

It is much more tricky if the player to the soloist's left leads. The partner can then react flexibly after seeing the card played by the soloist. In this case the first opposing player can try to lead with a plain suit which their partner does not hold. Generally it is an advantage for the opposing players if the player to the soloist's right leads to a trick. The player who won a trick leads to the next trick. If the trick does not contain a trump, it is won by the party that played the highest card of the suit led. The trick is won by the party that played the highest trump. A player who cannot follow suit may play any other card. Players must follow suit whenever possible. Regardless of who won the auction and announced the contract, forehand (the player to the dealer's left) leads to the first trick. Two discarded Aces or Tens constitute one sixth of the total card points, a substantial contribution towards winning the play. This is a good opportunity to discard a single Ten in a suit in which the soloist does not hold any other cards. The two discarded cards count towards the soloist's total card point score. The soloist has the privilege of picking up the skat and discarding any two of the resulting 12 cards. Thus the highest trumps are always the Jack of clubs, Jack of spades, Jack of hearts and Jack of diamonds (in this order), followed by the Ace of trumps etc.Īs a result, one third of the cards (11 out of 32) are trumps, and the trump suit has considerably more cards than any of the three plain suits (11 vs. The card ranks within the trump suit are as shown in the table.
HISTORY OF CARD GAME SKAT FULL
All four Jacks are trumps and full members of the trump suit. The soloist may announce a suit contract in any of the four suits. Suit and grand contracts Card ranks (suit contract) Trump suit Moreover, the alternation between playing alone and playing in various teams gives the game variety beyond that of many other auction games. Among skilled skat players, all but the most extreme card distributions lead to interesting plays. The main purpose of the complicated bidding and scoring rules is to encourage the choice of a moderately risky contract. A soloist who loses the play or who wins a game whose value is below the bidding value loses twice the value of the play or twice (an approximation to) the bidding value, whichever is higher. In this case the soloist scores the value of the play. To comply with the contract, the soloist must win the play and the value of the play must be at least as indicated by the bid.

At the end of the play either the soloist or the opposition players will win, and the play will have a certain value that depends primarily on the contract and the card points won by the respective parties. The players now bid for the privilege of choosing a contract and playing as a soloist against the party consisting of the other two. The dealer must follow the scheme 3–skat–4–3.

For each play, the dealer deals 10 cards to each player and deposits 2 cards face down in the middle as the skat. A round consists of 3 plays it finishes after each player has dealt once. Skat is played clockwise and for a full number of rounds. Only the 12 court cards have point values close to the average. It can be observed that the 12 low cards have no point value at all, while 84 of the game's 120 card points are concentrated in the 8 high cards. The cards carry values as shown in the table, for a total of 120 card points. It is most commonly played with French-suited cards, although in some regions German-suited cards are preferred. The game is played with a pack of 32 cards consisting of Ace, Ten, King, Queen, Jack, 9, 8 and 7 in four suits. Official rules Point-values of cards Rank However, variations are generally restricted to bidding and scoring the core rules of game play are minimalistic, stable, and standardized, comparable to the basic Whist rules that underlie the various forms of Bridge. Local rules often reflect an earlier stage in the game's development or add further features. Disputes are settled by the German Skat Court in Altenburg. The official rules are defined in the Internationale Skatordnung (International Laws of Skat) of 1998, the common ruleset of the Deutscher Skatverband and the International Skat Players' Association.

Outside Germany it is confined mostly to areas with a large German community. Since the end of the 19th century it has been the German national game. Skat was invented in Altenburg, Germany in the early 19th century. It is reputedly one of the best three-player games. Skat is a sophisticated card game in the Schafkopf group of trick-taking games, played with a piquet pack or an equivalent 32-card pack with German suits.
