Skat is a card game that originated in Germany in 1811. It is played widely and passionately there but very few people in the States have even heard of it.
In 1980 the only description of Skat written in English that I was able to find was Hoyle's, and at that time it did not agree with the way the game is played in Germany, so I wrote up the following rules so that friends could learn the game and I might get more opportunities to play this best of all card games.
This document is terse by design. It assumes a basic knowledge of card playing such as familiarity with a game like Pinochle or Hearts. A tutorial approach to learning the game (along with a lot of other good stuff) can be found at The Skat Page. Follow the Tips and Trips link to the Beginners section. People who have never played a game involving trump suits or taking tricks would be advised to learn the game of Euchre before tackling Skat.

Contents
There are three players in each round. If four people are in the game, the dealer does not play. With five people, the dealer and the third person around from his left do not play. In any case the deal is passed to the left after each round.
The first dealer for a session of Skat is determined by someone taking the initiative to pick up the deck and begin passing out cards face up to each player clockwise around the table until a jack appears. The person receiving that jack is the first dealer. The person on his right must deal the last hand of the session, i.e. the game session can only be called when everyone has dealt the same number of times.
Cards are dealt clockwise starting with the player on Dealer's left ("Forehand") in this fashion:
After the deal, Forehand is assumed to have the right to name the game. The player on his left can try to take that right through bidding, or he may pass. For each bid Forehand may assert or pass. When either Forehand or Middlehand passes, Posthand may continue the bidding or pass. The ultimate high bidder names the game and plays alone against the other two. The bidding process is explained in detail later in this document.
Games in Skat are of two basic types: Trump and Null. In either case the Loner gets the skat. He may or may not look at it. If Loner chooses to look into the skat he may keep the cards for his hand and replace the skat with two cards from his hand. Choosing not to look in the skat affects how the round is scored, but the cards still belong to Loner.
Loner competes against the other two players who act as partners for that hand. Forehand leads the fist card and each player plays one in turn. Following suit is compulsory, but when a player's hand is void in the suit led, any card may be played. The player who played the highest ranking card takes the trick and leads the next card. This continues until all ten tricks have been played or until Loner takes a trick in a Null game. At the end of a trump game Loner counts the number of points in the tricks he has taken and the opponents combine their tricks and count the points.
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The four jacks are always trump. They are indeed the highest trump and rank in this order:
(the highest trump card)
The "color cards" rank as follows from highest to lowest: A - 10 - K - Q - 9 - 8 - 7
Before beginning play, Loner names trump. Loner has five options: each of the four color suits, and Grand. In the first four options, the cards of the named suit are trump and follow the jacks in order. In Grand the trump suit consists of solely the four jacks. Thus if a color suit is trump there are eleven trump cards and three other suits of seven cards each; in Grand there are four trump cards and four other suits of seven cards. Trump outranks the other suits. The other suits are of equal rank.
At the time Loner announces trump, he may effect other conditions (e.g.: not looking into the skat) which enhance his possible score, albeit increasing difficulty. These are discussed under Scoring.
Loner's fundamental task in a trump game is to win cards by taking tricks such that the point value of those cards and those in the skat total 61 or more. Thus it is not the number of tricks taken, but the points amassed that determine success in the game. The card point values are independent of suit and are as follows:
| J | 2 points |
| Q | 3 points |
| K | 4 points |
| 10 | 10 points |
| A | 11 points |
| 7,8,9 | zero |
There are no trump cards. The rank of the cards from highest to lowest is as follows:
A - K - Q - J - 10 - 9 - 8 - 7
After naming the game, Loner must take no tricks to win.
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The score for a hand is computed by the following formula:
Score = (Matador count + Win step) x Value
Matadors are the trump cards, from the highest down, in unbroken sequence, that are either in, or missing from, Loner's hand and skat combined.
Win step is the incremental indicator of increasing difficulty:
| Win step | w/skat peek | no peek in skat |
| 1 | Game | Game |
| 2 | Schneider | Hand |
| 3 | Schwarz | Schneider |
| 4 | Schwarz or Schneider announced | |
| 5 | Schwarz if Schneider announced | |
| 6 | Schwarz announced | |
| 7 | Ouvert |
The Value term is a number assigned to the suit which is named trump:
| Diamonds | 9 |
| Hearts | 10 |
| Spades | 11 |
| Clubs | 12 |
| Grand | 24 |
Losses were scored as subtractions of the hand score for rounds played hand, and subtraction of twice the score if Loner looked into the skat. The Skat Congress changed the loss rule in 2000 such that all losses are deductions of twice the score. I do not care for this change and this document reflects the older rule when losses are mentioned. The players should agree prior to the start of the game which rule will be in effect.
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Terminology
If Loner captures cards with a point total of 61 or greater from play combined with the skat, his score is computed by determining the Win Step he achieved, adding to that the number of Matadors, and multiplying that sum by the Value. If the score equals or exceeds the bid by which he won the right to name the game, the amount is then added to his aggregate score. If he failed to achieve a score at least equal to his bid, the minimum Win step that he would have had to achieve to be successful is determined based on the named suit and the Matador count, and the resultant theoretical score is subtracted from his aggregate score if the round was played hand, or double that amount is subtracted from his score if Loner had looked into the skat before play was completed.
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Possible scores (trump games)
| step | ||||||||||||
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | ||
| 1 | ![]() | 24 | 36 | 48 | 60 | 72 | 84 | 96 | 108 | 120 | 132 | 144 |
![]() | 22 | 33 | 44 | 55 | 66 | 77 | 88 | 99 | 110 | 121 | 132 | |
![]() | 20 | 30 | 40 | 50 | 60 | 70 | 80 | 90 | 100 | 110 | 120 | |
![]() | 18 | 27 | 36 | 45 | 54 | 63 | 72 | 81 | 90 | 99 | 108 | |
| Gd | 48 | 72 | 96 | 120 | ||||||||
| 2 | ![]() | 36 | 48 | 60 | 72 | 84 | 96 | 108 | 120 | 132 | 144 | 156 |
![]() | 33 | 44 | 55 | 66 | 77 | 88 | 99 | 110 | 121 | 132 | 143 | |
![]() | 30 | 40 | 50 | 60 | 70 | 80 | 90 | 100 | 110 | 120 | 130 | |
![]() | 27 | 36 | 45 | 54 | 63 | 72 | 81 | 90 | 99 | 108 | 117 | |
| Gd | 72 | 96 | 120 | 144 | ||||||||
| 3 | ![]() | 48 | 60 | 72 | 84 | 96 | 108 | 120 | 132 | 144 | 156 | 168 |
![]() | 44 | 55 | 66 | 77 | 88 | 99 | 110 | 121 | 132 | 143 | 154 | |
![]() | 40 | 50 | 60 | 70 | 80 | 90 | 100 | 110 | 120 | 130 | 140 | |
![]() | 36 | 45 | 54 | 63 | 72 | 81 | 90 | 99 | 108 | 117 | 126 | |
| Gd | 96 | 120 | 144 | 168 | ||||||||
| 4 | ![]() | 60 | 72 | 84 | 96 | 108 | 120 | 132 | 144 | 156 | 168 | 180 |
![]() | 55 | 66 | 77 | 88 | 99 | 110 | 121 | 132 | 143 | 154 | 165 | |
![]() | 50 | 60 | 70 | 80 | 90 | 100 | 110 | 120 | 130 | 140 | 150 | |
![]() | 45 | 54 | 63 | 72 | 81 | 90 | 99 | 108 | 117 | 126 | 135 | |
| Gd | 120 | 144 | 168 | 192 | ||||||||
| 5 | ![]() | 72 | 84 | 96 | 108 | 120 | 132 | 144 | 156 | 168 | 180 | 192 |
![]() | 66 | 77 | 88 | 99 | 110 | 121 | 132 | 143 | 154 | 165 | 176 | |
![]() | 60 | 70 | 80 | 90 | 100 | 110 | 120 | 130 | 140 | 150 | 160 | |
![]() | 54 | 63 | 72 | 81 | 90 | 99 | 108 | 117 | 126 | 135 | 144 | |
| Gd | 144 | 168 | 192 | 216 | ||||||||
| 6 | ![]() | 84 | 96 | 108 | 120 | 132 | 144 | 156 | 168 | 180 | 192 | 204 |
![]() | 77 | 88 | 99 | 110 | 121 | 132 | 143 | 154 | 165 | 176 | 187 | |
![]() | 70 | 80 | 90 | 100 | 110 | 120 | 130 | 140 | 150 | 160 | 170 | |
![]() | 63 | 72 | 81 | 90 | 99 | 108 | 117 | 126 | 135 | 144 | 153 | |
| Gd | 168 | 192 | 216 | 240 | ||||||||
| 7 | ![]() | 96 | 108 | 120 | 132 | 144 | 156 | 168 | 180 | 192 | 204 | 216 |
![]() | 88 | 99 | 110 | 121 | 132 | 143 | 154 | 165 | 176 | 187 | 198 | |
![]() | 80 | 90 | 100 | 110 | 120 | 130 | 140 | 150 | 160 | 170 | 180 | |
![]() | 72 | 81 | 90 | 99 | 108 | 117 | 126 | 135 | 144 | 153 | 162 | |
| Gd | 192 | 216 | 240 | 264 | ||||||||
Since Loner is not allowed to take any tricks for a successful Null round, cards do not have individual point values. Instead, the game itself has a fixed score.
| Game type | Score |
| Null (simple) | 23 |
| Null hand | 35 |
| Null ouvert | 46 |
| Null ouvert hand | 59 |
For definitions of the terms hand and ouvert see Terminology above. Note that, unlike Trump games, Null may be played ouvert after Loner looks into the skat, but the declaration must be made before the first card is played.
If Loner successfully completes his Null game, the appropriate score above is added to his aggregate score. If Loner is unsuccessful, the amount is subtracted from his aggregate score if the game was played hand, or double the amount is subtracted from the score if Loner had looked into the skat before play was completed.
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After each deal the bidding process begins to determine who will name the game and play alone against the other two players. At the outset, Forehand is assumed to have control. The player to his left (Middlehand) is thus the first to speak by either offering a bid or by simply stating, "I pass."
Should Middlehand offer a bid, Forehand may retain control by accepting the bid value or relinquish control to Middlehand by passing. If Forehand accepts the bid, it becomes Middlehand's duty to either raise the bid or pass. The bid-acceptance volley continues until one of the players passes.
When either Forehand or Middlehand passes, Posthand inherits the opportunity to either continue the escalating bid or pass. The bid is directed at the one in control (Forehand, if Middlehand passed, or vice versa). The process continues until a second player has passed, identifying the player who gets the skat, the right to name the game, and the responsibility to win or lose against his two opponents.
If Middlehand and Posthand both pass without a bid, Forehand may simply take the skat and carry on with an implied bid of 18. Should he not wish to do so, a special situation arises. The Skat Congress dictates that the hand is void, the dealer collects and reshuffles the cards and deals again. There are at least two other ways of handling this situation, which vary by region where the game is played. One method is that Forehand is simply stuck with it and must name a game and commence play. Another approach is to play the game Ramsch, which is described under Special Topics. The particular method of handling the "everyone passes" situation should be agreed to by the players before beginning play.
The method of bidding assumes that the bidder can achieve a score at least equal to his bid, e.g. if the bid is 18, the player is with (or without) at least one Matador, at Win step 1 (game) and would name diamonds or some more valuable suit trump ("with (without) 1, game 2, diamonds 18" or 1+1=2, 2x9=18). Thus the bidding process begins at 18, the lowest possible score, and proceeds through all possible scores. That sequence is:
18 20 22 23 24 27 30 33 35 36 40 44 45 46 48 . . .
In 2000, the Skat Congress determined that "jump bidding" is now allowed. This means the bidder need not go through the sequence but may bid any higher valid score.
The bidder should bid according to the cards in his hand to avoid winning the bid with a score he cannot achieve. The thought process for someone long in hearts with both J
and J
in his hand might be something like this: "with 2, game 3, hearts 30." (2+1=3, 3x10=30). This player would not bid past 30. If, on inspection, his hand is so good that he is sure he can collect 90 or more points, leaving the opposition with 30 or fewer (schneider), the scheme becomes: "with 2, game 3, schneider 4, hearts 40." Of course if his hand is that good he might choose to play hand: "with 2, game 3, hand 4, hearts 40." Either way he may confidently bid to 40 before passing by assuming added difficulty in winning. Should he win the bid with something over 30 he would be wise to play hand for two reasons: the Win step is achieved at the outset so he must acquire only 61 points to goal, and should he fail, he will only be set back 40 points instead of 80 if he looks in the skat. If he plays hand and does manage to put his opponents on the schneid, his score would be a nifty plus 50 (or more if he is lucky enough to pick up a Matador or two in the skat).
Matadors in the skat are of some concern when bidding "without." That is to say, if the bidder is bidding to a matador + Win step factor of 3 or higher on the basis of being without 2 (his highest trump-in-hand is J
), he would probably be ambivalent about finding the J
in the skat: nice to have the highest trump added to your arsenal, but now you're with 1, not without 2, and to achieve that factor 3 you need a Schneider.
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Ramsch is a derivative form of play that is not recognized by the Skat Congress, however it is played extensively in some regions. In Ramsch there is no partnership; each of the three players is on his own. The game is played in the style of Grand and the object is to gather as few points as possible. The reason for this is in the scoring. The player with the most points at the end of play has that amount deducted from his score, or double that amount if he looked into the skat.
There is no bidding in Ramsch. Forehand starts by choosing whether or not to look in the skat. Forehand may at this time declare the game Grand Hand, the only allowable alternative to play as described above. If Grand Hand is not declared, Forehand passes the skat (which may now contain two cards from Forehand's, if he chose to look into it) to Middlehand who may or may not look into it and then pass it to Posthand who has a like decision. The resultant skat becomes the property of the player who takes the last trick.
Because of the negative scoring nature of Ramsch the game is often used as the default play when no one is willing to open the bidding. Thus it becomes a "punishment" to the player with a strong hand who would not offer a bid.
Beerlachs is a method of scoring in Skat in which all scores are negative, hence there is not a winner, but a loser. Losses and Ramsch hands are scored normally, but wins are scored as negative amounts to each of the opposing partners. When one or more players are under -500 at the end of a dealer circuit, a loser is declared who buys a round of beer for the table and a new game begins.
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Disclaimer: This information is provided for entertainment only. While it is believed accurate, the author assumes no liability for the content in any way.