Karnöffel – Rules

Play Karnöffel against the computer

1. Overview

Karnüffeln is considered the oldest European card game known by name – it was first mentioned in 1426 in Nördlingen. Two teams play for tricks. A randomly determined chosen suit gives some of its cards special powers: the Karnöffel (Unter) beats everything, the Devil (7) almost everything – but only when it is led. There is no obligation to follow suit, and partners may consult and show each other their cards.

Other namesKarnöffel, Karniffel
Players4 in two teams; adaptations for two or more players
Timeone round 2 to 3 minutes, a game to 7 points about 20 minutes
Age10 and up
Difficultymedium – few rules, but unusual card powers

2. Goal

Win three of five tricks with your team first – and be the first team to reach 7 points.

3. What you need

4. Setup

  1. Teams: Partners sit opposite each other; the first dealer is chosen by lot.
  2. Shuffle and let someone cut.
  3. Deal: The dealer gives everyone 5 cards one at a time, clockwise from the left. Each player's first card lies face up, the other four face down. The remaining 28 cards stay face down.
  4. Chosen suit: The lowest face-up card decides the chosen suit. If several are equally low, the one dealt first decides.
  5. Pick up: Then everyone picks up their cards.
  6. Start: The player to the dealer's left leads to the first trick. The Devil may not be led to the first trick.
              [ Partner B1 ]

 [ Partner A2 ]   [ Trick ]   [ Partner A1 ]
                 [▒ Rest 28 ]

              [ Partner B2 = dealer ]

5. Card values

There are no card points, only tricks count.

Ranking in the three other suits (high → low): king, Ober, Unter, 10, 9, 8, 7, 6, 5, 4, 3, 2.

Special cards of the chosen suit (strong → weak):

CardNamePower
UnterKarnöffelbeats every card
7Devilbeats everything except the Karnöffel – but only when it is led
6Popebeats everything except the Karnöffel and a led Devil
2Emperorbeats everything except the three cards above
3Ober-beaterbeats everything except the cards above and the kings
4Unter-beaterlike the 3, but also loses to the Obers
5Suit-beaterlike the 4, but also loses to the Unters

Without power: king, Ober, 10, 9 and 8 of the chosen suit count like normal cards of their suit.

6. How to play

One trick – turn by turn

  1. The leader plays any card (no Devil to the first trick).
  2. The others each play any card in turn. There is no obligation to follow suit.
  3. The strongest effective special card of the chosen suit wins the trick.
  4. If there is no effective special card in the trick, the highest card of the suit led wins. Cards of other suits lose.
  5. The winner leads to the next trick.

When is a special card effective?

CardLoses its power when …
Devil (7)it is not the first card of the trick
3a king is in the trick
4a king or Ober is in the trick
5a king, Ober or Unter is in the trick

If a special card loses its power, the next strongest effective card wins, or else the highest card of the suit led.

Consulting. Partners may consult and show each other their cards at any time.

7. Key terms

TermMeaning
Chosen suitThe suit of the lowest face-up card; its special cards have powers
KarnöffelThe Unter of the chosen suit – the strongest card
DevilThe 7 of the chosen suit; only works when it is led
Pope, EmperorThe 6 and 2 of the chosen suit
BeatersThe 3, 4 and 5 of the chosen suit; lose to certain court cards
BannerThe 10
LeadPlay the first card of a trick
No following suitAnyone may play any card at any time

8. End of the round & scoring

The team that first wins three tricks wins the round. The remaining cards are not played. A tie is impossible.

SituationPoints
Round won (3 tricks)1 for the team
Round lost0

9. Special cases

Do I have to follow suit?

No. In Karnüffeln anyone may play any card at any time.

Why doesn't my Devil win?

Because it only works when it is led – not even when the chosen suit was led.

What if someone leads the Devil to the first trick?

Not allowed: they take the card back and play another one.

What if several special cards are in the trick?

The strongest effective one wins.

What if powerless cards of the chosen suit are played?

King, Ober, 10, 9 and 8 count as normal; special cards still beat them.

May partners really show each other their cards?

Yes. Consulting and showing cards is explicitly allowed. After a misdeal, deal again.

10. Variants & house rules

Standard in this description: 4 players, 48 cards without aces, chosen suit from the lowest face-up card, 1 point per round, game to 7.

VariantWhat changes
RaisingA round is worth 4 points at the start; during the deal it can be raised by 3 points at a time; game to 101 (historical way of playing).
For twoEveryone plays for themselves.
For six or eightTwo teams; a leader sees their partners' cards and advises them.
French packUnter = jack, Ober = queen.
Game to 5 or 11Shorter or longer games.

When playing against the computer on cardgames.zone, the game to 7 points is preset; your partner's cards are visible there.

11. Example round

Starting position. Player 1 deals. Face up are: Player 2 9 of hearts, Player 3 4 of bells, Player 4 king of acorns, Player 1 10 of leaves. The lowest card is the 4 of bells – bells is the chosen suit. The Unter of bells is the Karnöffel, the 7 of bells the Devil. Player 2 and Player 4 play against Player 1 and Player 3; Player 2 begins.

  1. Player 2 leads the king of leaves. Player 3 plays the 3 of bells – the 3 loses its power against a king. Player 4 plays the 8 of hearts, Player 1 the 9 of leaves. The king of leaves wins: Player 2.
  2. Player 2 leads the 7 of bells – the Devil. Led, it beats everything except the Karnöffel. Nobody plays the Unter of bells. Player 2 wins.
  3. Player 2 leads the 10 of acorns. Player 3 plays the 6 of bells (Pope), Player 4 the 2 of bells (Emperor) – the Pope is stronger. Player 3 wins.
  4. Player 3 leads the king of hearts. Player 4 plays the Unter of bells (Karnöffel) and wins.
  5. Player 2 and Player 4 have three tricks and score 1 point. Player 2 led to the first trick and deals the next round.

12. Common mistakes

Tips for beginners: Keep the Devil, win a trick first and then lead it. Keep track of the special cards: once the Karnöffel has gone, a led Devil can't be beaten. And talk to your partner – it is explicitly allowed.

Origin & history

Karnüffeln – usually spelled Karnöffel – is the oldest European card game whose rules can be reconstructed to some extent. In 1426 a Nördlingen ordinance lists it among the games permitted at the town festival; in the 15th and 16th centuries it was especially popular with Landsknecht mercenaries.

Karnöffel was one of the first games to have a “chosen suit” whose cards can beat other suits – not as a continuous trump suit, though, but with very different powers for individual cards. The strongest card, the Unter of the chosen suit, is itself called “Karnöffel”; then come the Devil, the Pope and the Emperor.

The rules described here are a reconstruction based on the Swiss Kaiserspiel still played today.