You can find information about multiplayer games here: How do multiplayer games work? In the lobby you can select which game style you want to play under Settings.
You can open up a game round by clicking on the button ‘New Game’. You decide who is allowed to play on the table, how high the stakes are and your limit. You specify whether each player receives 8 cards (long hand) or 6 cards (short hand). Of course you can also join a round already opened by another player.
On the right-hand side of the table, you can see whose turn it is, your stake and your credit. A green arrow indicates whose turn it is. At the top left, you can see the name of the bidders and the declared game of the current round. You can use the chat function to chat with your fellow players.
How the game works
Sheepshead is a game for four players, which can be played with either a long hand (32 cards) or short hand (24 cards, without 7s and 8s). A deck used for Sheepshead has the following 4 suits (in ascending order): Acorns, Leaves, Hearts and Bells. The trick order is: Ace – 10 – King – 9 – 8 – 7 (without 7 and 8 in short hand).
Over and Under are the highest trumps in every game except for Geier and Wenz. The ranking order is as follows: Acorns Over – Leaves Over – Hearts Over – Bells Over – Acorns Under – Leaves Under – Hearts Under – Bells Under. In Normal games, Hearts are also trumps. For Solo and Solo Tour, the single player chooses the trump suit.
At the beginning of the game each player receives either 8 or 6 cards. Each player in turn then announces a higher game or clicks “Next”. If there are no bids, the cards are re-shuffled.
The player with the highest bid is the playmaker and announces either a Partner game (= sow game) or a Lone game. During bidding, a Partner game is worth the least. For Solo games (you play alone against 3 opponents), the ranking order is as follows: Geier, Wenz, Solo, Geier Tout, Wenz Tout, Solo Tout.
Normal game: Normal, Partner or Sau
The playmaker selects his/her partner by naming an Ace of a suit that he/she does not have. The player must, however, have at least one card of that suit in the hand. The partnership will become apparent only once the game is underway. In addition to Overs and Unders, all Hearts are trumps.
In a partner hand, the called Ace must be laid when the corresponding suit appears for the first time. If this suit is not laid in the first seven tricks, the Ace may be played in the last trick. If the called partner wants to lead with the called suit, he/she may only do so by playing the Ace. However, if the player has at least three other cards of the suit, he/she can play a lower card; the card can be “played ahead” of the Ace.
In this game, only the four Overs are trumps: Acorns Over – Leaves Over – Hearts Over – Bells Over.
In this game, only the four Unders are trumps: Acorns Under – Leaves Under – Hearts Under – Bells Under.
In addition to the four Overs and four Unders, there is an additional trump suit that determines the playmaker.
- Geier Tout
In this game, only the four Overs are trumps: The playmaker must win all of the tricks.
- Geier Tout
In this game, only the four Unders are trumps: The playmaker must win all of the tricks.
- Solo Tout
In addition to the four Overs and four Unders, there is an additional trump suit that determines the playmaker. He or she must win all of the tricks.
Before the second card is played, an opponent can call “Stoss” (Kontra) if he/she does not believe the declaring team can reach the necessary points total. The playmaker can answer this with a “Re” Kontra. The cards are then played in turn.
Players must follow suit, i.e. you must play a card in the declared suit if you have it in your hand. If a trump card is led, you must follow it with a trump (mandatory). However, players do not need to take tricks, so you do not need to overtrump. If you cannot follow suit, you can either lay a trump or a card of a different suit.
You can see the last trick by clicking on the “last trick” button above the playing field.
End of the game
At the end of the game the points achieved by each team are shown:
- If a team scores between 61 and 90 points, they win.
- If both teams score 60 points, the playmaker’s team loses.
- If a team has won 91 points or more, this team wins a “Schneider”. The team without the playmaker needs only 90 points to achieve a “Schneider”.
- If a team wins all the tricks, this team wins “Schwarz”.
Runs are uninterrupted sequences of the four highest trumps and are calculated at the end of the game. In the normal game, Geier and Solo, the runs begin with Acorn Over and in Wenz with Acorn Under.
A winning game counts as follows:
- Normal game: 1 point
- Geier: 5 points
- Wenz: 5 points
- Solo: 5 points
- Geier Tout: 10 points
- Wenz Tout: 10 points
- Solo Tout: 10
- Schneider: +1 point
- Schwarz + 1 point (in Tout variants, there is no additional point for “Schneider” or “Schwarz”)
- Run: +1 point
- Kontra: Doubles the game value
- Re-Kontra: Quadruples the game value
The individual cards are worth the following number of points:
- Ace: 11 points
- 10: 10 points
- King: 4 points
- Over: 3 points:
- Under: 2 points
- 9, 8, 7: 0 points