Dreerschnapsen
The three Schnapsen , Staperlschnapsen or Talon Schnapsen is a variant of Bauernschnapsens (or four Schnapsen ) for three players. The rules are similar to the farmer's schnapps.
General rules
Dreierschnapsen is played with a pack of 20-hand schnapps cards. The leading player plays against the other two players. Neither player is allowed to find out what cards the other players have in hand, nor can they let them know which cards he owns.
The goal is to reach 24 points and the game ends as soon as a player has reached 24 points. A regional variant counts down from 24 points to zero and the first player to reach zero wins.
The loser receives a "Bummerl". If he has zero points, he receives a "tailor" who counts two bummerl. If two players have 23 points each and the third wins zero and the third wins, the first two receive a "return cutter" (or "shoemaker", "Rücker") who counts four bummerl.
If two players are tied at the end of the game, they must play their placement with a game (not Bummerl) Zweierschnapsen.
In principle, the first trick of each team must be visible to all players for the entire duration of the game, regardless of which game is being played.
Playing cards
The same cards are used as with other types of schnapps. There are four colors : French playing cards and double German cards are hearts, diamonds, spades and clubs (regional clubs ). In the double German variant, diamonds are regionally referred to as bells , spades as leaves , green or leaves and crosses as acorns , the most common names are hearts, diamonds, spades and cross.
There are five different cards per suit:
Colors of playing cards | ||||
---|---|---|---|---|
French sheet | ||||
Double German sheet | ||||
Designation of the colors | heart | Diamonds | Spades | cross |
There are five values in each suit : the ace (regional Daus ), the tens, the king, the upper (or queen , regional Manderl ) and the under (or the jack , regional pawn ).
Values of the playing cards | ||||
---|---|---|---|---|
Surname | Points | |||
Ass (sow; dialect) | 11 | |||
Tens | 10 | |||
king | 4th | |||
Upper | 3 | |||
Under | 2 |
Beginning and end
The "dealer" shuffles the deck of cards, the player to the right of the dealer takes at least one time from the shuffled deck of cards or knocks on the deck.
Then each player receives three cards in clockwise order, starting from the player to the left of the dealer, the “caller”. The caller must determine the trump suit (regional atout suit ) from his first three cards . If each player has received three cards, two cards form the “talon”, whereupon each player receives three more cards. If the “caller” could not or did not want to decide on a trump suit, he must reveal one of his second three remaining cards for all to see - before he looks at it; the suit of this card is the trump suit.
If the player to the right of the dealer has tapped the pile of cards on the pile of cards, the first two cards of the pile form the talon. Then each player immediately receives all six cards in the same order as when they were withdrawn. The caller first receives three to determine the trump suit and then immediately receives his three more.
The trump suit trumps all other suits in most games. If the first three cards that the caller receives are three under (regional jacks or pawns ), he may demand that the game be shuffled and dealt.
After the caller has called the trump, the one who announced the highest game may play the same. To do this, the caller asks the other two players whether they want to play a game. If they don't want to play one, the caller must pick up the cards from the talon and then decide on a game. He must discard any two cards from his hand face down. If one of the three players has decided on a game, he must pick up the talon and discard any two cards face down. If two players have decided on a game, whoever wants to announce the game with the highest value may play. If two players have decided on an equal game, the player who wants to play “without a talon” - that is, without exchanging two cards for the cards in the talon - may play. If both can do that, the caller has priority.
In the case of a regional variant, the caller must first decide whether to announce a game or simply “go on” and only then has the next player clockwise to announce a game or go on. With this regional variant, the caller may not choose a game after picking up the talon, unless he has done so beforehand, but may "raise" a popular game - that is, play a game with a higher value.
In some games that can be announced, the trump suit just called is invalid and all suits are equivalent to one another. Within a suit, the one higher card wins the lower one; cards of other suits can only be won with the trump suit. For example, if the player has played under spades, a king or an ace of a different color cannot trick but can only be "admitted" - with the exception of the trump suit if trump is valid.
At the end of each game, the caller becomes the dealer; he shuffles, lets the person sitting on his right take off or knock and deals the cards as described above.
Which special games are permitted varies from region to region. The Schnapser, the Gang (the "Gangl") and the Bauernschnapser ("Bauer") are particularly common. The “beggar” special games in particular are very controversial among conservative players, as they make “normal” games the exception rather than the rule.
Points overview
game | Points |
---|---|
Normal game | 1 if the opponent (s) has / have reached more than 33 points |
2, if the opponent (s) has / have reached less than 33 points | |
3, if the opponent (s) did not win a trick | |
Beggar (regional fencer ) | 4th |
Assenbegler (regional Zehnerloch ) | 5 |
Ace beggar (regional ace fencer ) | 5 |
Schnapser (regional three-stitch ) | 6th |
Chatterbox | 7th |
Gang (regional Gangl , Land or Ring ) | 9 |
Zehnergang (regional Zehnerloch , Zehnerhittn or Zehnerland ) | 10 |
Farmer's hole | 12 |
Bauernschnapser | 12 |
Contrastnapser (regional contra-three-stitch ) | 12 |
Farbenringerl (regional Farbringerl , colors Yodeller or Herrenringerl ) | 18th |
Contrabauer Schnapser | 24 |
Trumpfringerl (regional men’s schnapps , men’s yodelling or trump color rings ) | 24 |
Syringes (regional spots or shooting ) | injected: dots × 2 |
splashed back: dots × 4 | |
sprayed back again: points × 8 |
Single games
One player always plays against both others. If he wins the game, he receives the number of points provided. If the other two win the game, each of the two receives the required number of points. For example, if the caller wins a corridor, he receives nine points; if he loses a gear, each of his opponents receives nine points.
Normal game
If no game has been announced, a normal game (also called the caller ) is played, with the caller playing the first card. The goal is to reach 66 points or to win the last trick. If the loser has no trick, the winner receives three points. If the loser has less than 33 points, the winner receives two points. If the loser has reached 33 or more points, the winner receives one point.
With Dreierschnapsen there is a compulsion to color and stitch like with Bauernschnapsen or Zweierschnapsen after using up the talon or after turning it off:
- If a player has a higher card of the same suit, he has to stab. Is this not possible,
- he must admit a lower card of the same suit. Is this not possible,
- he has to trump with trump. Is this not possible,
- he must discard any card.
The player who took one trick must play the next card if the trick does not result in winning the game.
If a player whose turn it is has a king and a waiter (regional mandl or waiter ) of the same color, he may announce a “twenty”, which scores as many points. In the case of a king and a waiter of the trump suit, he may announce a "forty" which scores 40 points. One of the two cards must be played, usually the player chooses the queen. If the player does not have a trick in the entire game, twenties and forties do not count. If the team has at least one trick, twenties and forties count, even if the twenties or forties were won by the other team. If the player has achieved at least 66 points through his twenties or forties, he does not have to lead after the announcement, but can end the game.
Beggar (or fencer)
The aim of the beggar (regional fencer ) is not to make a stitch, whereby all colors are equivalent. As with all games, there is a compulsory color and sting, so everyone who can sting has to do it.
The winner receives four points.
Schnapser (or three-stitch)
This game can only be announced by the caller and he must play the first card. If someone tricks one of his played cards, he loses.
There are two ways to win the game:
- The caller must take exactly two trick and then announce a forty, achieving 66 points.
- The caller must take exactly three tricks and then announce a twenty, achieving 66 points.
- The caller must reach 66 points with the first four tricks.
The caller does not have to decide on one of these options before starting the schnapps, but rather says: "I'll play a schnapps".
The winner receives six points.
Gangl (or ring, land)
Each player can announce a course (regional Gangl , Durchmarsch , Land , Ringerl , Ring or Neuner ). All colors are equal, the goal is to get all the stitches. Whoever announces the game plays the first card.
The winner receives nine points.
Bauernschnapser
As with gait, the goal is to get all the tricks. In contrast to the gear, the trump suit announced by the caller counts, so it is difficult for a player other than the caller to make this announcement.
The winner receives twelve points.
Contrastnapser (or Contra-Drei-Stitch)
The counter snap can be played by an opponent of the caller. The trump suit called by the caller counts, the caller leads and the announcer must win the game.
There are two ways to win the game:
- The announcer must take exactly two trick and then announce a forty, achieving 66 points.
- The announcer must take exactly three tricks and then announce a twenty, scoring 66 points.
- The announcer must reach 66 points with the first four tricks.
The winner receives twelve points.
Colored ring (or colored yodel, men's ring)
This game is also called Herrengangl or Color Solo. If you have all five cards of a suit, you can announce a color ring. Trump does not count. Here you get 18 points.
In contrast to Bauernschnapsen, this game is not automatically won unless you have an ace as your sixth card.
Contrabauer Schnapser
The Kontrabauernschnapser is similar to the Bauernschnapser: The aim is to take all the tricks, whereby the trump suit called by the caller counts. The caller plays the first card and the announcer must take all the tricks.
The winning team receives 24 points, so the game is ended by a contrabauer schnapps.
Herrenschnapser (or Herrenjodler, Trumpffarbenringerl)
If the caller holds all cards of the atout suit, he can announce a gentleman schnapps. This game is worth 24 points. This game is just like the Farbringerl, in contrast to the Bauernschnapsen, this game is not automatically won unless you have an ace as your sixth card.
Stains (or splash, shooting)
If the opposing team believes that the announcer will lose the game, they can splash (regionally also stain , shoot or counter ). The game is then worth double the number of points. With the announcement "Retour" or "Kontra" or "Zruckgspritzt" the player (or his partner) can double up again if he is still sure to win the game. This can also be answered again (usually with the announcement “Re” or “nuamoi zruckgspritzt”), then the victory would already bring eight times the actual number of points - but this does not happen very often. Any game can be "spotted", both normal games and special games.
If the leading team were to write to zero with the hot game, the opposing team would often “splash”, regardless of the quality of their own hand. Since the doubling in the event of a loss does not make a difference for the splashing team, it can get closer to the opponent in the lucky event of victory.
Regional special games
Assenbegler (Zehnerloch)
As with the beggar, the goal of the aces beggar (regional Zehnerloch ) is not to take a stitch, whereby all colors are equivalent. As with all games, there is a compulsory color and sting, so everyone who can sting has to do it.
The ace becomes the lowest card, so the order is: tens, king, over, under, ace.
The winner receives five points.
Ace beggar (or ace fencer)
As with the beggar and the ace beggar, the goal of the ace beggar (regional ace fencer ) is not to take a trick, whereby all colors are equivalent. As with all games, there is a compulsory color and sting, so everyone who can sting has to do it.
The player calling the ace beggar must have at least one ace in his hand, which makes it more difficult for him not to take a trick.
The winner who wins the ace beggar receives five points.
Zehnergang (or Zehnerloch, Zehnerhittn, Zehnerland)
As with gait, the goal is to take all of the stitches, with all colors being equal. The ace is the lowest card, so the order of the value is: tens, king, upper, lower, ace. The tens course is not played by all players and is therefore one of the regional specialties of the three schnapps. Therefore, it should be clarified before the start of the game whether it is permissible to announce a number of ten.
There are two regional differences:
- If a course (nine points) and a ten course (ten points) are announced, the course is played.
- If a course (nine points) and a course of ten (ten points) are announced, the course of ten is played.
The winner receives ten points.
Farmer's hole
The farmer's hole is a mixed variant of the farmer's schnapps and the Zehnergang (or Zehnerloch, Zehnerhitten, Zehnerland). As with a Zehnergang, the goal is to get all the tricks, but the exception that makes the trump invalid does not come into force. As with a farmer's schnapps, the trump cards also keep their elevated position. The resulting increased difficulty is reflected in the points. A pawn hole can usually only be played by the person whose turn it was in this round to determine the trump suit. He has to take all the tricks and can then get 12 points.
Web links
- Franko il Tanko: Farmer's schnapps. Schnapsen for three - the three schnapps. In: www.bauern-schnapsen.at. Franko il Tanko, 2005, p. 1 , accessed March 2, 2018 .
Individual evidence
- ↑ a b panda.pytalhost.at: Schnapsen - Bauernschnapsen - rules of the game. Card game rules Bauernschnapsen. (No longer available online.) In: panda.pytalhost.at. panda.pytalhost.at, 2017, p. 11 , archived from the original on May 11, 2017 ; accessed on November 7, 2017 . Info: The archive link was inserted automatically and has not yet been checked. Please check the original and archive link according to the instructions and then remove this notice.