Schafkopf – Rules

Play Schafkopf against the computer

1. Overview

Schafkopf is Bavaria's national card game. Four players say in turn whether they want to play. Usually a Sauspiel (“partner game”) is played: the player “calls” an ace (the Sau) – whoever holds it is secretly their partner. Obers and Unters are always the highest trumps.

Playersexactly 4
Durationone game 3–5 minutes, an evening usually 2–3 hours
Age12 and up
Difficultymedium – trump order and calling rules take some practice

2. Goal

Take at least 61 of the 120 card points with your team – as the playing side you then win the stake (money or points) from the opponents.

3. What you need

4. Setup

  1. Draw for the first dealer. After each game, the player to the left deals.
  2. Shuffle and cut: The player to the right cuts.
  3. Deal: Clockwise, starting left of the dealer, two rounds of 4 cards. Everyone has 8 cards.
  4. Bidding: In turn, starting left of the dealer, each says “I'll play” or “pass”.
  5. The highest game wins the bid: solo beats Wenz beats partner game. With equal rank, the player sitting closer to the dealer's left has priority.
  6. Name the game, e.g. “partner game on the ace of acorns” or “hearts solo”. If nobody wants to play, the cards are thrown in and the next player deals.
  7. The player to the dealer's left leads to the first trick.

5. Card values

Card points (counted at the end):

CardPoints
Sau (ace)11
1010
King4
Ober3
Unter2
9, 8, 70

120 card points in total.

Trumps in the partner game (high → low) – 14 cards:

RankCards
1–4Ober of acorns, Ober of leaves, Ober of hearts, Ober of bells
5–8Unter of acorns, Unter of leaves, Unter of hearts, Unter of bells
9–14ace of hearts, 10 of hearts, king of hearts, 9 of hearts, 8 of hearts, 7 of hearts

Plain suits (no trumps): acorns, leaves and bells, each ace, 10, king, 9, 8, 7.

Game typeTrumps
Partner gameObers, Unters, hearts (as above)
Suit soloObers, Unters, then the chosen suit instead of hearts
Wenzonly the 4 Unters; the Obers rank in their suit between king and 9

6. How to play

A trick – step by step

Everyone plays one card in turn, clockwise. What you may do:

SituationWhat you must or may do
You leadPlay any card.
A trump was ledYou must play a trump (Ober, Unter or heart) if you have one.
A plain suit was ledYou must follow that suit. Obers and Unters don't count as part of it!
You can't followYou may trump or discard any card – you don't have to trump.

The trick goes to the highest trump, otherwise to the highest card of the suit led. The winner leads to the next trick. After 8 tricks the teams count their card points.

The partner game – how calling works

Solo and Wenz

Here you play alone against three and don't call an ace. In a suit solo you choose the trump suit; in a Wenz only the Unters are trumps.

7. Key terms

TermMeaning
SauThe ace
The old oneThe ace of acorns
Partner game (Sauspiel)Two against two, partner found by calling an ace
Players / opponentsCaller and partner (or soloist) / the other side
WenzSolo in which only the Unters are trumps
ToutSolo or Wenz with the promise to take every trick
Following suitPlaying the suit (or trump) that was led
SmearingGiving your partner many points in a trick they will surely win
Running awayThe partner leads the called suit without playing the ace (only with 4 cards of that suit)
RunnersThe highest trumps a team holds unbroken from the top
Schneider / schwarzThe losing side has 30 points or fewer / no trick

8. End of the game & scoring

After 8 tricks both teams count their card points. The playing side wins with at least 61 card points – at 60 : 60 they have lost.

Games are settled with a tariff, usually in cents or points. A common tariff:

GameBase tariff
Partner game10
Wenz, suit solo50
Toutdouble
BonusValue
Schneider (losers 30 points or fewer)+10
Schwarz (losers without a trick)another +10
Runners from 3 (in Wenz from 2)+10 each

Who pays whom?

9. Special cases

What happens at 60 to 60?

The playing side has lost – they need at least 61 card points.

What if nobody wants to play?

The cards are thrown in and the next player deals (house rule: Ramsch, section 10).

May I trump if I don't have the suit led?

Yes, but you don't have to. You may also discard another card.

What if I can't call any ace?

If you have no card of acorns, leaves or bells without also holding its ace, you can't play a partner game – only a solo or a Wenz.

What are “Kontra” and “Re”?

An opponent may say “Kontra” before the first lead (they think the players will lose). The players may answer “Re”. Each doubles the tariff.

What is running away?

If the partner holds at least 4 cards of the called suit, they may lead that suit themselves without playing the ace.

What about mistakes?

Failing to follow suit when you could, or not playing the called ace, loses the game for your team. Misdeal: the same dealer deals again.

Can you play with three?

Only in special versions. Normal Schafkopf needs exactly four players.

10. Variants & house rules

The rules above are for the “long deck” with 32 cards, partner game, Wenz, suit solo and tout. These variants are often agreed beforehand:

VariantWhat changes
Short deckWithout sevens and eights: 24 cards, everyone gets 6 (common in Franconia and the Upper Palatinate).
RamschIf nobody wants to play, each plays for themselves; whoever takes the most card points loses.
GeierSolo in which only the Obers are trumps.
FarbwenzUnters and a chosen suit are trumps.
KnockingBefore bidding, each player may knock, doubling the tariff.
SieWhoever holds all 4 Obers and 4 Unters wins at once.

When playing against the computer on cardgames.zone you can choose “Long deck” and “Short deck”.

11. Example round

You can also follow this round in the picture series “A first round”.

Starting position. Player 4 deals. Player 1 sits to his left – he bids first and leads first. His 8 cards: Ober of acorns, Ober of leaves, Unter of hearts, ace of hearts, 10 of hearts, king of hearts (these are 6 trumps), plus 9 of acorns and 7 of leaves.

  1. Bidding. With 6 trumps Player 1 says “I'll play” – “on the old one”, a partner game calling the ace of acorns. He may do that because he holds an acorns card (the 9) but not the ace of acorns. Players 2, 3 and 4 pass.
  2. Trick 1 – drawing trumps. Player 1 leads the Ober of acorns, the highest trump. Everyone must play a trump: Player 2 7 of hearts, Player 3 Unter of bells, Player 4 8 of hearts. 5 points for Player 1.
  3. Trick 2 – the ace falls. Player 1 leads the 9 of acorns – the called suit. Player 2 plays the 10 of acorns, Player 3 must play the ace of acorns and wins the trick. Now everyone knows: Player 3 is Player 1's partner. Plus Player 4's king of acorns: 25 points for the two of them (30 in total).
  4. Trick 3. Player 3 leads the ace of leaves. Player 4 has no leaves and trumps with the Ober of bells. Player 1 must follow with leaves (7), Player 2 plays the 9 of leaves. 14 points for the opponents.
  5. Trick 4. Player 4 leads the 10 of leaves. Player 1 has no leaves left and trumps with the ace of hearts. Player 2 follows with the 8 of leaves, Player 3 with the king of leaves. 25 points for Players 1 and 3 (55 in total).
  6. Scoring. After 8 tricks Players 1 and 3 have 78 card points, Players 2 and 4 have 42. From 61 the partner game is won. No schneider (the opponents have more than 30), and Players 1 and 3 held only 2 runners (Obers of acorns and leaves) – so just the base tariff: Players 2 and 4 each pay Players 1 and 3 10.

12. Common mistakes

Origin & history

Documented in central Germany at the end of the 18th century and the forerunner of Skat and Doppelkopf. In Bavaria the form played today, with the call game (Sauspiel), developed in the 19th century. The origin of the name is disputed (among others 'Schaff' = barrel, on whose lid people played). Considered part of Bavarian cultural heritage.