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Doppelkopf

Each suit contains two each of A K Q J 10 9. In most contracts, the cards rank, from high to low:

Cards values:

   A = 11    10 = 10    K = 4    Q = 3    J = 2
making a total of 240 card points.

Each player in turns states either that they have a "Healthy Hand" or "Have reservations":

Normal Game

Special Games

Ranking of the Special Games (1 high):
  1. Solo [recommended if you have an unusually strong hand]
    (1 against 3) comes in 4 varieties:
      Ace Solo - no trump, all suits A - 9 (vegetarian)
      Jack Solo - only jacks are trumps ranking club spade heart diamond
      Queen Solo - only queens are trumps ranking club spade heart diamond
      Trump Solo -
      • Declarer names trump suit. If diamonds, has no effect.
      • Otherwise, swap the named suit for diamonds as trumps.
      • If hearts named, the 10's are still the highest trumps.
  2. Poverty [if your hand is very weak]
  3. Marriage [if you have both Queens of Clubs, but hand not strong enough for Solo]

Play

1. Must follow suit, may play anything if cannot.
2. Trumps form their own suit.
3. With identical cards, the first played wins.
4. The main team tries to take 121+ points. If they do, each member gets 1 point and each opponent loses 1 point.
5. The opposition tries to take 120+ points. If they do, each member gets 2 points and each opponent loses 2 points.
6. A member of the main team can announce "Re" if holding 11 or more cards. This makes the game worth 2 extra points.
7. A member of the opposition team can announce "Kontra" if holding 11 or more cards. This makes the game worth 2 extra points.
8. If the other team is held below various point levels, the opposition gets 1 extra point according to the following schedule (cumulative). In addition, if this is correctly predicted by the winning side, they receive an additional point. However, predictions cannot come later than indicated below. A prediction cannot be made unless the previous prediction has been made and the very first one made must be either a "Re" or "Kontra". 9. Any failed prediction means that that side loses everything -- they pay the other side all of the points they stood to win.
10. Catching a Fox: A team that captures the opponents' Ace of Diamonds gets a point. Leave it up as a reminder. Turn it over if it later turns out to come from partner.
11. Charlie Miller: Score a point if winning the last trick with the Jack of Clubs. Lose a point if the card is lost to the opponents.
12. Doppelkopf (Double Head): Winning a trick where all cards are 10's or Aces is worth a point. Leave a 10 face up as reminder.
13. These special bonuses apply to both players in the team. Fox and Charlie are not allowed in solo games.

Also ...

See complete rules at the Card Games Website.
Tue Sep 4 12:33:21 PDT 2001
Rick Heli