It wasn't until my last year at the seminary that I fell in among a group of guys who loved playing the game. They taught me their peculiar version of it. I'm sure there are thousands of variants of the game's rules. Originally played on German playing cards (which have hearts, acorns, leaves, and bells instead of hearts, diamonds, spades, and clubs, and Obers and Unters instead of Queens and Jacks), the game must undergo some degree of alteration just to be played with French-style cards like we use in the U.S.

NOT "SHEEPSHEAD"??
All right, let's start with what the name of the game means. Conventional wisdom holds that the name Schafkopf (sometimes, improperly, Schafskopf) means "sheep's head." It's possible that even native German speakers interpret it that way, since Schaf is indeed German for sheep. But Wiki, among other sources, claims that the name was originally derived from the verb schaffen, "to work," suggesting a meaning like "Work the Head." I think there may be something to this. For Schafkopf really does put one's brain through its paces.
Perhaps this is why it was a favorite game among the most insufferably clever students at my alma mater (among whom I cheerfully number myself). One tended to think of it as a subject fraught with paradoxes, riddles, rituals, and symbols. We didn't teach the game to newcomers; we catechized them. We didn't debate the rules; we engaged in mystagogical casuistry. The gentleman who habitually kept score literally kept it: notebooks full of the minutes of our games that, as far as I know, he may still possess 10 years since. When a member of our circle was observed using a particular gambit time after time, we named it after him. When a particular game had an unexpected outcome, we discussed it long afterward. The sacred mysteries of Schafkopf were only revealed to an outsider upon the consensus of our circle. In a mildly facetious way, we acted somewhat like a gnostic cult. Was this because we were seminarians with too much time on our hands? Maybe. But at the time, I had the sense that the game had always been passed along that way. You could say it made for an interesting study of the transmission of oral tradition.

Now, while your mind is reeling from these strange concepts, you are given a memory-work assignment. First, memorize this sequence: ♣–♠–♥–♦. That's really important! Why? Because the top four most powerful cards are the Queens, and the next four after them are the Jacks. If you ever want to understand which Queen or Jack on a trick beats the others, you have to know the sequence ♣–♠–♥–♦, in order from strongest to weakest.
Second, learn by heart the following sequence: A-10-K-9-8-7. This is the descending order of strength of all the other cards below the Queens and Jacks. Also, Diamonds beat the other three suits because they are (almost always) trump. Clubs, Hearts, and Spades are just suits. As you play trick after trick, try to remember to follow suit. But at the same time expect to be trumped; for there are only 6 cards in each "off-suit," and with 4 players chances are good that someone will trump your ace.
Take a moment now to let these preliminary ideas sink in for a bit. Good. Now perhaps you're ready for...
THE RULES OF THE GAME
1. WHO YOU NEED: Four players. If you only have three players, endeavor to find a fourth by whatever means are necessary. If you have five, six, or even seven players, you will have to take turns "sitting out" a hand--which could make the game last a good deal longer. Once you get to eight players... *head smack* ...start a second game!
3. WHAT HAPPENS FIRST: The dealer divides the cards between the 4 players. Each player should get exactly 8 cards. Now, before beginning to play, pause a moment to give each player an opportunity to make a bid, starting with the player on the dealer's left and going around the table clockwise. If it's your turn to bid and you don't have at least one black queen in your hand, the wisest bid is "Pass." If you do have a black queen, you may simply start the first trick by laying down any card. A common opening gambit is to lay down the black queen, but this isn't required. Everyone at the table will immediately understand that you have one of the two most powerful cards. At this point, only one person knows who your partner is--namely, the person holding the other black queen. The rest of you may deduce his identity from the cards he throws, but since table talk is bad form, his only way of openly declaring himself is to play his black queen. And that might not happen until the last trick!
This isn't the only way things can go, however. Instead of playing the opening card, a player holding a black queen might also say "Pass" and yield the lead to his partner. If all four players say "Pass," the dealer must shuffle the deck and re-deal. This could happen, for instance, if the holders of the black queen have otherwise weak hands.
A third possibility is that a single player holds both black queens. In such an event, the offensive player can put out a "call" for the ace of any suit besides diamonds--provided he has at least one card of that suit, but not the ace. Whichever player does have that ace will be his partner, but is not to announce himself in any way or play the ace unless: (1) a card of that suit leads the trick, or (2) it is the last trick. Other than that, the hand is played just like in "standard mode."
A fourth possibility is that any player might declare a "solo" hand. There are numerous possible varieties of these, most of them pitting one player on offense against three on defense. Here are several such varieties that I think could inject some spicy variables into the standard "Surprise! You're My Partner" mode of the game.

- "Solo": Just like a standard hand of Schafkopf, except three players are defending against one.
- "Heart Solo" or "Club Solo" or "Spade Solo": The offensive player declares a suit other than diamonds to be trump.
- "Ober": Only the queens are trump. ("Ober" is the equivalent of queens in German card decks.) The jacks rejoin their respective suits below kings and above 9s.
- "Unter": Only the jacks are trump. ("Unter" is German for jacks.) The queens rejoin their respective suits under kings and above 9s.
- "Diamond Ober," "Heart Ober," "Club Ober," or "Spade Ober": Both queens and the suit named by the offense are trump; jacks are not.
- "Diamond Unter," etc.: Both jacks and the suit named are trump; queens are not.
- "No Trump": All four suits are used with A-10-K-Q-J-9-8-7 in descending order of power.
- "Blind": This can be combined with any of the above solo modes. Instead of playing one against three, the offensive player plays against two defenders while the fourth player sits out. Though this "silent partner" does nothing, he shares the same risks and the rewards as the solo offense. The fact that he doesn't play the cards dealt him can yield surprises to players skilled in "reading" a hand. (FYI, this variant, with all the standard trump cards, is the only type of "solo" hand my school chums ever allowed.)
- "Tout": This can also be combined with any of the above solo modes. When the soloist declares "Tout" (French for "all"), he means that he intends to take all eight tricks. If anyone else takes a trick, the offense "goes set" and loses his score for the hand. If, however, he makes good on this bid, his risk is rewarded by a scoring bonus (see below).

5. WHAT HAPPENS AT THE END: Each team (offense and defense) counts the point value of the cards in the tricks they won. Points are assigned to the cards as follows: A=11, 10=10, K=4, Q=3, J=2. (More memory work!) The scorekeeper then awards bars (each bar being one side of a square) to each player on both sides, based on the number of points he and his partner(s) captured. For winning a "Schneider," 30+ points (defense) or 31+ (offense), they get one bar. For a score of at least 60 (defense) or 61 (offense) they get two bars. For taking all eight tricks (a "Schwartz"), they get three bars. And for making good on a "Tout" bid, they get four bars (the equivalent of a full square). Zero bars are awarded to players whose team failed to achieve a "Schneider" or who went set on a "Tout" bid, regardless of how many card-counting points they captured.
After scores for the hand are recorded, the next player in line to deal shuffles the cards, etc. Game-play continues until at least one player accumulates at least 12 bars (3 squares), at which time the player with the highest score is declared the winner. In the event of a tie, additional hands may be played until the tie is broken.

2 comments:
I love the game. I play ischafkopf on the iphone. Skat is also fun. nice post. thanks
Rick in California
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