The Skatordnung

(International Laws of Skat)

Skatordnung:
other pages
Title page
Foreword
Definitions
Skatordnung
Tournament rules
References and Contacts
Skatordnung:
this page
1 General
1.1 The game
1.2 The cards
2 Basic rules
2.1 The contracts
2.2 Conditions
2.3 Rank of cards
2.4 Tops (Spitzen)
3 Preliminaries
3.1 Seating
3.2 The deal
3.3 The auction
3.4 Game announcement
3.5 The parties
4 The play
4.1 The lead
4.2 Following suit
4.3 Claims and concessions
4.4 Tricks
4.5 Behaviour
5 Game valuation
5.1 Base values
5.2 Multipliers
5.3 Scoring
5.4 Overbidding
5.5 The scoresheet
5.6 Game valuations

Skatordnung

   

General

 

The game

 
1.1.1 Skat is a card game for three or more players, of whom only three are active at a time. The three comprise two parties: on one hand a soloist, and on the other a temporary alliance of two opponents.
1.1.2 Skat originated at Altenburg shortly before 1820, and incorporates elements of several older card games.
1.1.3 It takes its name from the so-called 'skat' of two cards dealt face down to the table at start of play. The word derives from Italian scartare 'to discard' (c.f. French écarter).

The cards

 
1.2.1 The Skat pack consists of 32 cards divided into four suits. These may be either French (clubs, spades, hearts, diamonds) or German (acorns, leaves, hearts, bells).
1.2.2 Each suit contains eight cards, some of which are valued in card-points as follows: Ace (Deuce) 11, Ten 10, King 4, Queen (Over) 3, Jack (Under) 2, Nine-Eight-Seven 0 each. This yields 30 card-points in each suit and 120 in the whole pack. (Brackets enclose the equivalents in German-suited packs.)

Basic rules

 

Game contracts

 
2.1.1 There are three types of contract, each of which can be played in either of two ways, making six basic types in all. The three types are:
(a) suit, in which the soloist seeks to win at least 61 card-points in tricks with the aid of a trump suit consisting of four Jacks and the seven remaining cards of a trump suit specified by himself;
(b) grand, in which the soloist seeks to win at least 61 card-points in tricks with the aid of a trump suit consisting only of the four Jacks;
(c) null, in which there are no trumps and the soloist aims to lose every trick.
2.1.2 Each of these contracts can be played in either of two ways:
(a) with the skat – that is, the soloist takes the skat and replaces it with any two discards before announcing his contract, or
(b) from the hand – that is, the soloist plays with the hand he was dealt, without taking or examining the skat.
2.1.3 Suit and grand games played 'from the hand' may be made with one of the following additional announcements for a higher score:
(a) schneider predicted – the soloist undertakes to take at least 90 card-points in tricks, or
(b) schwarz predicted – the soloist undertakes to win every trick, or
(c) ouvert – the soloist undertakes to win every trick playing with his hand of cards exposed on the table.
2.1.4 Null games can be played ouvert either with skat exchange or from the hand.

Contract conditions

 
2.2.1 The skat always belongs to the soloist. Any card-points it may contain count in his favour at end of play.
2.2.2 When playing with the skat the soloist picks it up, makes any two discards in its place, and then announces his game (contract).
2.2.3 When playing from the hand the soloist may not take or examine the skat but must announce and play his game on the basis of the ten cards he was dealt.

2.2.4 The soloist determines the contract to be played and specifies the trump suit, if any.

2.2.5 When playing ouvert, the soloist must spread his hand of ten cards face up on the table before a card is led to the first trick. He must arrange them clearly by rank and suit, otherwise the opponents may do so themselves.

Rank of cards

 
2.3.1 In a suit game one suit is always trump. The other three suits are equal in value.
2.3.2 In a suit game the four highest trumps are always the four Jacks in order of suit priority, namely (high to low): J-J-J-J. These are followed in descending order by the remaining seven cards of the specified suit, namely A-10-K-Q-9-8-7. The order of cards in the three non-trump suits is A-10-K-Q-9-8-7.
2.3.3 In a grand game the only trumps are the four Jacks, ranking in order of suit priority (J-J-J-J). The order of cards in the four non-trump suits is A-10-K-Q-9-8-7.
2.3.4 In a null game there are no trumps and the ranking order of cards is A-K-Q-J-10-9-8-7 in all four suits. There is nothing special about Jacks.

Tops (Spitzen)

 
2.4.1 Tops are an unbroken sequence of trumps from J downwards.
2.4.2 If the soloist has J, whether in his hand or in the skat, then he is playing 'with' as many tops as he has in sequence with it. If not, then he is playing 'without' (some say 'against') as many tops as lie above the highest trump he does have.
Example. If the soloist has J-J-J but not J, he is playing 'with three' tops. Conversely, if he has J but no higher Jack, he is playing 'without three'. In either case the presence or absence of any other trumps in his hand is irrelevant to the number of tops counted.
2.4.3 In a suit game the soloist can be playing with or without any number of tops from one to eleven (counting the four Jacks and the other seven trumps). In a grand he can be playing with or without any number up to four. There are no tops at null.

Preliminaries

 

Seats

 
3.1.1 Seats may be drawn for if not predetermined. Whoever draws highest has first choice of seat (unless they are numbered in advance), and the others follow in order from his left (clockwise as viewed from above).
3.1.2 A new player may join in only by agreement of the others and only at the start of a new round of deals. Unless he is replacing a departing player, he takes his seat to the immediate right of the dealer and so deals first to the next round.

The deal

 
3.2.1 The player in Seat 1 deals first, and the turn to deal rotates to the left.
3.2.2 The dealer must shuffle the cards thoroughly, have them cut once by his right-hand neighbour, and place the lower packet of cards on top of the other before dealing.
3.2.3 If the dealer exposes a card face while shuffling, however briefly, he must shuffle them again before they are cut.
3.2.4 The cut is compulsory, and there must be at least four cards in each packet.
3.2.5 If, when more than three are playing, the player to the right of the dealer is temporarily absent, the cards must be cut by the next available player to his right – unless the player due to cut them has specifically reserved his right to do so. (In case of excessive delay the referee may override this.)
3.2.6 The dealer deals to the left in the following way: three to each active player starting with his left-hand neighbour, then two to the table to form the skat, then four each and finally three each. All cards must be dealt face down.
3.2.7 When there are more than three at a table the dealer receives no cards. When there are more than four, the three active players are the first two in rotation from the dealer's left and the one to his immediate right.
3.2.8 If any card is exposed during the deal there must be a re-deal, regardless of whose fault it was.
3.2.9 If anyone receives a wrong number of cards there must be a redeal, provided that attention is drawn to it before the end of the auction, or that both parties have a wrong number of cards. (See 4.5.6)
3.2.10 No complaint about an irregularity in the shuffle, cut or deal may be entertained from a player once he has picked up his cards.
3.2.11 If a player deals out of turn, any resultant game is invalid, even if it has been completed or is the last one of a round. However, a round is completed once the score for the last game in it has been properly recorded, and any such irregularity committed in that or previous rounds is then ignored. If such an irregularity occurs in the last game of the last round, it cannot be corrected once everybody has signed the scoresheet.
3.2.12 If a player deals out of turn before the end of a round, all games played from that deal to the end of the round are annulled and must be played again.
3.2.13 If a deal out of turn is discovered to have been made in a previous round, or if it cannot be established exactly when such an irregularity occurred in the current round, it cannot be corrected, and all rounds completed subsequently to it count as valid. Only the current round may be replayed, and it must be so from the beginning (that is, with the player at Seat 1 dealing).
3.2.14 If anyone examines, exposes or picks the skat up during or after a valid deal, that player is prohibited from bidding.
3.2.15 It is an offence to examine, expose or pick up the skat during the auction. Anyone who does so must shuffle together the 12 cards of his hand and the skat and offer them face down to the dealer, who then draws two at random to form a new skat. The player at fault is then excluded from bidding in the auction.
3.2.16 Every valid deal must be followed by a valid game. A game in which everyone passes counts as valid (see 3.3.7).

The auction

 
3.3.1 The deal is followed by an auction to establish the soloist and his contract. For this purpose the player to the left of the dealer (the first to receive cards) is designated Forehand, the player to his left Middlehand, and the third active player Rearhand.
3.3.2 Forehand begins by inviting Middlehand to start bidding against him. Middlehand may then pass or bid. He bids by naming successively higher game values from 18 upwards (see table of game values, 5.6.1). He may name only valid game values, but is allowed to jump-bid – that is, he is not obliged to name every possible value in the schedule.
3.3.3 To each bid made by Middlehand, Forehand says 'Yes' if he is willing to play a game of equal or higher value, otherwise 'Pass'. This continues until one of them passes – either Forehand because he will not accept the value last bid by Middlehand, or Middlehand because he will not bid higher than the last value accepted by Forehand.
3.3.4 When one of them passes, Rearhand enters the auction and may pass or bid in the same manner as Middlehand, but starting with a game value higher than the one last named by Middlehand.
3.3.5 Whoever makes or accepts the highest bid becomes the soloist.
3.3.6 If Middlehand and Rearhand both pass without bidding, Forehand may play a skat or hand game without further announcement, and must in fact play if he takes the skat. If unwilling to play, he must wait until both Middlehand and Rearhand have passed before passing himself.
3.3.7 If all three players pass, the cards are gathered and passed to the next in turn to deal. The same player may never deal twice in succession or in the same round.
3.3.8 Any pass, bid, or acceptance of a bid is irrevocable (except as provided below).
3.3.9 If a player takes or examines the skat before the end of the auction, he is prohibited from bidding further. Furthermore, the other two players are no longer bound by their bids, but may pass, start, or continue bidding again. (At a table of four or more, this applies even if the player at fault was not one of the active players.) But …
3.3.10 If anyone wishes to play despite the fact that the skat has been seen or exposed by anyone else, he is entitled to do so. In this case the player at fault must shuffle together the 12 cards of his hand and the skat and offer them face down to the dealer, who then draws two at random to form a new skat. The original skat may be handed over only if all three players agree as to its identity. If this irregularity occurs before the end of the auction, but is not noticed until after it, the soloist must decide before picking up the skat whether he will play or pass.

Game announcement

 
3.4.1 The soloist may only announce a valid game (3.4.4, 3.4.7), which in the case of a hand game must include the announcement of hand itself plus any other scoring factor the soloist may wish to have taken into account (schneider or schwarz predicted, or ouvert). A valid game announcement is irrevocable.
3.4.2 The soloist is free to announce any game whose value is not less than that of the final bid.
3.4.3 If the soloist takes the skat and finds it contains a top trump whose effect is to reduce the value of his game, he may concede without play the loss of a game that is not lower than the final bid when all relevant multipliers are taken into account (see 5.4.1).
Example. The soloist wins the auction at 50, reckoning 'without four' and intending to play spades for 55. Upon taking the skat he discovers J, which reduces his game value to 'with one', worth 22. He may now announce 'hearts' for a lost game worth 50 instead of 55.
3.4.4 A game announcement is invalid if it manifestly contravenes the basic rules and conditions of play, for example by the announcement of hand, schneider, schwarz or ouvert after the skat has been taken. The soloist may not change either his discards or his announcement (except under 3.4.5). If he announces a null game that fails to justify the final bid, he must concede the loss of a suit or grand game that does justify it, taking into account all relevant multipliers.
Example: He bids 50, takes the skat, and announces 'null ouvert', worth only 46. This bid being invalid, he must lose a game worth at least 50, for example 'hearts'.
3.4.5 An incorrect announcement may be corrected immediately without penalty, provided that it does not amount to a change of suit or contract.
3.4.6 Any game announcement made when the soloist holds more or fewer than ten cards (even if he had ten and has just played one to a trick) results in loss of his game, but without penalty for schneider or schwarz.
3.4.7 A valid game announcement is irrevocable.
3.4.8 Having once made a valid game announcement, the soloist may not change or examine his discards again. If he does, he loses, but without penalty for schneider or schwarz.

The players

 
3.5.1 The three active players form two parties: the soloist on one hand, and the opponents on the other.
3.5.2 Each opponent is equally responsible for the success or failure of them both, and for errors committed and concessions made by them.
3.5.3 If playing for money, the soloist is paid for each game he wins by every participant at the table, not just the active players, and similarly pays each participant for each game he loses. (See 5.3.4).
3.5.4 A participant who is not one of the active players may not observe more than one player's hand, and has no statutory right to observe any.

The play

 

The lead

 
4.1.1 Play begins with the game announcement. After the announcement, Forehand leads to the first trick. Thereafter, the winner of each trick leads to the next.
4.1.2 A card once played may not be taken back. If the offended party demand that play continue, the error is ignored.
4.1.3 Leading out of turn ends the game. If the outcome has already been established (that is, if the soloist has already made his contract, or the opponents have taken enough card-points to beat it), then the winning party's level of win is gauged by the number of card-points it had taken in when the offence was committed. (See also 4.1.4.)
4.1.4 If anyone leads out of turn, or commits any other irregularity in play, before an outcome is established, the offending party loses only a simple game (not schneider or schwarz).
4.1.5 If an opponent commits an irregularity or concedes the game when the soloist needs to win schneider or schwarz to justify his bid, the soloist is credited with the required level of win unless the opponents have already taken enough card-points or tricks to render it demonstrably impossible. (But see 5.4.3).
4.1.6 A defaulting party is obliged to continue play if the offended party demands it. In this case the error is ignored.
4.1.7 If a card is played out of turn but this is not noticed until after after the trick has been turned down, it is deemed to have been validly played.
4.1.8 Neither opponent may warn or prevent the other from playing out of turn or committing any other such irregularity. For the appropriate procedures and penalties, see 4.1.3 to 4.1.6. (And see 4.2.9)
4.1.9 If an opponent exposes two or more of his cards simultaneously, whether by taking them from his hand or dropping one when playing to a trick or by any other means, the game ends immediately, and all remaining tricks are credited to the soloist. For the appropriate procedures and penalties, see 4.1.3 to 4.1.6.
Note. The soloist is not so restricted, but may without penalty replace an accidentally exposed card, or one drawn from his hand but not yet played to the trick, since any such exposure can only benefit the opponents.
4.1.10 Playing out of turn to the last trick may be corrected without penalty.
4.1.11 Every player at the table, even if not active in the current deal, is entitled to claim that a rule of play has been broken.

Following to a trick

 
4.2.1 The next active player to the left of the leader plays second to a trick, and both he and the third player must follow suit if possible.
4.2.2 A player who cannot follow suit may play any card.
4.2.3 If a player fails to follow suit although able to do so, a revoke is committed. A revoke ends the game in favour of the offended party and in accordance with paragraphs 4.1.3 to 4.1.6. If the offended party demand that play continue, the error must first be corrected.
4.2.4 If a revoke is not discovered until later in the play, or when it is over, the game must be retrospectively considered to have ended when the revoke was committed, and decided in accordance with paragraphs 4.1.3 to 4.1.5.
4.2.5 A revoke cannot be claimed once all the cards of both parties have been gathered together.
4.2.6 If, during the course of play following a correct deal, a player is found to have too many or too few cards in hand, whether through having played too many or too few to a trick or discarded a wrong number to the skat, the game is won by the offended party; but they cannot claim schneider or schwarz unless they can demonstrate that such was inevitable.
4.2.7 No one may pull or play a card from his hand out of turn and in such a way as might influence another person's play, otherwise the game is lost in favour of the offended party in accordance with 4.1.3 to 4.1.6.
4.2.8 If any participant exposes or examines the skat during the play, the game ends immediately in favour of the offended party and is decided in accordance with 4.1.3 to 4.1.6.
4.2.9 If any participant makes any comment or gesture that might influence another person's play, the game ends immediately in favour of the offended party and is decided in accordance with 4.1.3 to 4.1.6.

Claims and concessions

 
4.3.1 Normally, every game must be played through to the end. The soloist may, however, concede defeat at any time between the announcement of his game and the end of the first trick. The conceded game must be worth not less than the final bid when all applicable multipliers are taken into account.
4.3.2 Once the second trick has been led the soloist may concede only with the permission of at least one opponent.
4.3.3 If at least one opponent concedes defeat the game ends immediately.
4.3.4 If in a trump or grand game the soloist lays all his cards face up on the table, or otherwise exposes them, without any explanation as to how he proposes to play them, it is to be interpreted as a claim that he can win all the remaining tricks with correct play against any defence. If this claim can be disproved, then all the unplayed cards are credited to the opponents and the game is decided in accordance with 4.1.3 to 4.1.6. In a null game, the soloist by exposing his hand claims that he will lose all the remaining tricks, and if this can be shown to be incorrect then he is deemed to have lost.
4.3.5 If an opponent lays all his remaining cards face up on the table, it is to be interpreted as a claim that he alone will win all the remaining tricks. If the soloist insists on playing, and the claimant subsequently loses a trick, then that trick and all others remaining after it are credited to the soloist. The game is then decided in accordance with 4.1.3 to 4.1.6.
4.3.6 If a player throws his cards in, the game ends, and he cannot claim any more card-points than he has already taken. (But see 4.3.1.)

Tricks

 
4.4.1 A trick consists of one card from each player and ends when the third card has been dropped.
4.4.2 The trick is taken by the highest card of the suit led or by the highest trump if any are played, and is won by the party that played the winning card. The winner of a trick may lead to the next trick before gathering up the trick just won.
4.4.3 The trick must be gathered in such a way that every active player can clearly identify the last card played. If not, it must be shown on request, even if a card has been led to the next trick. Every active player is entitled to review the last trick before the next one is led.
4.4.4 Each trick won is to be stacked face down on the trick previously won by the same party, in correct order of play, to facilitate checking back in the event of a subsequent dispute. If not, the game ends in favour of the offended party in accordance with 4.1.3 to 4.1.6. (But see 4.4.5.)
4.4.5 If the soloist fails to gather one or more of his won tricks, it is to be interpreted as a claim that he will win all the remaining tricks. If the opponents subsequently win a trick, then all the tricks remaining after it are also credited to them. This provision does not apply to the opponents, who are obliged to gather up a trick they have won before leading to the next.
4.4.6 If any player exposes or examines a previous trick other than in accordance with paragraph 4.4.3, the game ends in favour of the offended party in accordance with 4.1.3 to 4.1.6.

Behaviour

 
4.5.1 The primary rule of all play is to adhere strictly to the Skatordnung in order to secure and promote uniformity of practice.
4.5.2 Every player should behave in a fair, sportsmanlike and objective manner and not seek to gain advantage by questionable practices.
4.5.3 Cards should be dealt in such a way as to prevent their faces from being seen. To avoid unnecessary complaints, players should not pick up their cards until all ten have been dealt. (See 3.2.10.)
4.5.4 Only the soloist may take or examine the skat. (See also 2.2.1, 3.3.9, 3.4.8, 4.2.8.)
4.5.5 Players must hold their cards in such a way that no other active player can identify any of them. They are forbidden to look at the face side of any other player's cards or to receive or exchange any information as to their identity.
4.5.6 Each player must check that he has received the right number of cards at the end of the deal, and in the event of error must claim it before the end of the auction. (See 3.2.9.)
4.5.7 Each party must gather its own tricks up.
4.5.8 No one may count the card-points or trumps out loud. (See 4.2.9.)
4.5.9 A player may not withdraw from the table in the middle of a round, only at the end, and he must announce his intention of doing so before the round begins.
4.5.10 Any claim that a rule of the game or a tournament regulation has been breached must be addressed immediately. In the event of dispute a referee should be called upon to make judgement. Objection to a referee's decision must be made before the end of the session. A board of referees must settle the matter before the tournament results are announced. (See also Tournament Rules, 7.3.3).

Game values

 

Base values

 
5.1.1 Every suit and grand game has a base value, namely: diamonds 9, hearts 10, spades 11, clubs 12, grand 24. (See 5.2.6).
5.1.2 Every null game has a invariable game value, namely Null 23, Null hand 35, Null ouvert 46, Null ouvert hand 59.

Multipliers and winning criteria

 
5.2.1 The game value of a suit or grand consists of its base value (5.1.1) multiplied by the sum of a number of playing factors ('multipliers'), as shown in this table.
In a skat exchange game: count the number of tops being played 'with' or 'without'
plus 1for game (taking at least 61 card-points)
plus 1for schneider (taking at least 90 card-points)
plus 1for schwarz (winning all ten tricks)
In a hand game: count the number of tops being played 'with' or 'without'
plus 1for game
plus 1for schneider (taking at least 90 card-points)
plus 1for schwarz (winning all ten tricks)
plus 1for playing from the hand
plus 1for predicting schneider as part of the contract
plus 1for predicting schwarz as part of the contract
plus 1for playing ouvert (with schwarz predicted)
5.2.2 The soloist wins a simple game if he takes ast least 61 card-points in tricks, including any contained in the skat.
5.2.3 A party is schneidered when it takes 30 or fewer card-points in tricks.
5.2.4 A party is schwarz when it fails to win any trick. (Winning one or more tricks that contain no card-points constitutes only schneider, not schwarz.)
5.2.5 The multipliers for schneider and schwarz predicted count only if the soloist in fact predicted them as part of his game announcement.
  • If he fails to achieve the level predicted, he loses the game, and must count at least the number of multipliers that would have applied had he won it.
  • If he achieves a higher level than predicted, he counts the additional multiplier for the higher level of achievement.
  • If he fails to fulfil his prediction and is himself schneidered, he is not penalised by a multiplier for the fact of being schneidered, but counts only the number of multipliers that would have applied had he fulfilled his contract.
5.2.6 The soloist may only play ouvert when playing from the hand and with schwarz predicted – that is, it includes an undertaking to win every trick.
5.2.7 The soloist wins a null game by losing every trick.
5.2.8 A party claiming credit for schneider or schwarz must, in the event of dispute, demonstrate that it has in fact been achieved.

Scoring

 
5.3.1 The score for a won or lost game is expressed in game-points. Apart from null games, which have invariable values, the score for a suit or grand game is found by multiplying its base value by the relevant number of multipliers.
5.3.2 The relevant number of multipliers always includes the number of tops that the soloist played 'with' or 'without', plus 1 for game or 2 for schneider or 3 for schwarz.
5.3.3 Only the absolute number of tops count: it makes no difference whether the soloist is playing 'with' or 'without' them.
5.3.4 The score or payment for a lost game, whether played with the skat or from the hand, is doubled before being put into effect. This doubling may not be taken into account as a way of increasing the value of a lost game to the level of the final bid.

Overbidding

 
5.4.1 A game is overbid if the skat contains a top trump whose effect is to reduce the value of the soloist's game to below the level of his bid. In this case the value of his lost game must, before being doubled, be increased by as many extra multipliers as may be necessary to justify the bid. The note 'over-bid' should be marked on the scoresheet to indicate this fact.
Example: Bid 50; J in the skat; 'hearts' announced; game entry 'Hearts, with 1, overbid = -100 points.
5.4.2 The conditions of 5.4.1 apply even if the game was played from the hand and the devaluing trump not discovered until end of play.
Example: The soloist takes the bidding at 36, announces 'Hearts hand' on the apparent basis of being 'without three', makes his contract with 61 card-points, then turns the skat and finds the J. He loses not 36 points doubled but 40 points doubled (80). (If he had taken 90+ card-points, however, his game would be increased by an additional multiplier to 'with one, game two, hand three, schneider four, times hearts 40', thereby justifying his bid.)
5.4.3 If the soloist needs to win at a higher level (schneider or schwarz) to justify his bid, and it is obvious even before the first trick that such a level cannot possibly be reached, he cannot be credited with a win even if the opponents commit an infraction of the rules.

Scorekeeping

 
5.5.1 Every game (other than one that was passed out) is to be recorded as a win or a loss for the soloist, the appropriate number of game-points being added to or subtracted from his current accumulated total. This facilitates a constant comparison of the participants' relative standing.
5.5.2 In tournament play a record must also be kept of the base value of each game won or lost, together with the relevant number of tops and other appropriate multipliers, or, in the case of null, with the specific contract played.
5.5.3 Any correction to a faulty entry may be made only with the agreement of all participants and up to the end of the current session. Otherwise, see Tournament rule 7.2.5.
5.5.4 If the game is played for money the stakes must be agreed beforehand. Each game point may be valued at 1 penny (pfennig, cent, etc) or any agreed fraction thereof (typically 1/10, 1/4, 1/2). Fractional amounts are rounded upwards. The penalty for a lost game is rounded up before being doubled. (See Tournament rule 9.2.)
5.5.5 At the end of the last round final settlements may be computed from individual scores as illustrated in the accompanying table (assuming a basis of 1p per point).
Example of settlement
 Players:ABCD 
a.Individual totals19633-1285= 302
b.× number of participants (4)784132-48340 
c.Overall totals (sum of line a)302302302302 
d.Settlement = (b) minus (c)482-170-35038pence
   If all minus-points exceed all plus-points, line (a) will yield a negative total, and line (d) a settlement equivalent to (b) plus (c).
   Alternatively, each possible pair of players may settle on the basis of their individual scores as shown in the table of transactions below. For example, Player A will receive from B 163 (+196 - 33), from C 208 (196 - (-12)), and from D 111 (196 - 85), total 482.
 ABCD
A163-208-111
B+163-45+52
C+208+45+97
D+111-52-97
 +482-17-350+38

Game values

 
5.6.1
18 = 2108 = 12
20 = 2108 = 9
22 = 2110 = 11
23 = null117 = 13
24 = 2120 = 12
27 = 3120 = 10
30 = 3120 = G5
33 = 3121 = 11
35 = n.h.126 = 14
36 = 4130 = 13
36 = 3132 = 12
40 = 4132 = 11
44 = 4135 = 15
45 = 5140 = 14
46 = n.o.143 = 13
48 = 4144 = 16
48 = G2144 = 12
50 = 5144 = G6
54 = 6150 = 15
55 = 5153 = 17
59 = n.o.h154 = 14
60 = 6156 = 13
63 = 7160 = 16
66 = 6162 = 18
70 = 7165 = 15
72 = 8168 = 14
72 = 6168 = G7
72 = G3170 = 17
77 = 7176 = 16
80 = 8180 = 18
81 = 9168 = 15
84 = 7187 = 17
88 = 8192 = 16
90 = 10192 = G8
90 = 9198 = 18
96 = 8204 = 17
96 = G4216 = 18
99 = 11216 = G9
99 = 9240 = G10
100 = 10264 = G11
The accompanying table shows all possible game values, with the appropriate number of multipliers. The lowest possible is 18 (diamonds, with or without 1, game 2, times diamonds 9). The highest possible suit game is 216 (clubs, with 11, game 12, hand 13, schneider 14, predicted 15, schwarz 16, predicted 17, ouvert 18, times 12 = 216). The highest possible grand is 264 (with 4, game 5, hand 6, schneider 7, predicted 8, schwarz 9, predicted 10, ouvert 11, times 24 = 264).