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Skat Rules Navigation menu VideoGameDuell Skat Masters Finale 2014 That way everyone gets to deal Mega Monopoly equal number of times. This doubles the score for the contract, whether won or lost. If the game value is less than the bid the Mybet Forum loses automatically. Note that the above are the official Scrabble Buchstaben Hilfe as from 1st January If all players pass, the hand is not played and the next dealer shuffles and deals.
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 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 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.
Ouvert: The player exposes their entire hand before the opening lead, contracting either to win all tricks with Jacks as trumps — Grand Ouvert — or to lose all tricks — Null Ouvert.
Ramsch: Played only when all three players pass without bidding, and the Leader must play the hand. With only Jacks as trumps, each player tries to win as few tricks as they can.
Skat cards are not used in play and at the end of the hand, go to whoever won the last trick. The Leader makes the opening lead, and thereafter the winner of the trick leads to the next.
This achievement multiplies his score. Except at Nullo, failure to win a trick incurs the penalty of Schwartz. Except when playing Nullo or Ramsch, the score for a fulfilled contract is arrived at by a Adding together the applicable multipliers b And then multiplying the basic game value by that number.
In Nullo, no multipliers are used. In Ramsch, the player taking the fewest tricks scores 10 points. If a player takes all tricks at Ramsch, they lose 30 points.
A player who fulfils their declaration and the full value of their game equals or exceeds their bid, they score the value of their actual game, which may be higher than what was bid, plus any multipliers that may apply.
If a player falls short of the necessary points for the game, they lose the basic value of the game. The penalty is doubled at Gusker or second turn.
The penalty is computed by multiplying the basic value of the declared game, in this case 10, by whatever number it takes to exceed that bid.
In this case, that number is 30, as 30 is the first multiple of 10 exceeding The penalty is 30 points.