Sheepshead A.K.A Schafskopf - Optional Doublers


Optional ways of scoring for Sheepshead

I'm sure some of the options in this page you have never heard of. Check them out. (Lets get some real money in this game)

I found this first option under the rules of "Skat," a German game that's an off shoot of Sheepshead. It intrigued me, so I thought I'd let others know. I have made some adjustments to the Skat version so it would fit in with Sheepshead as the scoring in Skat is different.

If you are Picker, you can increase the point value of the game by announcing Schneider (undertaking to win at least Ninety One points), or Schwarz (undertaking to win One Hundred twenty points), or Open (undertaking to win One Hundred and Twenty Points with your cards exposed). Such announcements, though, must be made before you have looked at the skat or blind.

If the picker calls out Schneider, then the hand is doubled. Picker needs to get 91 points. If the picker calls out Schwartz he is declaring he will get 120 points and the hand has become a Double Doubler. If the picker calls out Open, the picker lays out all his cards and needs to get 120 points. In this case the game has become a double double Doubler.

Keep in mind that if you are scoring double on the bump when the picker loses ("Picker/partner pays double for losing") the hand has been doubled one more time against the picker only.

The above rules are usually only played with three- or four-handed and not five-handed. It is much easier to make your score in five-handed. (You can play using these rules with five-handed if you like)

Keep in mind if you are the picker, great bodily harm may be inflicted upon you if you do not make point with a partner. :-)

Examples

Points the picker Wins or loses per player, based with playing double on the bump. If not playing double on the bump, losses would be the same value as wins.


. . . . . . . . . . . . . . . . . . . . .Called . . . . . . . . . . . . . .Called . . . . . . . . . . . . .Called
Regular Game . . . . . . . Schneider . . . . . . . . . . . Schwartz . . . . . . . . . . . . Open
. win vs loss . . . . . . .. . win vs loss . . . . . . . . . . . win vs loss . . .. . . . . . . . win vs loss
. . +1 . . .-2 . . . . . . . . . . .+4 . . .-8 . . . . . . . . . . .+12 . . .-24 . . . . . . . . . +24 . . -48

Without this rule in the amount of the win vs. loss would be.
. . +1 . . .-2 . . . . . . . . . . .+2 . . .-4 . . . . . . . . . . . .+3 . . . -6 . . . . . . . . . . . +3 . . . .-6


OTHER BETTER KNOWN DOUBLER OPTIONS: (OPTIONS CAN BE PLAYED WITH THE ABOVE RULE. WARNING- YOU MAY NEED A CALCULATOR TO FIGURE THE PAY OUT OR WINNINGS.)


2ND OPTION

DOUBLER - IF EVERYONE PASSES THE NEXT HAND IS DOUBLED, IF EVERYONE PASSES AGAIN IT BECOMES A DOUBLE DOUBLER, ECT


3RD OPTION

SILO - PLAYED WITH CHIPS OR MONEY ONLY, IF EVERYONE PASSES EVERYONE PUTS IN A CHIP ON TOP OF EACH OTHER, THIS RESEMBLES A FARM SILO. THE NEXT HAND, BEFORE THE PICKER PICKS UP THE BLIND HE HAS THE OPTION OF SKIPPING OR GOING FOR THE SILO, IF THE PICKER LOSES GOING FOR THE SILO, HE PUTS THREE CHIPS IN AND PARTNER PUT TWO CHIPS IN. IF PICKER WINS HE GETS THREE CHIPS AND THE PARTNER GETS 2. IF THERE ARE MORE SILOS THEN PEOPLE PLAYING, THE PICKER CAN GO FOR MORE THEN ONE SILO, BUT HAS TO LEAVE A MINIMUM OF FOUR SILOS IN CENTER OF TABLE FOR OTHERS TO WIN OR LOSE. IF PICKER GOES ALONE HE GETS THE SILO OR PUTS IN A SILO ALONG WITH THE WINNINGS OR LOSINGS OF THE HAND.


4TH OPTION

CRACK - IF SOMEONE PICKS UP THE BLIND AHEAD OF YOU AND DOES NOT CALL YOU WHEN NAMING A SUIT, YOU CAN HIT THE TABLE WITH YOUR FIST, YOU HAVE JUST CRACKED THE HAND, ITS DOUBLED.


5TH OPTION

RE-CRACK - IF SOMEONE CRACKS YOU AS THE PICKER, YOU HAVE THE RIGHT TO RE-CRACK BY HITTING TABLE WITH YOUR FIST AND DOUBLE IT ONE MORE TIME.


6TH OPTION

BLITZ - IF YOU HAVE THE TWO BLACK QUEENS OR THE TWO RED QUEENS, YOU CAN SHOW THEM BEFORE PICKING UP THE BLIND. THIS IS CALLED BLITZING AND DOUBLES THE HAND.


7TH OPTION

BLITZ, CRACK - READ THE ABOVE DEFINITIONS. A PLAYER CAN CRACK AFTER THE PICKER BLITZES. THIS WOULD MAKE THE HAND A DOUBLE DOUBLER


8TH OPTION

BLITZ, CRACK THEN RE-CRACK - READ THE ABOVE DEFINITIONS. YOU BLITZ, THEN SOMEONE CRACKS YOU, YOU HAVE THE RIGHT TO CRACK BACK. THIS WOULD MAKE THE HAND A DOUBLE DOUBLE DOUBLER.

******************************************************************************** *****************************


BELOW ARE OTHER OPTIONS THAT DO NOT CAUSE THE HAND TO DOUBLE, BUT IN CONJUNCTION WITH THE ABOVE RULES CAN MAKE THINGS VERY INTERESTING.

EIGHT POINT MUST - IF YOUR TRUMP EQUALS 8 POINTS YOU HAVE TO PICK. THIS ELIMINATES MAUERS BUT ALSO CAN MAKE IT DANGEROUS WITH THE ABOVE DOUBLER OPTIONS IN THE GAME. POINT VALUES ARE UNLIKE COUNTING POINTS; QUEENS ARE WORTH 3, JACKS ARE WORTH 2 AND ACE THOUGH 7 OF DIAMONDS ARE WORTH 1 POINT. IF YOU PASS AND SOMEONE NOTICES DURING THE GAME YOU HAD EIGHT OR MORE POINTS, YOU HAVE TO PAY THE BOARD (EVERYONE) AT THE TABLE TWO POINTS ALONG WITH YOUR PART OF WHAT YOU OWE THE PICKER IF HE WINS. IF THE PICKER/PARTNER LOSES THEY STILL PAY THEIR OBLIGATION FOR LOSING.

DEALERS CHOICE/ON THE ENDS CHOICE IN DEALER SITS OUT - THIS OPTION GIVES THE PERSON WHO IS ON THE END AND PASSES THE OPTION TO CALL A LEISTER, DOUBLER OR SILO. THIS USUALLY HELPS KEEP MAUERS FROM PASSING DUE TO THE UNCERTAINTY OF IT.

LEISTERS - THE HAND IS WON BY THE PERSON WITH THE LOWEST POINTS WHEN HAND IS FINISHED. IN THREE OR FOUR HANDED USUALLY IF YOU DO NOT GET A TRICK EVERYONE PAYS YOU DOUBLE, BUT IN FIVE HANDED YOU HAVE TO GET A TRICK. IF BY CHANCE YOU ARE LUCKY ENOUGH TO GET NO POINTS WITH ONLY ONE TRICK, THE GAME IS DOUBLED. IF THERE IS A TIE NOBODY WINS (TWO TIE ALL TIE).

If you have any other doubler rules let me know by E-mail and I will update this site.


cardsharkhere
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