Watten – Rules
Play Watten against the computer
1. Overview
| Name | Watten (Bavarian Watten, also: Kritischer Watten) |
| Type | Trick-taking game with raising (two against two) |
| Players | 4 in two teams; adaptations for two or three |
| Recommended age | 12 and up |
| Playing time | one deal 1 to 3 minutes; a game 20 to 40 minutes |
| Material | Bavarian pack of 32 cards, pen and paper |
| Goal | As a team, win three of the five tricks and be the first to reach 15 points. |
| Difficulty | medium – few rules, but lots of bluffing and signalling |
What is it about? Everyone has only five cards. Before each deal one player names a rank (the “Schlag”), another the trump suit. These cards and three fixed top cards, the Kritische, beat everything. Whoever takes three tricks wins. By raising (“Gehst?”) either team can increase the value of the deal – which makes Watten a game full of bluff. Partners may signal to each other.
2. Cards and material
- Pack: Bavarian pack of 32 cards in acorns, leaves, hearts and bells. Each suit: Sau (ace), king, Ober, Unter, 10, 9, 8, 7.
- No card points: Only tricks count.
- Ranking (high → low):
| Rank | Cards |
|---|---|
| 1 | Maxi: king of hearts |
| 2 | Belli (Welli): 7 of bells |
| 3 | Spitz: 7 of acorns |
| 4 | Main Schlag (Hauptschlag): the card that is both Schlag rank and trump suit |
| 5 | Schläge: the other three cards of the Schlag rank – equally strong, the first one played wins |
| 6 | Trumps: remaining cards of the trump suit: ace, king, Ober, Unter, 10, 9, 8, 7 |
| 7 | Suits: in the suit led ace, king, Ober, Unter, 10, 9, 8, 7 |
- Example: Schlag “Ober”, trumps “leaves”: Maxi, Belli, Spitz, then Ober of leaves (main Schlag), then Ober of acorns, hearts, bells, then ace, king, Unter, 10 of leaves …
- Face up and face down: All cards are held concealed; the rest of the pack stays face down.
- Extra material: Pen and paper for the score.
- Dealer: Shuffles, has the cards cut, deals and chooses the trump suit. The deal passes clockwise.
3. Preparation and start
- Teams and dealer: Partners sit opposite each other; the first dealer is chosen by lot.
- Shuffling: The dealer shuffles.
- Cutting: The player to the dealer's right cuts.
- Dealing: Clockwise, starting on the left, first 3 cards each, then 2 each. Everyone has 5 cards.
- Naming the Schlag: Forehand (left of the dealer) looks at their cards and names a rank as Schlag, e.g. “Ober”.
- Naming the suit: The dealer chooses the trump suit, e.g. “leaves”.
- Known to all: Schlag and trumps apply to all players.
- Start: Forehand leads to the first trick.
Start example: Player 1 deals. Player 2 (left) and Player 4 are a team, Player 1 and Player 3 the other. Player 2 has two Obers and names “Ober”. Player 1 has many leaves and names “leaves”. Player 2 leads.
4. Goal and winning
- Deal: The team that first takes three tricks wins the deal. The remaining cards are not played.
- Value: A simple deal counts 2 points, after raising 3, 4, 5 …
- Game: The team that first reaches 15 points wins.
- Ties cannot happen – of five tricks one team always has at least three.
5. Play in detail
A trick.
- The leader plays any card.
- There is no obligation to follow suit: everyone may play any card.
- Exception: If the main Schlag is led to the first trick, everyone must play a trump or a Kritischer if they have one (“trump or critical”).
- The highest-ranking card according to the table in section 2 wins. If none of those is in the trick, the highest card of the suit led wins.
- The winner leads to the next trick.
Raising (Gehen).
- A team may ask at any time during the deal: “Gehst?” (“Are you going?”). This raises the value by 1 (from 2 to 3).
- The other team holds – then the new value applies – or gives up. Then the raising team immediately scores the previous value.
- Further raises alternate between the teams: 4, 5 …
- Tense (gespannt): A team with 13 or more points may no longer raise. Each of its deals counts 3 points.
Signals. Partners may use agreed signs to show which Kritische or Schläge they hold (e.g. a wink for the Maxi). This is explicitly part of the game.
Example. Schlag “Ober”, trumps “leaves”. Player 2 and Player 4 against Player 1 and Player 3.
- Player 2 leads the Ober of leaves (main Schlag). Now “trump or critical” applies: Player 3 plays the 9 of leaves, Player 4 the Ober of acorns (he has neither trump nor Kritischer), Player 1 the king of leaves. The main Schlag wins.
- Player 2 leads the Ober of hearts. Player 3 plays the 7 of bells (Belli) – a Kritischer. Player 3 wins.
- Player 3 asks: “Gehst?” Player 2 and Player 4 hold. The deal is now worth 3 points.
- Player 3 leads the ace of leaves. Player 4 has the Maxi (king of hearts) and wins. Player 2 and Player 4 have 2 tricks.
- Player 4 leads the Ober of bells (a Schlag). Player 1 and Player 3 have neither Kritische nor the main Schlag left and can't beat it. Player 4 wins.
- Player 2 and Player 4 have three tricks and score 3 points.
6. Scoring
| Situation | Points for the winners |
|---|---|
| Deal won without raising | 2 |
| After one raise | 3 |
| After two raises | 4 (and so on) |
| Opponents give up after a raise | the value before the raise |
| Deal of a tense team | 3 |
- Recording: One column per team; points are added (often as tally marks).
- Winning: The first team to 15 points wins the game.
- Several games: For every lost game the losing team gets a “Bummerl” (a mark).
7. Special rules and situations
- Trump or critical: Applies only when the main Schlag is led as the first card of the first trick. If someone beats the main Schlag with a Kritischer, the obligation lapses for the others.
- Schläge among themselves: If two equally strong Schläge are in a trick, the first one played wins.
- Kritische as Schlag: If e.g. “king” is chosen as Schlag, the king of hearts remains the Maxi.
- Schlecken: If a Kritischer is at the bottom of the cut-off packet, the cutter may keep it (common regionally).
- Wrong play: Breaking the “trump or critical” rule loses the deal for your team.
- Misdeal: The same dealer deals again.
- Empty stock / no legal card: Cannot happen – there is no obligation to follow suit.
- Common mistakes: forgetting the Kritische; believing you must follow suit; giving up too quickly after a “Gehst?”.
8. Variants
Standard in this description: Bavarian Watten with three Kritische, 32 cards, game to 15, tense from 13.
| Variant | What changes | Suits |
|---|---|---|
| Game to 11 or 13 | Shorter games; tense correspondingly earlier (e.g. from 9). | quick sessions |
| Tyrolean Watten | With the Weli (6 of bells) as an extra card – 33 cards. | Tyrol, Salzburg |
| Blind Watten | Schlag and trumps are shown face down, partners must guess; no signals. | experienced players |
| Uncritical | Without Maxi, Belli and Spitz. | beginners |
| Watten for two / three | Everyone plays for themselves. | small groups |
When playing against the computer on cardgames.zone, a game to 11 points with Kritische is preset; 15 points and “without Kritische” can be chosen.
9. Tips for beginners
- Learn the Kritische first: king of hearts, 7 of bells, 7 of acorns – they always win.
- Choose a Schlag you hold twice, then you have several strong cards.
- As dealer, choose the suit you hold the most cards of.
- Raising as a bluff: Asking “Gehst?” confidently after the first trick often makes the opponents give up.
- Don't give up too early: With a Kritischer in hand it often pays to hold.
- Agree on signals: Arrange simple signs with your partner for the Kritische.
- Keep count: After two tricks you often know exactly which strong cards are still missing.
10. Summary in 10 steps
- 32 cards, two teams, everyone gets 3 + 2 cards.
- Forehand names the Schlag (rank), the dealer the trump suit.
- Ranking: Maxi, Belli, Spitz, main Schlag, Schläge, trumps, then the suit led.
- Forehand leads; no obligation to follow suit.
- Exception: main Schlag led to the first trick → play trump or a Kritischer.
- Equally strong Schläge: the first one wins.
- Three tricks win the deal.
- Deal = 2 points; each “Gehst?” adds 1.
- Giving up after a raise gives the opponents the previous value.
- First to 15 points wins; from 13 a team is tense.
11. Frequently asked questions
Can you play Watten with two?
Yes, as an adaptation. Then everyone plays alone and there are no signals.
How long does a game take?
A deal lasts only one to three minutes. A game to 15 points takes about half an hour.
Must I follow suit?
No. Watten has no obligation to follow suit – except when the main Schlag is led to the first trick.
Are signals really allowed?
Yes. In normal Watten signals are part of the game. Only in Blind Watten are they forbidden.
What happens if I give up after “Gehst?”?
The other team immediately scores the previous value of the deal, and the cards are dealt again.
What is the most common misunderstanding?
That the main Schlag is the highest card. The three Kritische always rank above it.
What does “tense” mean?
A team close to the goal (from 13 points) may no longer raise; its deals count 3 points.
Origin & history
Watten has been documented in the Alpine region since the 18th century and belongs to the old family of games in which a rank (“Schlag”) and a suit are determined separately. Bluffing and raising the stake (“Gehen”) make it a typical tavern game.