Klaverjassen – Rules

Play Klaverjassen against the computer

1. Overview

NameKlaverjassen (also: Klaverjas, Jassen)
TypeTrick-taking game with trumps, partners and bonus points (roem)
Players4, two teams, partners opposite
Recommended age10 and up
Playing timeone deal 4–6 minutes; a game (16 deals) 60–90 minutes
Material32 cards (7 to ace), pen and paper
GoalScore more points than the opponents over 16 deals.
Difficultymedium

What is it about? Klaverjassen is the national card game of the Netherlands and belongs to the Jass family. One team chooses trumps and then has to take more than half of all points. Jack and nine of trumps are the strongest cards. Special combinations in a trick earn extra points, the “roem”.

2. Cards and material

TrumpsPointsOther suitsPoints
Jack (jas)20Ace11
Nine (nel)14Ten10
Ace11King4
Ten10Queen3
King4Jack2
Queen3Nine0
Eight, seven0Eight, seven0

3. Preparation and start

  1. Teams: Partners opposite.
  2. Shuffle and cut: The dealer shuffles, the right neighbour cuts.
  3. Deal: Everyone gets 8 cards in packets of 3, 2 and 3.
  4. Trumps: The player left of the dealer must name a trump suit (“verplicht spelen”). Their team is the playing team.
  5. Start: The player left of the dealer leads to the first trick.

Start example: Player 1 deals. Player 2 sits to his left and must choose trumps: he picks spades. Players 2 and 4 are now the playing team; Players 1 and 3 defend.

4. Goal and winning

5. Play in detail

A trick (Amsterdam rules).

  1. The leader plays any card.
  2. Follow suit if possible.
  3. If you can't follow, you must play a trump – unless your partner is currently winning the trick. Then you may discard any card.
  4. Over-trumping: If a trump is already in the trick, you must play a higher trump if you can.
  5. Under-trumping is only allowed if you have nothing else.
  6. When trumps are led you must follow with a trump and play higher if possible.
  7. The highest trump wins, otherwise the highest card of the suit led.

Roem (bonus points in the trick). If certain combinations lie in a trick, the team that wins the trick scores them:

RoemPoints
Three cards in sequence (same suit)20
Four cards in sequence50
Stuk: king + queen of trumps20
Four of a kind (aces, kings, queens, tens)100
Four jacks200

Sequences use the natural order 7-8-9-10-J-Q-K-A. Whoever sees roem in a trick announces it.

Example with Players 1 to 4. Spades are trumps. Order: Player 2, 3, 4, 1.

  1. Player 2 leads the ace of diamonds. Player 3 (Player 1's partner) follows with the 7 of diamonds. Player 4 has no diamonds – but his partner Player 2 is winning. He needn't trump and throws the 10 of clubs (“feeding”). Player 1 follows with the king of diamonds.
  2. Trick to Player 2: ace 11 + 7 0 + ten 10 + king 4 = 25 points.
  3. Player 2 leads the jack of spades (trumps). Player 3 only has the 7 of spades, Player 4 plays the 8 of spades, Player 1's only trump is the 9 of spades and he must play it.
  4. Trick to Player 2: jack 20 + 7 0 + 8 0 + nine 14 = 34 points – and 7-8-9 of spades is a three-card sequence: 20 roem for Player 2 and Player 4.

6. Scoring

ItemPoints
Card points152 per deal
Last trick+10
Roemsee table
Pit (all tricks)+100
Natall points to the opponents

7. Special rules and situations

8. Variants

Standard in this description: Amsterdam rules, compulsory trump choice for the player left of the dealer, 16 deals.

VariantWhat changesSuits
Rotterdam rulesA player who can't follow must always trump and over-trump – even over their own partner.stricter groups
Vrij spelenPlayers may pass in turn; the first to choose trumps plays.experienced players
Troef draaienA turned-up card proposes trumps.a change
8 dealsShorter game.little time

When playing against the computer on cardgames.zone you choose between Amsterdam and Rotterdam rules and between 8 or 16 deals; the player left of the dealer must choose trumps.

9. Tips for beginners

  1. Jack and nine: The two strongest trumps decide many deals – keep track of them.
  2. Choosing trumps: Take the suit in which you hold the jack or nine.
  3. Feeding: When your partner is winning, give them tens or aces.
  4. Prevent roem: Don't play a card that hands the opponents a sequence in the trick.
  5. Last trick: It's worth 10 points – plan for it.
  6. Aces early: Non-trump aces are safest cashed early.
  7. Avoid nat: As the playing team, be careful rather than greedy.

10. Summary in 10 steps

  1. 32 cards, 4 players in two teams.
  2. Everyone gets 8 cards (3-2-3).
  3. The player left of the dealer chooses trumps and leads.
  4. Follow suit.
  5. Can't follow: trump (unless your partner is winning).
  6. Over-trump if possible; don't under-trump.
  7. Trumps: jack 20, nine 14, ace 11, ten 10, king 4, queen 3.
  8. Roem in a trick counts for the trick winner.
  9. The playing team needs more than half, otherwise nat.
  10. After 16 deals the most points win.

11. Frequently asked questions

Must I trump when I can't follow suit?

Under Amsterdam rules yes – unless your partner is winning the trick. Under Rotterdam rules always.

What is roem?

Bonus points for combinations in a trick, e.g. three cards in sequence (20) or king and queen of trumps (20).

What does “nat” mean?

The playing team didn't take more than half of the points. Then the opponents get everything.

Who must choose trumps?

The player left of the dealer – they may not pass.

What is a pit?

All eight tricks for one team. It brings 100 extra points.

How long does a game take?

16 deals take about one to one and a half hours.

Origin & history

Klaverjassen belongs to the Jass family, which probably originated in the Netherlands in the 18th century – from there Jass (Switzerland) and Belote (France) spread. Today it is the national game of the Netherlands with clubs, tournaments and online leagues.