Schwimmen – Rules

Play Schwimmen against the computer

1. Overview

Schwimmen is a fast swapping and collecting game. Everyone holds three cards. In turn you swap cards with three face-up cards in the middle to collect as many points as possible in one suit – at most 31. Whoever has the lowest value at the end of a round loses a life. A player with no lives left is “swimming”. If they lose once more, they are out.

Other namesThirty-One, 31, Schnauz, Knack, Hosn obe
Players2 to 9, best with 4 to 6
Timeone round 2 to 5 minutes, a game 20 to 40 minutes
Age8 and up
Difficultyeasy – the rules can be explained in a few minutes

2. Goal

Never hold the weakest hand at the end of a round – and be the last player still in the game.

3. What you need

4. Setup

  1. Choose the dealer by lot: e.g. everyone draws a card and the lowest deals. After that the next player clockwise who is still in the game deals.
  2. Hand out lives: Before the first round everyone gets 3 tokens.
  3. Shuffle and cut: The dealer shuffles, the player on the dealer's right cuts.
  4. Deal: One at a time, face down, clockwise from the left, until everyone has 3 cards. The dealer also lays down a second packet of 3 cards face down.
  5. Dealer's choice: The dealer looks at only the first packet and decides:
    • Keep: they keep it and lay the second packet face up in the middle.
    • Reject: they lay the first packet face up in the middle and pick up the second, unseen one.
  6. Stock: The remaining cards go face down next to the middle.
  7. Start: The player to the dealer's left begins.
  8. Instant 31: If someone already holds 31 points, they show their cards at once. The round ends without a single turn.
                 [ Player 3 ]
                  ●●● lives

 [ Player 2 ]   [M] [M] [M]    [ Player 4 ]
  ●●● lives    middle (face up)  ●●● lives
                 [▒] stock

                 [ Player 1 ]
                  ●●● lives

5. Card values

There are no tricks in Schwimmen. Only the value matters:

CardValue
Ace11
King, queen, jack, 1010 each
99
88
77
HandValue
Ace, king, 10 of hearts31
8 of spades, 8 of clubs, 8 of diamonds30.5
Ace of hearts, king of spades, 10 of spades20 (spades), not 31!

6. How to play

One turn. On your turn you choose exactly one of these actions:

ActionWhat happens
Swap one cardSwap one card from your hand for one card from the middle. The card you give up now lies face up in the middle.
Swap all threeSwap all three hand cards for all three middle cards.
PassSwap nothing. Say “I pass”.
KnockKnock on the table (or say “I close”). You do not swap.

Everyone passes. If all players pass one after another without anyone swapping, the three middle cards are put aside face down. The dealer turns up three new cards from the stock. Then the player who started passing is on turn.

Knocking. Once someone has knocked, every other player has exactly one more turn. They may swap or pass, but not knock. Then everyone shows their cards.

31. As soon as someone holds 31 points – even straight after the deal or during the last turns after a knock – they show their cards at once. The round ends without further turns.

Not allowed: swapping exactly two cards, drawing from the stock, knocking in the first round of turns (everyone must have had one turn first), swapping after your own knock.

7. Key terms

TermMeaning
MiddleThe three face-up cards you swap with
PassDon't swap and hand the turn on
KnockEnd the round: all other players get one more turn
31 (Thirty-One)The best hand; ends the round at once
Three of a kindThree cards of the same rank; counts 30.5
LifeA token; whoever loses gives one up
SwimmingPlaying on without lives – the next loss means you're out
FireVariant: three aces cost every other player a life

8. End of the round & scoring

A round ends

  1. when, after a knock, all other players have taken their last turn,
  2. immediately when someone shows 31,
  3. when everyone has passed and the stock can't supply three new cards.

Then everyone shows their cards and states their value. There are no running points – over the game only lives count:

SituationResult
Lowest value at the end of the roundgive up 1 life
Several players share the lowest valueeach of them gives up 1 life
Everyone has the same valuenobody loses a life
Last life given upthe player is “swimming” and plays on
Losing while swimmingthe player is out

9. Special cases

What if the stock runs out?

If everyone has passed and fewer than three cards are left in the stock, the round ends at once and everyone shows their cards.

What if no card helps me?

That can't block you – passing is always allowed.

What if two players knock at the same time?

Only the knock of the player whose turn it is counts.

What if two players hold 31 at the same time?

Both show their cards and the round ends. It is scored as usual: the lowest value loses.

What if someone swaps incorrectly?

Whoever swaps two cards or takes from the stock undoes the move and chooses an allowed action.

What if a card is exposed by accident?

A hand card stays in the hand without penalty. A stock card goes to the bottom of the stock. After a misdeal the same dealer deals again.

May players talk about their cards or show them?

No. Hand cards stay hidden until everyone shows them.

Can you play with two?

Yes, the rules stay the same. With two it is faster and more tactical.

10. Variants & house rules

Standard in this description: 32 cards, 3 lives plus swimming, knocking from the second round of turns, three aces count 30.5 like any three of a kind.

VariantWhat changes
Fire (Feuer)Three aces are the highest hand. Whoever holds them shows them at once and all other players lose a life.
Knock at onceKnocking is allowed in the first round of turns.
52-card packWith the 2 to 6 added, values by number – for big groups of 7 to 9 players.
Jass pack (Switzerland)36 cards, played anticlockwise.
No passingYou must swap or knock.
20 or less losesIn addition, everyone with 20 points or fewer loses a life.
Compare three of a kindWith two sets of three, the lower one loses instead of tying.

When playing against the computer on cardgames.zone, Fire is switched on by default and can be turned off; knocking is allowed from the second round of turns.

11. Example round

Starting position. Player 1 deals, rejects his first packet and takes the second. The middle shows 7 of clubs, 8 of hearts, 9 of spades.

PlayerHand after the dealValue
Player 1ace of hearts, queen of hearts, 8 of clubs21 (hearts)
Player 2king of spades, 10 of spades, 7 of diamonds20 (spades)
Player 3ace of diamonds, king of clubs, 7 of hearts11 (diamonds)
  1. Player 2 swaps the 7 of diamonds for the 9 of spades: king, 10, 9 of spades = 29. Middle: 7 of clubs, 8 of hearts, 7 of diamonds.
  2. Player 3 swaps the 7 of hearts for the 7 of clubs: ace of diamonds, king of clubs, 7 of clubs = 17 (clubs). Middle: 7 of hearts, 8 of hearts, 7 of diamonds.
  3. Player 1 swaps the 8 of clubs for the 8 of hearts: ace, queen, 8 of hearts = 29. Middle: 7 of hearts, 8 of clubs, 7 of diamonds.
  4. Player 2 is on turn again. The first round of turns is over, so knocking is allowed. With 29 he knocks.
  5. Player 3 takes his last turn. He swaps the ace of diamonds for the 8 of clubs: king, 8, 7 of clubs = 25.
  6. Player 1 takes his last turn. No middle card improves his 29, so he passes.
  7. Showdown: Player 2 29, Player 1 29, Player 3 25. Player 3 has the lowest value and gives up a life. Player 2 deals the next round.

12. Common mistakes

Tips for beginners: Decide on a suit early. From about 26 points knocking pays off. Watch the middle – what someone takes reveals their suit. And when you are swimming: better keep a safe hand than gamble on 31.

Origin & history

Belongs to the family of 'Thirty-One' games, known in Europe since the 15th century (e.g. 'Trente-et-un'). Today’s form with lives ('Schwimmen' = swimming) is a typical pub and family game in the German-speaking world.