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 names | Karnöffel, Karniffel |
| Players | 4 in two teams; adaptations for two or more players |
| Time | one round 2 to 3 minutes, a game to 7 points about 20 minutes |
| Age | 10 and up |
| Difficulty | medium – 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
- German pack of 48 cards in acorns, leaves, hearts and bells. Each suit: king, Ober, Unter, 10 (banner), 9, 8, 7, 6, 5, 4, 3, 2. There are no aces.
- Pen and paper for the score.
4. Setup
- Teams: Partners sit opposite each other; the first dealer is chosen by lot.
- Shuffle and let someone cut.
- 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.
- Chosen suit: The lowest face-up card decides the chosen suit. If several are equally low, the one dealt first decides.
- Pick up: Then everyone picks up their cards.
- 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):
| Card | Name | Power |
|---|---|---|
| Unter | Karnöffel | beats every card |
| 7 | Devil | beats everything except the Karnöffel – but only when it is led |
| 6 | Pope | beats everything except the Karnöffel and a led Devil |
| 2 | Emperor | beats everything except the three cards above |
| 3 | Ober-beater | beats everything except the cards above and the kings |
| 4 | Unter-beater | like the 3, but also loses to the Obers |
| 5 | Suit-beater | like 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
- The leader plays any card (no Devil to the first trick).
- The others each play any card in turn. There is no obligation to follow suit.
- The strongest effective special card of the chosen suit wins the trick.
- If there is no effective special card in the trick, the highest card of the suit led wins. Cards of other suits lose.
- The winner leads to the next trick.
When is a special card effective?
| Card | Loses its power when … |
|---|---|
| Devil (7) | it is not the first card of the trick |
| 3 | a king is in the trick |
| 4 | a king or Ober is in the trick |
| 5 | a 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
| Term | Meaning |
|---|---|
| Chosen suit | The suit of the lowest face-up card; its special cards have powers |
| Karnöffel | The Unter of the chosen suit – the strongest card |
| Devil | The 7 of the chosen suit; only works when it is led |
| Pope, Emperor | The 6 and 2 of the chosen suit |
| Beaters | The 3, 4 and 5 of the chosen suit; lose to certain court cards |
| Banner | The 10 |
| Lead | Play the first card of a trick |
| No following suit | Anyone 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.
| Situation | Points |
|---|---|
| Round won (3 tricks) | 1 for the team |
| Round lost | 0 |
- One column of tally marks per team.
- Whoever led to the first trick deals the next round.
- The first team to 7 points wins the game.
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.
| Variant | What changes |
|---|---|
| Raising | A 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 two | Everyone plays for themselves. |
| For six or eight | Two teams; a leader sees their partners' cards and advises them. |
| French pack | Unter = jack, Ober = queen. |
| Game to 5 or 11 | Shorter 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.
- 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.
- 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.
- 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.
- Player 3 leads the king of hearts. Player 4 plays the Unter of bells (Karnöffel) and wins.
- 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
- Playing the Devil later and hoping it wins. It only works when led.
- Overestimating the 3, 4 and 5. A king, Ober or Unter in the trick takes away their power.
- Thinking you must follow suit. There is no such rule.
- Looking for the aces. The Karnöffel pack has none.
- Wasting strong cards. Three tricks are enough – if your partner is already winning, throw a worthless card.
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.