplied by the multiplier based on the game type declared for this hand, and these scores then added for that team. If one team manages to win all nine tricks during the hand, they earn an additional 100 points bonus to their score (which is also modified by the multiplier before being added to that teams cumulative, ongoing score for the game).

The first team to score a cumulative total of 3000 or more points is declared the winner. This can actually occur in the middle of a hand, in which case the game immediately ends with that team declared the winner. Winning the game earns each player 1 game point. If the other team earned a total of less than 1500 points, this is called "schneidered" and the winners of the hand earn two game points instead of one.

Schieber Jass slate scoring in progress Because this total may be reached during the middle of a hand, a player may feel that his team has won the current game during the middle of a hand. A player may announce this at any time during the hand, in which case play immediately ceases to determine if that team did in fact win. Thus, once a player makes this declaration, play is stopped. If a player who had the King and Queen for a stock may immediately declare it, scoring for it, and then previously played cards in tricks are examined and scores calculated. If the team declaring they have won has managed to earn 3000 or more points, they are declared the winner regardless of the number of points the other team may have. However, if they failed to reach 3000 points, they immediately lose the game. Note that, after one player has announced they believe they are the winners of said game on the first trick of the hand, the opponents may also declare they believe they have won the game as well. In this case, if both teams have earned 3000 points, the points earned during the hand are calculated in a very specific order: Stock, Card Points, Weis.

Scoring Mechanism: As mentioned previously, the scoring for Schieber Jass is traditionally recorded on a slate. To begin the game a large letter Z is drawn for each team on the slate.  One member of each team is designated as the scorekeeper for that team, and the slate should be placed in the middle of the table between the two scorekeepers.  These players then record the scores on the Z corresponding to that team.  Scores are then marked with lines drawn on the Z to represent a certain number of points scored during the hand. A multiple of one hundred points is then marked with a vertical line drawn through the top, horizontal line of the Z in relation to the scorekeeper for that team. These are usually marked in groups of five. Multiples of fifties are marked on the middle, slanted line of the Z and these are usually marked in groups of two. Multiples of twenty are marked on the lower horizontal line of the slate in relation to the scorekeeper for that team and are usually marked in groups of five. For scores under 20, these are usually simply marked on the slate near the Z. At any moment in time, each partnerships score should thus be able to be calculated by adding up the total multiples from the Z corresponding to that particular team. Although this is the traditional method of scoring for this game, the score can also easily be performed using a standard pencil and score sheet with columns for recording scores earned during the progress of the game.

Differenzler Jass: Differenzler Jass is another variant of standard Swiss Jass as described above. Differenzler Jass is designed to be played by three or four players using the standard 36 card Jass pack as described for Swiss Jass, but if such a deck is not at hand, can be played using a stripped down French deck. The ranking of the cards in this deck is the same as in most other Swiss Jass type games. In the three non-trump suits, the ranking of the cards is (listed from high to low): Ace, King, Queen, Jack, 10, 9, 8, 7, 6. In the trump suit, the ranking of the cards is (also listed from highest to lowest ranked): Jack, 9, Ace, King, Queen, 10, 8, 7, 6.

Determination of first dealer and seating positions can be performed in the same way as Swiss Jass. After each hand the role of dealer should rotate in a counter-clockwise direction around the table. Once the players are seated and the first dealer chosen, he should then thoroughly shuffle the cards and offer the deck to the player at his left to cut. The bottom card of the top section which is lifted off by the cutter should be displayed to all players. The suit of that card is set as the trump suit for this hand. As this is the bottom card of the topmost card before the cut, this card should eventually end up as the bottom of the deck and thus dealt to the dealer as the last card in the deal.

Bidding in Differenzler Jass After the cut has been completed, the dealer then begins dealing the cards, in packets of three face-down cards to each player, starting with the player to his immediate right. He continues dealing until the entire deck has been dealt out. In the three player version each player will receive twelve total cards and in a four player game each player will receive nine.

After each player has received his total number of cards, each player then states a number of card points he expects to win during the hand. The minimum such statement is 0 and the maximum 157. The player to the immediate right of the dealer makes the first such statement and then each player in a counterclockwise direction also provides his own estimation of how many such card points he expects to win during this hand.

It should be noted that in Differenzler Jass, there is no melding or scoring for combinations (weiss) or marriages. All points earned during the hand are strictly from card points captured in tricks as well as the five points awarded for winning the final trick of the hand.

After each player has made his statement, play of the hand begins. The player to the immediate right of the dealer leads the first card to the first trick with play to that trick continuing in a counter-clockwise direction.

The leader to any trick may play any card of choice from his hand. Each other player, in turn, then plays one card to the trick. If a player has any cards of the suit originally led to the trick must play either a card of that suit or a card of the trump suit to the trick. If the player has no cards of the suit originally led to the trick he may play any card of his choice from his hand to the trick (including a card of the trump suit). If a card of the trump suit was led to the trick, and the only card of that suit that a subsequent player has remaining in his hand is the Jack of the trump suit, he is not required to play that card. Additionally, if a card of a plain suit (non-trump) was played to the trick and another player has played a trump suit to that same trick, subsequent players may not player a lower card of the trump suit to that suit unless they have no cards of the suit originally led to the trick.

The highest card of the trump suit played to the trick wins the trick. If the trick contains no cards of the trump suit, the highest card of the suit originally led to the trick wins it. The winner of each trick leads the first card to the next trick.

Each player retains an accumulated total of penalty points during the game. Players start with a score of 0 and then add penalty points to this score as the game progresses. The number of penalty points added for a hand is the difference between the number of points stated at the beginning of the hand and the actual number of card points earned during the hand. If a player's statement and the number of points taken during the hand is exactly the same, he scores nothing for that hand. As in other forms of Jass, most cards in the deck thus have a corresponding card point score which is used to determine the card point score for each player during the hand:
CardPoint Value - Non Trump SuitPoint Value as Trump Suit
Ace1111
King44
Queen33
Jack220
Ten1010
Nine014
Eight, Seven, Six00
Each game should consist of a number of hands in which each player deals the same number of times. After this set number of hands, the player with the lowest accumulated total in penalty points over the course of the game is declared the winner.

Mittlere Jass: Mittlere Jass is another game which appears to have been descended from standard Swiss Jass. As in most of the other Jass type games, this game is traditionally played using the 36 card Swiss Jass pack. However, if such a pack is not at hand, the standard French deck can also be used. What makes Mitterle Jass unusual is that the object of this 3 player game is not to be the player with the middle score.

Setting the trump suit The ranking of the cards in the deck for the non-trump suit are as follows (from high to low): Ace, King, Queen, Jack, 10, 9, 8, 7, 6. The ranking of the cards in the trump suit is slightly different, as follows (also shown high to low): Jack, 9, Ace, King, Queen, 10, 8, 7, 6.

Seating positions and first dealer can be determine in a variety of ways, with drawing for high cards a method commonly used. After each hand, the role of dealer rotates in a counterclockwise direction around the table.

Once the players are seated and the first dealer chosen, this player thoroughly shuffles the pack and offers it to the player at his immediate left to cut. After the cut the dealer then begins dealing the cards in face-down packets of three cards, beginning with the player to his right. He continues dealing these three card packets around the table in a counterclockwise direction until each player has a total of 12 cards.

The game initially begins with no trump set, but during the game, the trump suit will be determined as described further below. The player to the immediate right of the dealer leads the first card to the first trick and play then continues in a counter-clockwise direction with each player contributing one card to each trick.

As previously mentioned, during this first part of the hand, there is currently no designated trump suit. During this phase, the leader to each trick may play any card of choice from his hand. Thereafter, each other player must then play a card of the same suit to the trick if he has one. If he has no such cards of the suit originally led to the trick he may play any other card from his hand. The suit of this card so played to the trick then sets the trump suit for the remainder of that trick and the rest of the hand as well.

Once the trump suit has been set, the rules of play to a trick change slightly. The leader may still lead any card of his choice to start the trick. The other players, if having a card of the suit originally led to this trick, may either play a card of that suit or a card of the trump suit, if they have one. If they have no cards of the suit originally led to the trick, they may play any card from the hand including one of the trump suit (if they so have one). If a card of the trump suit was led to the trick, the player with the Jack of the trump suit is never obliged to play that card, even if that is the only trump card he has remaining in his hand. In addition, if the trick was originally started in the non-trump suit and another player has subsequently played a card of the trump suit to the trick, other players may not play lower cards of the trump suit unless that player has no cards in the suit originally led to that trick.

The highest trump card played to each trick wins that trick. If the trick contains no cards of the trump suit, the player of the highest card of the suit originally led to the trick wins the trick. The winner of each trick leads the first card to the next trick.

As in most other games of the Jass type, each card as won in tricks has a certain point value as captured in a trick. The following chart shows the value of each card in the deck:
CardPoint Value - Non Trump SuitPoint Value as Trump Suit
Ace1111
King44
Queen33
Jack220
Ten1010
Nine014
Eight0 (or 8 in special cases, see below)0
Seven, Six00
In the highly rare event that no trump suit is declared during the game (which can only occur if every player has exactly the same number of cards in each suit), all cards will take on the value of the Non-Trump suit. In addition, in order that the deck will contain a total of 157 points, in the event of no trump suit declared during a hand, each eight has a point value of 8 points.

Winning of the last trick also adds an additional five card point total to the player who manages to win that last trick.

Setting the trump suit As in some of the other games of this type, score is actually recorded with game points in the form of sticks and potatoes (lines and circles) recorded on a slate board with a piece of chalk. Using this scoring method, the slate is placed in the middle of the table and each player is designated a corner of this slate (with one corner unused). Thus some (but not all) players during a hand may receive a certain number of such sticks (positive scores) or potatoes (negative scores) during each hand. The following list should be consulted in order to determine the scores awarded for the hand. The first event that can describe the outcome of the current hand is used to determine the scoring for that hand (thus only one the most appropriate of the following should be applied to any specific hand).
  1. If one player manages to win every trick during any hand, that player earns two sticks. Each other player receives one potato.
  2. OR,
  3.      If one player manages to win no tricks, that player receives two potatoes and each opponent earns one stick.
  4. OR,
  5.           If one player manages to win 100 or more points, that player receives two potatoes and each other player receives one stick.
  6. OR,
  7.                If two players earn the exact same score during a hand, both of those players each receive one potato and the remaining player receives two sticks.
  8. OR,
  9.                     The player with the middle score receives two potatoes and each other player receives one stick.
When scores are recorded on the slate, for easier calculation, a stick can be drawn through a potato, which then cancel each other out.

After a pre-determined, set number of hands have been played, the player with the most sticks is declared the overall game winner.

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