Siebenschräm

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Siebenschräm (also 7-Schräm , from Low German schräm = oblique) is a card game for four people and has been part of the pub culture in the Eifel for more than a century . The fast card game is known nationwide today, and championships such as the Rhineland Championship have been held since 1982.

history

Siebenschräm has always been played in inns. At the turn of the 19th and 20th centuries, several working women from a town in the Daun district had complained to the mayor that their husbands were passionate about playing cards and often wasting their entire weekly earnings. it was paid out in cash in working-class circles on Friday afternoons until the post-war decades.

Here the (district) mayor was approached as the police in order to possibly intervene against this passion for gambling - which he probably did. He asked the innkeepers in a circular to remedy this problem and probably saw Siebenschräm as a game of chance - which may be a matter of interpretation, as we shall see later. In one case, this also led to a complaint against an innkeeper for tolerating a game of chance. The competent local court was the first to recognize an acquittal because the defendant was not aware that it was a game of chance.

But it is well known that ignorance does not protect against punishment. And so the proceedings went to the second instance in Trier, where the public prosecutor saw an offense within the meaning of §284 StGB (gambling) as given and applied for a fine of 5 Reichsmark. However, the court wanted to see the game for itself. The accused landlord and three of the players invited as witnesses had to play a game of Siebenschräm "with general serenity", "with the individual players knocking on as if they were sitting at their regular table at home" - as the chronicler reports. The district court did not regard Siebenschräm as a game of chance and acquitted the defendant; because “in the Sieben-Schräm game, the outcome depends less on luck than on the skillful and skillful game,” it said. This is what happened on July 15, 1910.

Rules of the game

The game is played with a Skat card ( French hand ). The ranking (value) of the cards is seen from the highest ranking cards 10, 9, 8, 7, ace, king, queen, jack. The jack is the lowest card, the ten the highest.

All four players at a table receive four cards each. The remaining 16 cards remain face down on the table and no longer intervene in the game. After the game has been played, the other players operate the card in their suit (suit = hearts, diamonds, clubs, spades). If the color cannot be used, a card of the remaining colors must be played. The player who plays the highest-ranking card in the color shown now plays the second card, which he himself determines. The three players must now use the card they played or discard a card of a different color. Whoever plays the highest-ranking card in the suit played plays the next card, whereby the criteria mentioned also apply. Whoever has the highest card in the last played color on the last card (4th card) wins this single game. The three players get a line (Schräm) on the playlist, the winner none.

Now during the game the other players can increase the “play value” = 1 line or slant by so-called “knocking”, similar to the contra in Skat. This is done in such a way that a player can "knock" at any point during the game. The other players can now decide whether to hold or pass the game. The player who passes is given a line (Schräm); the winner no, the loser or player not passed two lines. This “knocking” can continue during the game, i. H. Another player also knocks after the knock has already been made. This can increase the play value to three, four or a maximum of seven lines. However, the same player can never knock several times in a row; he can only knock again himself if another player has knocked.

Anyone who has only one thing is considered "poor" or "poor man". He always has the privilege of knocking. When you continue playing, you can now see who has the weaker cards and who gets the corresponding Schräm deducted. You can also knock “blind” before you have picked up the cards. Whoever crossed out his schräm first is the loser.

variants

Siebenschräm allows numerous game variants. The color played must always be used. The color played does not have to have a higher play value. No cards may be exchanged, drawn or given again.

Web links

Individual evidence

  1. ^ Johann Georg Krünitz: Schräm. In: Oekonomische Enzyklopädie 1773-1858. Accessed December 30, 2018 .
  2. Georg Michaelis: "You betuppst mech!" In: Heimatjahrbuch Landkreis Vulkaneifel. 1980, p. 33 , accessed December 30, 2018 .