Spotlight on Games
>
Summaries
Doppelkopf
Each suit contains two each of A K Q J 10 9.
In most contracts, the cards rank, from high to low:
- Trumps:
10,Q,Q,Q,Q, J, J, J, J, A, 10, K, 9 (26 cards)
- Clubs: A, 10, K, 9
- Spades: A, 10, K, 9
- Hearts: A, K, 9
Cards values:
A = 11 10 = 10 K = 4 Q = 3 J = 2
making a total of 240 card points.
Each player in turns states either that they have a "Healthy Hand" or "Have reservations":
- If all are Healthy, play a Normal Game.
- Otherwise, each player in turn states the
special game they want to play. Highest ranked one is played. Ties go to the earlier
player in bidding order.
Normal Game
- Players holding Queens of Clubs are partners (leave unknown who they are).
- A player holding both of them is playing against the other three (silent solo).
Special Games
Ranking of the Special Games (1 high):
- Solo
[recommended if you have an unusually strong hand]
(1 against 3) comes in 4 varieties:
Ace Solo - no trump, all suits A - 9 (vegetarian)
Jack Solo -
only jacks are trumps ranking
Queen Solo -
only queens are trumps ranking
Trump Solo -
- Declarer names trump suit. If diamonds, has no effect.
- Otherwise, swap the named suit for diamonds as trumps.
- If hearts named, the 10's are still the highest trumps.
- Poverty
[if your hand is very weak]
- Declarer must hold 3 or fewer trumps.
- Declarer offers 3 cards including all trumps to each player, starting
with the one on the left.
- First accepting player only then takes cards, becomes partner and gives
back any 3 cards.
- Re-deal if no one accepts.
- Marriage
[if you have both Queens of Clubs, but hand not strong enough for Solo]
- Declarer must hold both Queens of Clubs.
- First player other than the declarer to take a trick is his partner.
- If no one else takes any of the first 3 tricks, treat as silent solo.
Play
1. Must follow suit, may play anything if cannot.
2. Trumps form their own suit.
3. With identical cards, the first played wins.
4. The main team tries to take 121+ points.
If they do, each member gets 1 point and each opponent loses 1 point.
5. The opposition tries to take 120+ points.
If they do, each member gets 2 points and each opponent loses 2 points.
6. A member of the main team can announce "Re" if holding 11 or more cards.
This makes the game worth 2 extra points.
7. A member of the opposition team can announce "Kontra" if holding 11 or more cards.
This makes the game worth 2 extra points.
8. If the other team is held below various point levels, the opposition gets
1 extra point according to the following schedule (cumulative). In addition, if
this is correctly predicted by the winning side, they receive an additional point.
However, predictions cannot come later than indicated below. A prediction
cannot be made unless the previous prediction has been made and the very first
one made must be either a "Re" or "Kontra".
- Less than 90 - 10 cards or more
- Less than 60 - 9 cards or more
- Less than 30 - 8 cards or more
- 0 (Schwarz) - 7 cards or more
9. Any failed prediction
means that that side loses everything -- they pay the other side all of the points
they stood to win.
10. Catching a Fox:
A team that captures the opponents' Ace of Diamonds gets a point. Leave
it up as a reminder. Turn it over if it later turns out to come from partner.
11. Charlie Miller:
Score a point if winning the last trick with the Jack of Clubs. Lose a point
if the card is lost to the opponents.
12. Doppelkopf (Double Head):
Winning a trick where all cards are 10's or Aces is worth a point. Leave
a 10 face up as reminder.
13. These special bonuses apply to both players in the team. Fox and Charlie
are not allowed in solo games.
Also ...
See
complete rules
at the Card Games Website.
Tue Sep 4 12:33:21 PDT 2001
Rick Heli