Klaverjassen – Rules
Play Klaverjassen against the computer
1. Overview
| Name | Klaverjassen (also: Klaverjas, Jassen) |
| Type | Trick-taking game with trumps, partners and bonus points (roem) |
| Players | 4, two teams, partners opposite |
| Recommended age | 10 and up |
| Playing time | one deal 4–6 minutes; a game (16 deals) 60–90 minutes |
| Material | 32 cards (7 to ace), pen and paper |
| Goal | Score more points than the opponents over 16 deals. |
| Difficulty | medium |
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
- Pack: 32 French cards: 7, 8, 9, 10, jack, queen, king, ace in four suits (clubs = klaver, spades = schoppen, hearts = harten, diamonds = ruiten).
- Ranking and points:
| Trumps | Points | Other suits | Points |
|---|---|---|---|
| Jack (jas) | 20 | Ace | 11 |
| Nine (nel) | 14 | Ten | 10 |
| Ace | 11 | King | 4 |
| Ten | 10 | Queen | 3 |
| King | 4 | Jack | 2 |
| Queen | 3 | Nine | 0 |
| Eight, seven | 0 | Eight, seven | 0 |
- Total: 152 card points plus 10 for the last trick = 162.
- Face up and face down: Hand cards concealed, tricks face down with the team.
- Extra material: Pen and paper (columns “Us” and “Them”).
3. Preparation and start
- Teams: Partners opposite.
- Shuffle and cut: The dealer shuffles, the right neighbour cuts.
- Deal: Everyone gets 8 cards in packets of 3, 2 and 3.
- Trumps: The player left of the dealer must name a trump suit (“verplicht spelen”). Their team is the playing team.
- 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
- Playing team: Must take more than half of all points (card points plus both teams' roem).
- Nat (lost): If they fail, the opponents get all points of the deal, including roem.
- Pit (march): A team that takes all 8 tricks gets 100 extra points.
- Game: After 16 deals the team with the most points wins.
5. Play in detail
A trick (Amsterdam rules).
- The leader plays any card.
- Follow suit if possible.
- If you can't follow, you must play a trump – unless your partner is currently winning the trick. Then you may discard any card.
- Over-trumping: If a trump is already in the trick, you must play a higher trump if you can.
- Under-trumping is only allowed if you have nothing else.
- When trumps are led you must follow with a trump and play higher if possible.
- 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:
| Roem | Points |
|---|---|
| Three cards in sequence (same suit) | 20 |
| Four cards in sequence | 50 |
| Stuk: king + queen of trumps | 20 |
| Four of a kind (aces, kings, queens, tens) | 100 |
| Four jacks | 200 |
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.
- 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.
- Trick to Player 2: ace 11 + 7 0 + ten 10 + king 4 = 25 points.
- 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.
- 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
| Item | Points |
|---|---|
| Card points | 152 per deal |
| Last trick | +10 |
| Roem | see table |
| Pit (all tricks) | +100 |
| Nat | all points to the opponents |
- Recording: For each deal note points and roem separately for “Us” and “Them”.
- End: After 16 deals (everyone has dealt four times).
7. Special rules and situations
- Tie in a deal: If the playing team has exactly half, it is nat.
- Announcing stuk: A player who plays king and queen of trumps says “stuk” with the second.
- Counting roem: Only roem lying in a trick counts – not roem in your hand.
- Revoke (verzaakt): A player who fails to follow suit or to trump when required loses the deal: all points to the opponents.
- Misdeal: Shuffle and deal again.
- Common mistakes: forgetting to over-trump; not announcing roem; giving away too many points as the playing team.
8. Variants
Standard in this description: Amsterdam rules, compulsory trump choice for the player left of the dealer, 16 deals.
| Variant | What changes | Suits |
|---|---|---|
| Rotterdam rules | A player who can't follow must always trump and over-trump – even over their own partner. | stricter groups |
| Vrij spelen | Players may pass in turn; the first to choose trumps plays. | experienced players |
| Troef draaien | A turned-up card proposes trumps. | a change |
| 8 deals | Shorter 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
- Jack and nine: The two strongest trumps decide many deals – keep track of them.
- Choosing trumps: Take the suit in which you hold the jack or nine.
- Feeding: When your partner is winning, give them tens or aces.
- Prevent roem: Don't play a card that hands the opponents a sequence in the trick.
- Last trick: It's worth 10 points – plan for it.
- Aces early: Non-trump aces are safest cashed early.
- Avoid nat: As the playing team, be careful rather than greedy.
10. Summary in 10 steps
- 32 cards, 4 players in two teams.
- Everyone gets 8 cards (3-2-3).
- The player left of the dealer chooses trumps and leads.
- Follow suit.
- Can't follow: trump (unless your partner is winning).
- Over-trump if possible; don't under-trump.
- Trumps: jack 20, nine 14, ace 11, ten 10, king 4, queen 3.
- Roem in a trick counts for the trick winner.
- The playing team needs more than half, otherwise nat.
- 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.