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| Card Game Encyclopedia: Sheepshead |
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Sheepshead is a card game related to the Skat family of games, originating in Central Europe in the late 1700's under the German name Schafkopf. Although Schafkopf literally means "sheepshead", the term is actually derived from Middle High German and referred to playing cards on an overturned barrel (from kopfen, meaning playing cards, and Schaffen, meaning a barrel). How to playPreparationRemove the jokers and all sixes, fives, fours, threes, and twos from the pack. Sheepshead is played with all the cards 7-8-9-10-J-Q-K-A, i.e. a total of 32 cards. Play VariationsThere are a lot of play variations for Sheepshead. Everything from 3 to 6 player. Scoring differences, leasters-doublers, Pick Parter-Jack of Diamonds partner. This article will begin by describing how to play "Five Handed, Leasters, Pick Partner", but will try to touch on the other variations during this article. Card OrderCard order in Sheepshead is unique and one of the most difficult things for some beginners to grasp. There are 14 trump cards, including all the Queens, Jacks, and Diamonds, listed here in order of strength to take tricks:
Also, there are 6 of each "fail" suit. (18 total)
Clubs, Spades, and Hearts take no precedence over other fail suits. Trump always take fail. The lead suit must be followed if possible. Card Point ValuesPoint scoring will also take some getting used to. You should make a chart for yourself the first time you play.
Note that the strongest cards (Queens and Jacks) are not worth the most points. This gives Sheepshead some of its unique character. There is a total of 120 points in the deck. Keeping ScoreBe careful not to confuse the points that the cards are worth, and the total point score. Points are given/taken on a zero-sum basis. If you are the picker, your goal is to take 61 points. If picker gets 60, that's a tie and picker loses. Here is a chart to make it easier. Look up the picker's point total in the chart below.
The DealCut the deck. The dealer deals 3 cards at a time to each person, starting with the player to dealer's left. After dealing everyone 3 cards, 2 cards are put face down in a separate pile (the "blind"). Then deal the rest of the cards, 3 at a time around the table again. When done, each person should have 6 cards with 2 cards in the blind. The BlindThe player to the left of the dealer gets first choice to take the blind. If he passes, the option is given to the next player (in clockwise order). If the blind goes all the way around to the dealer, and the dealer declines to play, a leaster is played. (If you are playing doublers instead of leasters, the points are doubled, the deal moves one to the left, and a new hand is dealt.) Whoever decides to take the blind is called the "picker". The picker adds the 2 cards to his hand, then must choose two cards to lay down, or "bury". The buried cards are automatically added to the picker's score. Now, the picker must choose: He can either play alone (picker against 4 opponents) or can choose a partner (picker/partner against 3 opponents). Variation of play: One variation of play at this point is that, when a player picks up the blind, any player (who is not the pickers partner) who was not given the opportunity to pick up the blind make 'knock' or 'crack' by knocking the table with their fist. This automatically doubles the point values in the table above for determining the score when the game ends. In addition, you may also allow that, after a player cracks, the picker has the option to 'recrack', which redoubles it again, or to 4 times the values at the end of the game. Getting a PartnerOne of the more intriguing aspects of Sheepshead is that you have different teams with each hand. Generally you will not know who your partner is until specific cards are played. Called AceIf you pick the blind and decide that your hand isn't good enough to "go it alone", you must select a called ace suit. Some notes about choosing the called suit: Basically, when the picker calls a suit, whoever has the Ace of that suit is the partner.
Examples of Picker Hands: Taking the blind, Burying, and Selecting partnerHand 1: Q♥, A♦, A♣, 10♣, 7♣, 7♥
Hand 2: J♣, J♦, A♦, 8♦, A♠, A♥
Hand 3: Q♠, Q♥, J♦, K♦, 10♥, 10♣
Hand 4: Q♣, Q♦, A♦, 10♦, A♥, K♥
Hand 5: Q♠, Q♥, J♦, 10♦, 7♦, K♥
Jack of DiamondsInstead of choosing a partner, some play that the Jack of Diamonds is automatically partner. In general you can pick on weaker hands when playing J♦ partner because you are always guaranteed that your partner will have at least one trump (the J♦ - there is no such guarantee playing Called Ace). Some suggestions:
Playing the CardsAlways remember the goal of Sheepshead is to get as many points as possible. You can take 4 out of 6 tricks and still lose point-wise. Always aim first for schneider (31 pts for picker, 30 otherwise). At this point, there are basically 3 possibilities of play.
LeastersIn leasters, you must take at least one trick to win. Each person plays for him/herself. At the end of the hand the person with the lowest score (and at least one trick) wins 1 point from each of the other players (4 total). What do you do with the blind? Generally the blind is included with the very last trick played. Alternatively, the dealer (before play begins) calls out the number of the trick that will include the blind. With Partner: Playing the first cardThe player to the left of the dealer leads first. Here are some guidelines, but no rule is 100% accurate all the time. Use your judgment. This is the most common hand (picker+partner vs. 3 opponents) that you will play. If you are the first one to play and are ...
Following Suit
Continuing The HandWhoever takes a trick gets to lead the next one. Play continues in this manner until the last trick is played. Play is over. Count the cards.When all tricks have been played, the picker can count his cards and then either receives points or gives up points. See above under "Keeping Score" for a chart.
Some Sheepshead players have a rule that if the picker doesn't win, he (and partner) must pay double. Note that all scoring has a zero sum total. This means that at any point you can add all 5 player scores together and the total should be zero. Strategy
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