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American skat; or, The game of skat defined

J. Charles Eichhorn · 1898 · Scanned text · Free in the US

24,838 words · about 1 h 44 min to read

Period artwork: Interior of the Bodleian Library, 1845
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Licence: PD · Library of Congress states the book is in the public domain and free to use and reuse (https://data.labs.loc.gov/digitized-books/README.html); published 1898, public domain asserted for the US only · Library of Congress, Selected Digitized Books (https://www.loc.gov/item/05022771); text via the Common Pile (CC BY 4.0 compilation, per-document rights preserved)

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About this book

Author
J. Charles Eichhorn
Language
English
Published
1898
Length
24,838 words · about 1 h 44 min
Sections
8 reader sections
Text
Scanned text, read from page scans by OCR; may contain errors
Rights
Public domain in the United States

 

Contents (8)

Continue:

Front matter

A full treatise on the game of Skat, G V Including Rules, Table,

lfe5'7 Finesses Etc.

Eichhorn

PART TWO. The Game of Skat

List of Plays 2 1

The Deck 21

Number of Players 21

The Participants 22

Principles of the Game 22

Value of Suits 22

Value of Cards 22

To Win or Lose 23

Dealing the Cards 23

The "Skat" 23

The Four Jacks 24

Trump Cards 24

The Matadors 25

Establishing Values 26

The Multiplicands 26

Value of Games 28

The Call Play, (Frage) 29

The Tourne 31

The Solo 32

The Grands.

Solo Grand 33

Tourne Grand 34

Guckser Grand 34

Grand Ouvert 35

The Nullos.

Nullo or Null 36

NuUo Ouvert 36

Nullo Force, or Revolution 36

The Ramsch , 37

PART THREE. Notes 41

Value of Cards in Cutting 41

Choosing of Places 41

The Deal 41

Shuffling , 41

Cutting 41

Dealing 42

The "Skat" 42

Misdeals 42

Exposed Cards 42

Exposed "Skat" 43

Following Suit 43

Revoking 43

Leading out of Turn 44

Playing out of Turn 44

A Played Card 44

Showing Strength 44

Bidding 44

Bidding on Suit 45

Bidding on Value 45

All Passing 45

To Win or Lose 45

Schneider 45

Schneider Announced 46

Sch warz 46

Schwarz Announced 46

Contra and Re-contra ^ 46

Overbidding 47

Recalling Card 47

New Comers 47

Announcing to Quit T 47

Looking at Tricks played 48

Looking at "Skat" 48

Etiquette of Players 48

The pausing Player 48

Throwing up the Game 49

Claiming Game Won 49

Discarding 49

The Lead 49

Games Permitted 49

General Terms Used.

Back Hand 50

Bidding 50

Call Play 50

Clubs 50

Cock-stool 50

Contingencies 50

Diamonds 50

Ducking 50

Elder Hand 51

Frage, see Call Play 50

Feints 51

Forces 51

German Deck 51

Grand Pot 51

Guckser 51

Hearts 51

Jacks 52

Jungfer 52

Kiebitz 52

Long and Short Suits 52

Matadors 52

Mauern 52

Middle Hand 52

Nullo 53

Old One, The 53

Opponents, The 53

Ouvert 53

Passing 53

Player 55

Points and Tricks 53

Post Mortems 53

Ramsch 53

Retaining 53

Revoking 54

Revolution 54 •

Salmon 54

Schneider 54

Schwarz 54

Singleton 54

"Skat", The 54

Sleepers 54

Smearing 54

Solo 55

Spades 55

Stretching 55

Stroh-schneider 55

Throwing off 55

Tourne 55

Trumps 55

Visiting Villages 55

With 55

Without 56

With the "Skat" 56

Without the "Skat" 56

Zwickmuehle 56

PART FOUR^

The Finesses.

Notes 59

Rules for the Player 59

Rules for the Opponents 6r

In Call Play and Tourne 63

In playing Solo 68

In playing Grand 71

A Grand Tourne 75

A Grand Guckser 75

A Grand Ouvert 76

In playing Nullo 77

The Nullo Ouvert 78

A Revolution 79

The playing of Ramsch 79

PART FIVE, Games Announced 83

Limits 83

Use of Counters 85

Holding of Hand 86

Counting Tricks played 86

Keeping track of Deals 87

Exceptional Games.

Beer Skat : 87

Nullo with Tricks 88

Nullo Purchase 88

Nullo Tourne 88

Uno and Duo , . •. 89

With "Skat" exposed 89

Point Ramsch 89

Forced Ramsch : 89

Table of Payments 90

SHORT HISTORY i^^KAT, (the a being pronounced the same as in ah, or ^^ father, ) is without doubt the most absorbing and interesting game played with cards. All European countries admit it to be the game of thought and culture. It has had many features added to its various plays from time to time, as well as many discarded during its career.

Its origin dates back to 1818, but not until 1848 did it manifest its popularity throughout Europe. In Germany it is recognized as the National Game, and at the present time a lover of the game on the old continent is recognized the same as a Masonic brother.

The birthplace of the game is attributed to Altenburg, Germany, where the game first originated from a combination of a popular home game with a French and also an Italian game, names and phrases of which still exist and are used to designate some of the plays.

The game took the name " Skat" from abreviating the Italian name "Skatola." As in several American games, a hand or several cards remain on the table, which go to the bidder or Player, and are usually called the "widow" or the "blind," so skatola referred to these cards as the "maid." The widow is still called the "Skat," and the game is also known by that name.

The many diversified plays and rules existing in difierent parts of Europe relative to this game, led to so many different opinions and arguments, that finally in 1886, a call was issued for a convention of skat players at Altenburg.

The announcement of a convention through the Press, created great interest among Skat players throughout Europe, and on August 7th, 1886, nearly 1200 players including some Americans assembled.

At this time standard rules and regulations were adopted which are still recognized both in Europe and America.

Skat is methodical in all its plays, and contains many finesses, which experience will teach the novice. The rudiments of the game, and its different plays, are soon comprehended and easily remembered. A facetious German sentence: ''^Mancher leriiV s nie^'' (some never learn), is sometimes applied to an old player when he makes a bad play. No game ever played with cards has the same opportunities for fine points as Skat. In most all games good hands simply depend on luck, which is only counteracted by finesses as in duplicate Whist. But in Skat (with the exception of an extraordinary run of luck), a hand holding all the Jacks in a Club Solo with eight trumps and two bare suit Aces, valued at 60, may be beaten by the playing of opponents. Again, the same hand may be outbid by a party holding a Revolution, this gives each player an opportunity to establish a play, which is to be overturned by the opponents.

The rules and values herein given, include those adopted by the convention at St. Louis, Mo., on January 22d and 23d, 1898, and the publication of the "American Skat" by the writer, received the endorsement of this convention.

The Author.

THE NORTH AMERICAN SKAT VERBAND.

^HE memtcfs of the Victor Skat Qub, of Su Louis^ Mo., conceived the idea of callings a convention of American Skat Players, to orgfanize a fraternal exchang;c amongf the lovers of this game, and also to adopt a greater uniformity in the rules and regulations of the game* Recognizing the rapid strides made in the popularity of this fascinating game, the idea was a brilliant one*

On January 22d and 23d, t898, there assembled in Liederkranz Hall at St* Louis, 300 Skat players, representatives from the states of Missouri, Illinois, Iowa, Arkansas, Texas, Indianat Wisconsin, Michigan, Ohio, Kentucky, New York and Pennsylvania*

The first day was devoted to a grand tournament, in which 54 handsome prizes were contested for by the skill of the players* These prizes were mostly created from funds contributed by the citizens of St* Ix>uis«

The committee had for months previous to this time, obtained all information from every part of the United States, on local rules and opinions, which were condensed and put into printed form* At the meeting in convention of the delegates present on the second day, the paragraphs were presented in their order, fully discussed and voted upon, and a uniformity of rules, games and regulations adopted, to guide the American players in generaL

A committee of orgfanization was then elected^ and the North American Skat Verhand (Union) was broug;ht into existance with the followingf officers:

LEOPOLD SCHMALTZ, President^ St. Louis, Mo. CARL FABRICIUS, Vice-President, St. Louis, Mo. ERNEST HELFENSTELLER, Vice-President, St. Louis, Mo. N. F. PETER SCHMIDT, Secretary, St. Louis, Mo. ERNEST HARTMAN, Treasurer, St. Louis, Mo.

AUGUST M. KUHN, Indianapolis, Ind.

That the new organization will flourish, with the material of over one hundred thousand Skat players already in America^

15 a fore gf one conclusion*

A large delegation in a special car, headed by August M. Kuhn, the president of the Deutscher Club of Indianapolis, Ind*, arrived from that city with the intent of capturing the second convention, and in this they were quite successful* The next meeting will be held at Indianapolis some time in February, J 899*

The great success of the St* Louis convention, which was still looked upon as a novelty, has awakened great interest with American players, and the indications are that when the second meeting will be held at Indianapolis the delegates will number twice, if not three times as many as at the first convention*

SYNOPSIS OF THE GAME.

^ KAT is played by three persons. The highest bidder announces the play he desires to make ; the two others being the '* opponents," combine to overthrow or defeat the Player in his game.

Thirty-two cards are used, the low^est being the seven-spot. Ten cards are dealt each player, the other two remain face down on the table and are called the "Skat."

The four Jacks are the leading factors. The first and highest is the Jack of Clubs Jft, then Spades ^, Hearts y, and Diamonds ^, in the order named. These are called Matadors or leading trump cards. In unbroken sequence the Matadors continue by Ace of trumps, then Ten, King, Queen, Nine, Eight and Seven, making eleven trumps in all.

In tricks the Ace counts ii, Ten Spot lo, King 4, Queen 3 and Jack 2, a total of 1 20 points.

To win his game, the player must capture sufficient points in his tricks to make 61, whereby he scores the value of the game played. Should he fail to make 61, he is set back or loses the like amount in value of his play.

A certain figure is placed on each game played, beginning wath: Call Plays, (Frage) ♦ i, V 2, ^ 3, 4i 4, Next, Tourne, with ♦ 5, ^ 6, 4 7, Jft 8, Next, Solo, with ^ 9, ^ 10, 4^ 11, 4t 12.

The value of each play is enhanced by the first Matadors, wz^/i or without. A party playing with Jack of 4^ and Jack of 4^ missing, plays with one; no matter what he holds thereafter.

With Jack of 4^ and 4^, the Jack of ^ missing, he plays with two, and the hand is further enhanced by the unbroken sequence, beginning with the Jack of Clubs .

Without, establishes the same values, that is: having Jack of 4^ without Jack of 4ii, is without one; with Jack of ^ in hand and two black Jacks missing is without two, etc., etc.

i6 AMERICAN SKAT.

Value is then established by counting i time for the game or play, and to this is added the amount of Matadors, with or without, to wit:

With or without two first Jacks in a Club Jf^ **Call," 2, plus play 1=3 times 4, making 1 2 points.

With or without three first Jacks in a Spade ^ Tourne, 3, plus play 1=4 times 7, making 28 points.

With or without first Jack in a Heart ^ Solo would be i , plus play 1=2 times 10, making 20 points, etc.

Every play is enhanced i times more if the player makes his opponents "Schneider," that is, if* he makes 91 points or more, he loses also i times additional if he himself is made Schneider, failing to make 31. This is once more enhanced by announcing Schneider in Solo and Grands, the player proclaiming that he will make his opponents Schneider before beginning to play.

To make opponents ** Schwartz," they failing to make ^ single trick, counts i time additional, i. e. : a Diamond ^ Solo with three Matadors made "Schwarz," would count with 3, play I, Schneider i, Schwartz i, making 6 times 9 = 54 points. Schwartz announced again adds one times more the value of the play.

All suit cards run Ace high. Ten next, then King, Queen, Nine, Eight and Seven.

Call Plays or Frage are now seldom played, on account of their small value, the player is permitted to take up the two " Skat " cards, discard two cards to advantage and announce any trump he pleases, the points in the discard add to his tricks.

In Tourne, the bidder having a fair hand, obtaining the bid, turns up one of the " Skat " cards, the suit of which becomes trump, and he also discards two cards to advantage.

In Solo, the successful bidder announces a trump and plays a game out of the hand held, without assistance of the "Skat" cards. The value of this play is enhanced and at the same time becomes more risky, the Player not being able to discard. The two "Skat " cards however go to the player at end of the

SYNOPSIS OF THE GAME. 17

game and the points therein count with his tricks. The value of his play is also enhanced or diminished by the Matadors the "Skat" contains.

The next play is Grand or Grand Solo, this piay is valued at 16, and is multiplied in like order, by the Matadors and contingencies. In a Grand the Jacks only are trumps in their regular order, and this makes only four trumps or four Matadors. All suits have the same value. The player depends on his good suit cards, Ace, Ten, etc., forcing the Jacks off the field and winning his game on his strong suit cards.

In Grand Tourne, the successful bidder turning up a Jack, can, with this assistance and favorable discard, announce a Grand belore looking at other " Skat " card. The basis value of this game is 1 2.

In a Guckser Grand, the bidder takes the chance by announcing *' Guckser" in picking up the two " Skat" cards and discarding two cards to advantage. He must then play Grand. The basis value is 1 2, but if his play is lost, he loses double the full value of the play. He hazards picking up favorably to strengthen a fair hand or discarding large bare point cards, against a poor pick-up, whereby he pays the penalty.

In Grand Guvert, valued at 24, the player lays his hand open on the table and defies his opponents to make a single trick. This play includes the number of Matadors (the four Jacks) the player plays with^ also all the contingencies. If with four Matadors, would be 9 times 24 = 216, the play of highest value in Skat.

A Nullo or Null play, has only a single value of 20. The Player announcing *' Null " thereby pr claims that he will not take a trick. If he does not make a trick he scores 20, whereas if a single trick is forced on him he loses a like amount.

The cards when Null is announced at once become common, that is, there are no trumps, and the suits run Seven, Eight, Nine, Ten, Jack, Queen, King, Ace.

Null Guvert, has a single value of 40. The player lays his hand open on the table and defies his opponents to force a i8

AMERICAN SKAT.

single trick on him. A bare Eight Spot of a suit may lose him the play, as the finesses of the opponents in playing off their short suits, may force the losing trick.

Null Ouvert Force, or Revolution, has a single value of 60. The player lays his hand open, as in Null Ouvert, and defies the combined hands of the opponents with the playing cf a single card to force a trick on him. The player must be able therefore to duck under any card played.

In Ramsch, the cards are the same as in Grand; Jacks are the only trumps and all suits are alike, but the order of play is the reverse to Grand. When all players pass, Ramsch is announced, and the party receiving the most points loses the game, 10 Points; or if one of the players has not received a trick, 15 Points.

Part Two. The Game Of Skat

NOTES. — When the word **Skat" is enclosed in quotation marks, it refers to the two cards used in the ** blind/^ when the game itself is referred to, it is simply written Skat.

The participant who has the bid and announces the play, is referred to as the Player. When the word ** player'' or ** players'' is not expressed with a capital letter, it does not refer to the individual, but to any or all of the partakers.

When the word "Points" is written with a capital letter, it refers to the value of the amount won by a Player, or the amount lost or fined a player. When the word is simply written ** points," it refers to the value of cards in the tricks taken.

LIST OF PLAYS.

The Game of Skat consists of the following plays : The Call Play, {Germa?t Frage) The Tourne, to turn up a trump, The Solos, announcing trump from hand,

The Grand or Grando,

Grand Tourne,

Guckser Grand,

Grand Ouvert, The Null or Nullo,

Null Ouvert,

Null Ouvert Force, or Revolution, The Ramsch.

THE DECK.

A Skat deck consists of 32 cards, the lowest being the Seven-spot, then Eight, Nine, Ten, Jack, Queen, King and Ace, making four suits of eight cards each.

NUMBER OF PLAYERS.

The number of players are three, only three can engage during the play of a hand, however, four can engage in a game at the same table, the dealer in his turn does not play, but deals the cards to the other three, he however participates in the loss or gain of this play, which is reckoned in his account.

THE PARTICIPANTS.

The first player, in front or to left of the dealer, is called the "lead" or "Elder hand," in the bidding he retains the age until outbid. He also always has the first lead. The second or "middle" hand, has the first bid in establishing a play, when he passes, the last or "back" hand has the bid, until he outbids or passes to the Elder and Middle hands

PRINCIPLES OF THE GAME.

The successful bidder, by making or announcing a play is termed the Player; the two others immediately become his adversaries or " opponents " as in cut-throat Euchre, and attempt to overthrow or defeat his game. Should the Player win; the value of his play is paid him or added to his score. If he loses, the amount is deducted from his score.

VALUE OF SUITS.

The suit values rank in following order:

ist ^ Clubs, German, Kreutz, (croyts.)

2d i|^ Spades, German, Schueppen, {shippen.)

3d ^f Hearts, German, Herz, {heris.)

4th ^ Diamonds, German, Eckstein, {eksti7te.)

The lowest suit in all games is Diamonds, this is outranked by Hearts, then Spades, and then Clubs in establishing the value of the dijBferent games.

VALUE OF CARDS.

In tricks the value of cards count as follows:

The four Aces, each 1 1 points ^ 44 The four Tens, each 10 points := 40 The four Kings, each 4 points = 16 The four Queens, each 3 points = i 2 The four Jacks, each 2 points = 8

A total of 1 20 points

The sevens, eights and nines have no scoring value.

TO WIN OR LOSE.

The points, and not the tricks count in the game. The Player must capture sufficient points to make 6i, one point more than half of the total of 120; failing to do this (making only 60 or less), he loses his game.

Should the Player make 91 or more, he has made his opponents "Schneider," which adds one times more the value of his play to his score. Should he fail to make 31, he is himself " Schneidered " and loses one time more the value of his play.

Should the Player make all the tricks, he has made his opponents " Schwarz," which again counts one times more the value of his play.

DEALING THE CARDS.

Each player is dealt 10 cards, respectively 3, 4 and 3, and two cards are laid on the table face down, which are called the " Skat;" with or without the assistance of these two "Skat " cards the Player establishes a game, which he makes or announces after obtaining the highest bid,

THE " SKAT."

The two cards remaining on the table belong to the Player and count to his advantage, or oftimes to his disadvantage. '

In Call Play, Tourne and Guckser, the Player appropriates the " Skat " and with 12 cards in his hand, he discards two to his advantage, the points contained therein count with his tricks.

In Solo and Grand the " Skat " remains untouched until the play is finished, the cards then belong to the Player and add to his score.

The " Skat " may also enhance the value of the Players game, by increasing his Matadors, and again may prove to his disadvantage by over-bidding his hand in playing against the number of Matadors he presumed, in which case he loses his game, unless the value of his bid is made by the contingencies.

AMERICAN SKAT.

THE FOUR JACKS.

li

In all games, with exception of the NuUos, the four Jacks, as in above order, are the leading factors or trump cards, while their scoring value is only two, yet they excel the Ace and Ten of trumps in taking tricks. The Player with the Jacks is enabled to draw out the trumps, and when he plays against the Jacks, he must force them out of the reach of capturing his high trump cards.

TRUMP CARDS.

In Call Play, Tourne and Solos, the four Jacks are always the highest trumps, beginning with the Jack of Clubs, then follow Jacks of Spades, Hearts and Diamonds, the Ace of trumps, Ten, King, Queen, Nine, Eight and Seven.

If Clubs are trumps, the trump cards would be as follows:

♦ ,•!• 4. 4.

4» 4. 4.

4.^4.

4. ' 4.

4. 4.

The balance of suits (not trumps) are devoid of Jacks, but otherwise rank in the same order.

1^ * ♦

0^0 in o o o o

0% o

THE GAME OF SKAT.

This establishes eleven trump cards, and seven each of common suit.

When a Grand is announced or played, the four Jacks in their regular order are the only trump cards. The suit cards are all alike, beginning with Ace, then Ten, King, Queen, Nine, Eight and Seven.

In Ramsch, the Jacks and suit cards are the same a's in Grand, only the order of play is reversed.

In the Nullos only, the cards become common, that is: when a Nullo is announced, the cards lose their former value, and then run:

o

0^0

o o o o points have no value, the only object being to force a trick on the Player.

THE MATADORS.

The unbroken sequence of trumps, beginning with the Jack of Clubs, are termed " Matadors," these establish the value of each game played; should the Player in his hand and the "Skat" (which belongs to him) holdall the trumps, he would play with eleven Matadors:

^.^ 4^*^^

As soon as the sequence is broken, for example, the Jack of Spades missing, the Player plays *'with one" Matador, no matter what trumps he may tiold thereafter.

In holding the Jack of Clubs, the Player plays * * wz^k ' ' Matadors, and the trumps thereafter up to the point at which the sequence is broken, are called with (a valuation of the play) so many Matadors.

The same calculation in value is made ^^ without * ' Matadors, the Player playing against so many Matadors, up to the highest trump card he holds.

The Jack of Clubs missing, with Jack of Spades in hand is *^ without one.'' The two black Jacks missing and holding Jack of Hearts, is " without two.'' The Jacks oi Jjjt ^ ^ missing is ^ ^without three, ^"^ and continues without four, five, etc., etc.

ESTABLISHING VALUES.

In Call Play, Tourne, Solo and Grand, the suits and plays each have a specific figure or basis value, these are multiplied by a rule, Matadors, and further contingencies. The value of a play is computed :

I St, By counting one time for the value of play established. 2d, By adding the number of Matadors the Player plays *' with" or *^ without" and multiplying the basis value of this play.

KxAMPi^E: — The Player plays a Heart Solo (value lo), he has Jack of Clubs 4i», Jack Spade i^ missing (with one Matador), the value is established; by i time for the play, and I Matador, equaling 2 times 10 = 20 Points. Or, a Tourne in Clubs dji (8), with or without the two highest Jacks, would count i time for the game or play, and 2 for Matadors, being 3 times 8 =: 24 Points.

THE MULTIPLICANDS.

According to the previous paragraph, each play has a specific value, his is multiplied first by

a. Counting i time for the game or play.

b. Adding to this as manv times more as Matadors held. The player to win his game, must capture at least 61 Points

in his tricks. If he should play a Heart ^ Solo (10) with one

Matador, he would count

With I Matador i

In case the Player makes 91 Points or more in his tricks,

he has made his opponents " Schneider," for this he adds one

times more, thus in the foregoing hand he would count:

With I Matador i Schneider i

In case the Player makes all the tricks, he has made his opponents "Schwarz," and the same hand would then count:

With I Matador i Schneider i

Schwarz r

When the Player plays a Solo game (without the "Skat,") and feels confident he can make his opponents "Schneider," he may so "Announce" or proclaim before the begining of the play, he is then obliged to make 91 or he loses, thus in the same hand this would count:

With I Matador i

Schneider i

Schneider Announced i

Should he, after announcing Schneider, make his opponents " Schwarz," on the last calculation, he adds i times more to the value of his pla3^ i. e. — 5 times 10 ^ 50 Points.

A Player playing a Solo or Grand, ( if has the lead, as it is dangerous otherwise) feeUng assured he can make all tricks, by his high trumps and strong suit, can announce "Schwarz" this includes all contingencies:

With I Matador i (generally n^ore)

Schneider i

Schneider Announced i

Schwarz i

Schwarz Announced i

It is also to be noted, that in the first example, Heart ^ Solo with one Matador, if the Player falls short of 61 Points, he loses the same value of his play 20.

Should he fail to make 31 Points, he himself is "Schneidered " by his opponents, and therefore loses 30.

Should he have announced " Schneider " and fails to make 91, he loses his game, Play i. Matador i, Schneider i, Schneider Announced i = 40

VALUE OF GAMES.

The basis values of the diflferent Games are as follows:

Player adds the two " Skat " cards to his hand and announces trump.

Call Play in Diamonds *' Hearts " Spades " Clubs

^ the va lue is 1

* 2

3 4

Tourne ** Diamonds

Player turns up a trump from " Skat "

" Hearts *' Spades " Clubs-

*

7 8

' Solo

" Diamonds

The Player announces a trumpfrom his hand ti

I

'' Hearts " Spades " Clubs

' lO

' II

' 12

Solo i6

Tourne

* 12

Jacks, trumps only.

Guckser won

*

' 12

Guckser lost -

Guvert

' Nullo

.

These plays have only a Single Value.

Nullo, Nullo,

Ouvert - - ' Force, or Revolution '

40 60

Ramsch

' 10

Ramsch Jungfer

SCORING.

The Player winning the game he has made or announced, receives from each participant the value of the game he has won. If he loses, he must pay to each the value of game lost. This may be done with chips, or by keeping an account with each player, the amount won is added to his score, and the amount lost is deducted from his account, and at the end of sitting the accounts are balanced.

THB GAME OF SKAT.

THE CALL PLAY. (FRAGE.)

The primary Game in Skat is now rarely played, as a value from this play is small, and players endeavor as a general rule to establish a play from the lowest Tourne (10) and upwards.

Still many old players employ this game, it being really the first play in the founding of Skat, but as a rule it must be generally understood by the players:

ist. That Call Plays are sanctioned, and 2d, To declare their intention each time they desire to make a Call Play.

As the Guckser is now often played, in which the Player adds the "Skat" to his hand, he may take the advantage on picking up fortunately, to announce a Grand Guckser. Or if he picks up poorly, to announce and simply play a Call game, in which the risk is small.

In Call Plays, ^ value is i, ^ 2, ^ 3, 4ii 4.

A Call hand isjllustrated as follows: With Matadors

4. ' 4.

4. 4.

Without Matadors

O

The first hand contains a value with two Matadors, but otherwise weak in establishing a higher play.

The second hand shows a fair suit without two Matadors, for a Tourne without two the Player takes chances to turn a trump favorable to this hand, while in Call Play he can make any suit trump after taking up the " Skat."

In either case — 2, and game i, making 3 times value of play, to-wit :

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