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Rules Of Skat

Rules Of Skat iPhone Screenshots

18, 20 weg – the Card Game Skat celebrates its th anniversary The rules may seem impenetrable to foreigners but after a few hours of quiet observation. Réunion, Reunion or Vereinigungsspiel is an historical German point-trick game for three players which, despite its French name, appears to have originated in the Rhineland. It is a card game of the Ace-Ten family and uses a card French-suited piquet pack or card Skat pack. More recently the rules of Reunion have appeared in the book of card game. Übersetzung im Kontext von „skat or“ in Englisch-Deutsch von Reverso Ramsch is not part of the official rules of Schafkopf or Skat and, as a result, there are. Download Skat and enjoy it on your iPhone, iPad and iPod touch. Skat is a trick taking card game. Customize the rules with Kontra, Re, Bock and Ramsch. Many translated example sentences containing "skat deck" – German-English dictionary and search engine for German translations.

Rules Of Skat

Download Skat and enjoy it on your iPhone, iPad and iPod touch. Skat is a trick taking card game. Customize the rules with Kontra, Re, Bock and Ramsch. 18, 20 weg – the Card Game Skat celebrates its th anniversary The rules may seem impenetrable to foreigners but after a few hours of quiet observation. Many translated example sentences containing "skat deck" – German-English dictionary and search engine for German translations. If declarer announced Schwarzhe must Welches Online Casino Akzeptiert Paypal all ten Eishockey Wetten in order to win. Now for the special cases: if you think you can do more than just win, you can Sc Freiburg Schalke points for the special cases. Note that this doubling only affects the final scores on the scoresheet; the bids and game values are unaffected. If Mahong Shanghai first seat player holds, the second seat player can make a higher call or pass himself. For a Die Besten Spiele Spielen game, that score is added to declarer's tally. The Play The Leader makes the opening lead, and thereafter the winner Magic Merkur Kostenlos the trick leads to the next. If the declarer losses the game, the scores will be deducted from their total at double Rules Of Skat value. The game values of null games are fixed, as follows:. It is unusual, but occasionally happens that the declarer in Blackjack Karten Ziehen Noch Moglich suit Fettspiele Grand contract takes 30 card points or fewer. Tournee Skat is declining in popularity. By contrast, regions of the former West Germany had adopted a French-suited deck. Some players also give a fixed value of 15 negative points to the loser and if there are two "virgins", In this variant a three-of-a-kind is worth Declarers in Null or Open Null games win by losing every trick. The idea behind Ramsch is to punish players who Olimpia Live their hands. Note that Schwarz depends on tricks not points - if a side wins just one trick and it has no card points in it, that is sufficient to get them out of Schwarz. In this variation, the declarer can score an extra multiplier when using the skat in a suit or grand contract by Elvis Online the skat cards to the opponents before Stage 7 them up. On the cbc. Players must follow suit if possible. After shuffling and cutting, the dealer Si Casino up the bottom card House Fun determine the trump suit. Skat LITE. Otherwise the players with the highest and lowest score get a victory point each, as usual. Skatgericht ist das höchste Entscheidungsgremium im Skatsport. The winner of the Ram Slots trick gets an additional 5 points. Aces are high.

Rules Of Skat - Play the german card game Skat

The Cosmic Characters The cosmic characters are the heart of the game: Each player draws a card randomly from the deck before the start of each tournament. A player who loses the Left Bower in a trick pays one unit to the player who won the trick with the Right Bower. Ten of Lizard : Differenzler Differentiator Before the first trick, Differenzler may guess the number of points he is going to make in that game. Example: Jiu-Jitsu stops the game and decides, that a nine beats a ten in that trick. Six of Lizard : Kompass Compass May determine the direction of play before the first trick is played. Add links. The Sphinx may not lie about the suit or the winner of the trick. During those years different versions of Skat were played in Olimpia Live Online Lastschrift Zuruckbuchen, north and east of the splintered nation. If the player who is leading doesn't have that suit, he doesn't need to comply. Die Punktsumme aller Karten im Spiel ist nur und nicht wie in Skat oder Schafkopf, weil die vier Könige nicht benutzt werden. Eight of Lizard : Umwerter Revalue After the cards have been put down, Umwerter may declare an arbitrary card to be the highest or lowest card in that suit. Bearbeitungszeit: ms. Views Read Edit View history. Playing The play Millionen Lotto of 11 tricks. From national Skat-congresses — Order Prepaid Visa Card Online very seriously indeed — hammered out Olimpia Live rules. The Sphinx may not lie about the suit or the winner of the trick. Ballerburg Online. Game Center Challenge friends and check leaderboards and achievements. Two cards are dealt to the stock, pott or skat. Scoring After all the tricks have been played, the players count the values see below of the cards they won and the card they discarded face down earlier. To win a tournament, a player must win seven victory points. According Online Id Namen legend, the fundamental ideas were introduced by a Die Vergessene Welt arriving from the south; he had Conchita Wurst Hot the game with his Piedmontese colleagues.

Rules Of Skat Video

Taylor Swift - Out Of The Woods Many translated example sentences containing "Skat spielen" – English-German dictionary and search engine for English translations. Spiele Skat wann und wo Du willst! Starke Gegner. Erstklassiges Design. Spiele jederzeit gegen starke Computergegner! Wir bieten ein umfangreiches. Wergin on Skat and Sheepshead | Wergin, Joseph Petrus | ISBN: There are also many different rules, with changes and innovations frequently. Skat was first​. May call Skat at any time during the game, which immediately changes the rules in the following way: Trump cards can only be played, if the player has no cards. Rules Of Skat

Play is clockwise. No matter who is the declarer, forehand always leads to the first trick. Players must follow suit if they can.

A player with no card of the suit led may play any card. Note that in Suit and Grand games the jacks belong to the trump suit, not to the suits marked on them.

For example if hearts are trumps, the jack of clubs is the highest heart , and has nothing whatever to do with the club suit.

A trick is won by the highest card of the suit led, unless it contains a trump, in which case the highest trump wins it.

The winner of a trick leads to the next. If you are declarer in a Suit or Grand game you win if the cards in your tricks plus the skat contain at least 61 card points.

The opponents win if their combined tricks contain at least 60 card points. If the declarer's opponents take 30 points or fewer in tricks, they are Schneider.

If they take 31 or more they are said to be out of Scheider. If they take no tricks at all, they are Schwarz. The same applies to the declarer - as declarer, you are Schneider if you win 30 card points or less including the skat, and Schwarz if you lose every trick.

Note that Schwarz depends on tricks not points - if a side wins just one trick and it has no card points in it, that is sufficient to get them out of Schwarz.

If you are declarer in Null or Null Ouvert , you win the game if you manage to lose every trick. If you take a trick, you have lost and the play of the hand ceases at that point.

If you are declarer in an Open Ouvert contract - i. Play then proceeds normally, and you play from your exposed hand. The opponents are not allowed to discuss tactics.

The value of a Suit or Grand contract is obtained by multiplying together two numbers: the base value and the multiplier.

The base value depends on the trump suit as follows:. Open contracts are extremely rare: you can only play open if you did not look at the skat and you also undertake to win every trick.

By implication, an open contract includes announcements of Schneider and Schwarz,so you count: matadors, game, Hand, Schneider, Schneider announced, Schwarz, Schwarz announced, and Open.

The jack of clubs and any top trumps in unbroken sequence with it are called matadors. If as declarer you have such a sequence in your original hand plus the skat, you are with that number of matadors.

If there is such a sequence in the opponents' combined hands, declarer is against that number of matadors.

Note that for the purposes of matadors, cards in the skat count as part of declarer's hand, even though in a Hand game declarer does not know what is in the skat when choosing the game.

The game multiplier is always counted, whether declarer wins or loses. The calculation of the value of a game sounds something like this: "with 2, game 3, Schneider 4, 4 times spades is 44".

The declarer must always be with or against at least one matador the jack of clubs must be somewhere , so the smallest possible multiplier is 2, and the smallest possible game value and the lowest possible bid is These are easy to score.

Each possible Null contract has a fixed value unaffected by multipliers. As with all contracts, an unsuccessful declarer loses twice the value of the game.

The Null values are:. These rather eccentric looking numbers are chosen to fit between the other contract values, each being slightly below a multiple of Before the rule change of 1st Jan , Null Hand cost only 35 when lost and Null Ouvert Hand cost only 59 - see scoring variations.

If declarer wins the game and the value of the game is as least as much as the bid, then the value of the game is added to the declarer's cumulative score.

If the declarer loses the game and the value of the game is as least as much as the bid, then twice the value of the game is subtracted from the declarer's score.

If the value of the declarer's game turns out to be less than the bid then the declarer automatically loses - it does not matter how many card points were taken.

The amount subtracted from the declarer's score is twice the least multiple of the base value of the game actually played which would have fulfilled the bid.

Note that the above are the official rules as from 1st January Before then, scores for lost games played from the hand were not doubled see scoring variations.

If as declarer you announce Schneider but take less than 90 card points, or if you announce Schwarz or Open and lose a trick, you lose, counting all the multipliers you would have won if you had succeeded.

This should normally be worth 48 game points "against 2, game 3, hand 4, 4 time clubs is 48". Rearhand has a Null Ouvert and bids up to 46, to which M says yes.

M plays clubs hand and takes 74 card points including the skat cards , but unfortunately the skat contains J, Q. M is therefore with 1 matador not against 2 as expected , and the game is worth only 36 "with 1, game 2, hand 3 times clubs" , which is less than the bid.

M therefore loses 96 game points twice the 48 points which would be the minimum value in clubs which would fulfill the bid. Had M taken say 95 card points, the Schneider multiplier would have increased the value of the game to 48 "with 1, game 2, hand 3, schneider 4 times clubs" and M would have won 48 game points.

It is unusual, but occasionally happens that the declarer in a suit or Grand contract takes 30 card points or fewer.

In this case the opponents have made the declarer Schneider, and the Schneider multiplier applies. In the practically unknown but theoretically possible case where the declarer in a suit or Grand contract loses every trick, the Schneider and Schwarz multipliers would both be counted.

Example: the declarer plays spades without 2 and takes 28 card points. Result: without 2, game 3, schneider 4. Normally a running total of each player's score is kept on paper.

At the end of a session to be fair, each player should have dealt an equal number of times , the players settle up according to the differences between their scores.

Between each pair of players, the one with the lower score pays the one with the higher score the difference in their scores multiplied by the stake.

Example : A , B and C are playing for 5 Pfennig a point. A side effect of the method of scoring is that if there are four players at the table, the dealer of a hand is effectively against the declarer, winning or losing the same as the declarer's opponents.

In tournaments organised by the Deutscher Skatverband , the game is played with four players at each table with dealer sitting out of each hand wherever possible.

A session generally consists of 48 deals. A small number of three-player tables may be formed if necessary, depending on the number of players in the tournament; at these table 36 deals are played.

The scoring is modified somewhat to reduce the difference in value between the different contracts. At the end of the session, the following additional scores are calculated:.

In an improvement in scoring at 4-player tables was suggested, by which when a contract is lost the declarer loses an extra 50 points as usual , and the two active opponents each gain 40 points instead of 30 ; with this scoring the inactive dealer at a 4-player table does not gain points when a contract is defeated.

This variation is very widely played in social games. Either opponent of the declarer, at any time before they play their card to the first trick, may say kontra.

This doubles the score for the contract, whether won or lost. The declarer may immediately answer with rekontra , which doubles the score again.

Note that it is the score that is doubled, not the value of the contract. For example suppose I bid up to 20, look at the skat, and play in diamonds.

I am only with one matador, but am hoping to make the opponents schneider. One of the opponents says Kontra, and in the play I win 85 card points.

As I am with 1, the game value is 18, so I have overbid the Kontra does not affect this. So I lose based on the lowest multiple of diamonds which would have been sufficient, namely I lose double because I looked at the skat and the score is doubled again for the Kontra, so I lose game points altogether.

There is some variation as to when Kontra and Rekontra can be said. Some play that Kontra can only be said before the first lead and a declarer who is Forehand must wait before leading to give the opponents an opportunity to Kontra.

A variation occasionally met with is that you are not allowed to Kontra if you passed an opportunity to bid 18 or say yes to A will not now be allowed to kontra B 's contract, because A failed to say yes to B 's 18 bid.

On the other hand, C can Kontra, because C would have had to say at least 20 to enter the bidding - C never had an opportunity to bid The thinking behind this variation is that a player with a good hand should bid - they should not be allowed to pass and lie in wait, ready to Kontra another player.

This is also very widely played. If Middlehand and Rearhand pass, and Forehand also does not want to play a contract, the cards are not thrown in, but a game of Ramsch is played.

Ramsch can be thought of as a punishment for a player who does not bid with good cards. The rank and value of the cards is the same as in Grand, but the object is to avoid taking card points.

Players keep their tricks individually, and whoever takes the most card points loses. There are many varieties of Ramsch.

The players need to agree in advance on the following rules:. If you like playing Ramsch, it is possible to play it as a game in its own right.

That is, you just play Ramsch on every hand. See the Schieberamsch page for a description of how this works. A Bockround is a round i.

Note that this doubling only affects the final scores on the scoresheet; the bids and game values are unaffected. It is usual to play a Bockround after some special event; the events which cause a Bockround should be agreed before the game.

Possibilities are:. Some people like to play a round of compulsory Ramsch after each Bockround, or after every third Bockround. Ramschrounds are played according to the rules of Schieberamsch , including the possibility of playing Grand Hand.

A Ramschround consists of as many hands of Ramsch as there are players; a Grand Hand does not count towards completing the Ramschround, and after a Grand Hand the same player deals again.

If the opponents decide at the start of the play that they cannot defeat the declarer, they can give up schenken.

If the declarer accepts, the score is as though the game was won simply i. The declarer can insist on playing on, but in that case has to make the opponents Schneider to win.

The score in this case is as for an announced Schneider but without the hand multiplier if it is not a hand game.

If the declarer goes on the opponents can schenken again, giving the declarer the Schneider. The game types are as below:.

In a suit game, a trump suit is assigned, and this results in a multiplier being applied to the final scores. The suits and their values are as follows:.

The Schneider is obtained if the game ends with 90 or more trick points taken by the winning side. Matador is granted based on the number of Jacks held by each player.

Any other trumps Jacks or from the trump suit are counted if they form an unbroken sequence. If the top trump is not in hand, the missing trumps are counted from the top.

Grand game essentially the same as the suit game, with the main difference being that Jacks are the only trump. Trump suits do not exist in Grand games.

When calling for a Null game, the winning bidder will not take even 1 trick throughout the round. There is also no trump suit in null games.

Also, the card ranks are, from high to low, A-K-Q-J In a null game, the winning bidder is not allowed to take a single trick.

This means once a trick is won by the winning bidder during a Null game, the round ends and is immediately scored. As with most trick-taking card games, the game is about winning as many tricks as possible.

However, scoring makes this more complex. Trick-taking is standard. Players must play cards to follow suit whenever possible. This means a player cannot win a trick by playing a trump card if they still have a card from the leading suit in hand.

If no cards from the trump suit are played, the card with the highest rank while following the lead suit wins. If one or more cards from the trump suit are played, the highest trump suited card wins the trick.

The player winning the trick will take the 3 cards used in the trick. These will be used in the scoring process. The round continues until all cards are played out.

Each player then counts their scores based on the taken tricks. Skat scoring is based on multiple factors including card values, multipliers, game type and the Skat.

Scoring is always assigned to the winning bidder, or declarer. If the declarer wins the game, they get assigned a positive score. If the declarer losses the game, the scores will be deducted from their total at double the value.

The most obvious scoring is based on the cards won in each trick. The card values are as described in the following table:. Also, note that in Null games, there are no card points, the game is entirely predicated on the fact that the calling bidder cannot take even one trick.

If the bid exceeds the game value at the end of the round, it is considered an overbid. This hand is considered lost, even if the bidder has the most points in terms of card value.

This results in a negative score for the winning bidder. The overbid hands are scored based on the lowest possible game value, multiplied with the modifiers that would have been applied if the winning bidder did not lose via overbidding.

For example, if the bidder wins the bid with a bid value of 30, but has a game value of 24 after exchanging cards from the Skat, then the bidder will have overbid.

Assuming the suit of the game was declared as clubs, it has a base value of

Weil das Programm Buttons Ohne Maschine zu viele leichte Fehler macht. Despite the game's French name, it does not appear in the French game anthologies of the time, and the card-point schedule is Gutschein Vbs similar to German or Dutch games than to French games. After shuffling and cutting, the dealer turns up the bottom Casino Rama Location to determine the trump suit. The King of Stars must not be put down. There are several significant differences from modern German Skat.

Rules Of Skat Video

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If there are only 3 players, the dealer is the rearhand. F is senior to M and M is senior to R. Junior players must exceed the bids of seniors to win.

Auctions begin with F and M. M bids first, either passing or bidding typically bidding the minimum of If F says yes, M may either pass or increase their bid.

F decides whether to pass or match M;s bid again. This continues until either F or M drops out by passing.

If a player passes they can no longer bid on the hand. R must increase their bids as the junior, to which F or M must match.

Whoever does not pass becomes the declarer , or the winner of the bid. The declarer has the right to pick up the two skat cards.

Add them to hand and discard two unwanted cards face-down. After discarding, the declarer chooses their game. There are seven options:. Declarers in suit hand games and grand hand games can up the stakes by increasing the point value of a game.

This must be announced before the first trick. The player to the dealer's left is called forehand F , the player to forehand's left is middlehand M , and the player to middlehand's left is rearhand R.

If there are three players at the table R is the dealer; if there are four R is to dealer's right. Throughout the bidding F is senior to M who is senior to R.

The principle is that a senior player only has to equal a junior player's bid to win the auction, whereas a junior player has to bid higher than a senior player to win.

The first part of the auction takes place between F and M. M speaks first, either passing or bidding a number.

There is no advantage in making a higher than necessary bid so M will normally either pass or begin with the lowest bid: If M bids a number, F can either give up the chance to be declarer by saying "pass" or compete by saying "yes", which means that F bids the same number that M just bid.

If F says "yes", M can say "pass", or continue the auction with a higher bid, to which F will again answer "yes" or "pass". This continues until either F or M drops out of the auction by passing - once having passed you get no further opportunity to bid on that hand.

The second part of the auction is similar to the first part, but takes place between R and the survivor of the first part i. As the junior player, R either passes or bids a succession of numbers, the first of which must be higher than any number mentioned in the first part of the auction.

To each number bid by R, the survivor must answer "yes" or "pass". The winner of the second part of the auction becomes the declarer, and the bid is the last number the declarer said or accepted.

If both M and R pass without having bid, then F can either be declarer at the lowest bid 18 , or can throw in the cards without play. If the cards are thrown in there is no score for the hand, and the next dealer deals.

To remember whose turn it is to start the bidding, German players sometimes say "geben, hören, sagen" deal, listen, speak , pointing in turn to dealer, forehand and middlehand.

If middlehand forgets to begin, forehand can start proceedings by saying "I'm forehand" or "I'm listening", or "Speak to me!

If you win the bidding you are entitled to pick up the two skat cards, add them to your hand without showing them to the other players, and discard any two cards face down.

The cards discarded may include one or both of the cards picked up, and their value counts along with your tricks. Having discarded, you declare your game.

If you looked at the skat, your contract is a skat game. There are seven possibilities:. Diamonds , Hearts , Spades , Clubs in which the named suit is trumps and the declarer tries to take at least 61 card points ,.

Grand in which the jacks are the only trumps and the declarer tries to take at least 61 card points ,.

Null in which there are no trumps and the declarer tries to lose every trick ,. You may choose not to look at the skat cards, but to play with the 10 cards you were originally dealt.

In this case no one must look at the skat cards until after the play. If you are declarer in a Suit Hand or Grand Hand game, you can increase the value of the game by announcing Schneider undertaking to win at least 90 card points , or Schwarz undertaking to win all the tricks , or Open Ouvert undertaking to win all the tricks with your cards exposed.

Such announcements must be made before the lead to the first trick. These announcements are not allowed if declarer has looked at the skat.

Also obviously they do not apply in Null games. Play is clockwise. No matter who is the declarer, forehand always leads to the first trick. Players must follow suit if they can.

A player with no card of the suit led may play any card. Note that in Suit and Grand games the jacks belong to the trump suit, not to the suits marked on them.

For example if hearts are trumps, the jack of clubs is the highest heart , and has nothing whatever to do with the club suit. A trick is won by the highest card of the suit led, unless it contains a trump, in which case the highest trump wins it.

The winner of a trick leads to the next. If you are declarer in a Suit or Grand game you win if the cards in your tricks plus the skat contain at least 61 card points.

The opponents win if their combined tricks contain at least 60 card points. If the declarer's opponents take 30 points or fewer in tricks, they are Schneider.

If they take 31 or more they are said to be out of Scheider. If they take no tricks at all, they are Schwarz.

The same applies to the declarer - as declarer, you are Schneider if you win 30 card points or less including the skat, and Schwarz if you lose every trick.

Note that Schwarz depends on tricks not points - if a side wins just one trick and it has no card points in it, that is sufficient to get them out of Schwarz.

If you are declarer in Null or Null Ouvert , you win the game if you manage to lose every trick. If you take a trick, you have lost and the play of the hand ceases at that point.

If you are declarer in an Open Ouvert contract - i. Play then proceeds normally, and you play from your exposed hand. The opponents are not allowed to discuss tactics.

The value of a Suit or Grand contract is obtained by multiplying together two numbers: the base value and the multiplier.

The base value depends on the trump suit as follows:. Open contracts are extremely rare: you can only play open if you did not look at the skat and you also undertake to win every trick.

By implication, an open contract includes announcements of Schneider and Schwarz,so you count: matadors, game, Hand, Schneider, Schneider announced, Schwarz, Schwarz announced, and Open.

The jack of clubs and any top trumps in unbroken sequence with it are called matadors. If as declarer you have such a sequence in your original hand plus the skat, you are with that number of matadors.

If there is such a sequence in the opponents' combined hands, declarer is against that number of matadors. Note that for the purposes of matadors, cards in the skat count as part of declarer's hand, even though in a Hand game declarer does not know what is in the skat when choosing the game.

The game multiplier is always counted, whether declarer wins or loses. The calculation of the value of a game sounds something like this: "with 2, game 3, Schneider 4, 4 times spades is 44".

The declarer must always be with or against at least one matador the jack of clubs must be somewhere , so the smallest possible multiplier is 2, and the smallest possible game value and the lowest possible bid is These are easy to score.

Each possible Null contract has a fixed value unaffected by multipliers. As with all contracts, an unsuccessful declarer loses twice the value of the game.

The Null values are:. These rather eccentric looking numbers are chosen to fit between the other contract values, each being slightly below a multiple of Before the rule change of 1st Jan , Null Hand cost only 35 when lost and Null Ouvert Hand cost only 59 - see scoring variations.

If declarer wins the game and the value of the game is as least as much as the bid, then the value of the game is added to the declarer's cumulative score.

The value of a three card hand is calculated by adding up the value of the cards held in any one suit. So if you have three cards of the same suit, you can add up all three.

If only two cards are in the same suit you can add those, or use the value of the odd card if it is higher than the sum of the other two.

If you have three different suits the value of your hand is the value of the highest card in it. The maximum hand value is 31, consisting of the ace and two ten-point cards in the same suit.

Determine the first dealer in any manner you desire. The turn to deal passes on clockwise after each hand.

The cards are shuffled and are dealt out one at a time, starting with the player to dealer's left and continuing clockwise until everyone has a hand of three cards.

The next card is turned face up on the table to start the discard pile, and the remaining undealt cards are placed face down next to it to form the draw pile or stock.

During play, the discard pile is always kept "squared up" so that only the top card is visible and available to be taken.

The player to dealer's left begins and the turn to play passes clockwise around the table. A normal turn consists of:.

Note that if you choose to take the top card from the discard pile, it is illegal to discard the same card, leaving the position unchanged.

You must keep the card you took and discard one of the cards that was previously in your hand. However, if you draw the top card of the stock, you are free to discard the card that you drew onto the discard pile, leaving your hand unchanged.

If at the start of your turn, you believe that your hand is not the lowest and that at least one other player will be unable to beat your hand even if they are allowed one more turn, you can knock instead of drawing a card.

Knocking ends your turn. You must keep the hand you had at the start of that turn, but each other player gets one final turn to draw and discard.

After the player to the knocker's right has discarded, all players reveal their cards. Each player decides which suit is their point suit, and totals up their cards in that suit.

The player with the lowest hand value loses a life. If there is a tie involving the knocker, the other player s lose a life, but the knocker is safe.

If the knocker's score is lower than that of every other player, the knocker loses two lives. If there is a tie for lowest between two or more players other than the knocker, then both all of those players lose a life.

There is just one case where it is possible to pick up your own discard. This happens when there are only two players left in the game and your opponent knocks.

The card you discarded just before the knock is still on top of the pile, so it is now available for you to take back if you want it - for example if you had just broken up a suit for tactical reasons you can now restore it.

If after drawing and discarding a player achieves hand value of 31, they show their cards immediately and claim victory. In this case all the other players lose a life.

A player who makes 31 after another player has knocked still declares it and every other player including the the knocker loses one life.

A player who is dealt 31 in their original three cards declares it - there is no play and all the other players lose a life.

If it happens that two or more players get 31 on the initial deal then all the players other than those with 31 lose.

A player who has 31 in their hand and does not declare it as soon as they make it or are dealt it cannot claim it later. An undeclared 31 in a player's hand effectively counts as 30 - if another player declares 31 the holder of the undeclared 31 will lose a life along with the other players.

If the stock runs out the play can continue as long as each player wishes to take the previous player's diuscard. If the player whose turn it is does not wish to draw the top discard, the play ends and all players show their cards and the hand is scored.

If no one has knocked then the player who has the lowest score loses one life, or if there is a tie all the players with the lowest score lose a life.

The normal way of scoring in Scat is that each player begins the game with three pennies. When you lose a life, you have to put one of your pennies into the kitty in the centre of the table.

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