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Skit Skat Card Game Rules

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Skat is a trick-taking card game designed for 3 players. However, the game is also often played by 4 players with 3 players active in each hand. When played by four, the fourth player usually takes the part of the dealer and does not take part in the actual play of the hand. After the cards are shuffled, starting with their left, the dealer passes each player cards one at a time until everyone has three cards. After each player has a full hand, the top card of the deck is flipped over, this will start the discard pile. Discards piles are kept ‘squared up,' so that the top card is visible and free to be taken.

Skat Tips & Hints: Bidding and game play considerations.

Game Of Skat

Skat isn't the type of game where you can lay out a straight-forward strategy and stick to your guns. It's not like blackjack, where the numbers on each visible card determines every move you make. If it were, it would be so much easier!

But alas, no – it's not that simple. Skat is a complex card game filled with unknown variables. Making the right choices is something that comes more with experience and educated guesses than anything else.

Basic Skat Card Game Strategies

The following tips are geared towards helping beginners and intermediate players recognize various situations and make the best decisions not on certainty, but on the most probable outcomes. We'll cover bidding situations and game, both as a declarer and defender.

Skat Bidding Tactics

When it comes to bidding, there are many aspects to be considered. The more you play, the easier they'll come. But to get you started…

  1. Examine all options! Suits aren't the only contracts. Always look for Grand first. These hands are your bread and butter, and can be easier to win than most players thinks. Also consider Nulls, and weigh your odds of Hand and Open play.

  2. Don't just judge how may tricks you can win, but how many you think you'll lose. If it's more than 4, be cautious. If 3 or less, consider playing Hand for the extra multiplier.

  3. When bidding a Grand contract, playing Forehand can be critical. Count how many points you're guaranteed to catch, including Jacks, Aces and 10s.

  4. When bidding a Null contract, examine all your danger cards. It's okay to have one danger card, like a low Jack, so long as you have something to protect it until you can sluff it off.

  5. Never anticipate total help from the Skat. Odds are you might get one helpful card, not two. Play Hand whenever possible for the extra multiplier.

  6. The largest benefit of taking the Skat is often not the cards that are in it, but those that you can throw in it as discards. Try to deplete an entire suit from your hand. By doing so, you can easily snag the Ace and maybe 10 of that suit with trump.

Tips for Skat Contractors (Solo)

  1. Try to lay off your colors (non-trumps) first. Save the trumps for bigger points at the end. It' snot worth running out of trumps early to catch 5-10 points.

  2. Lead trumps as needed to draw out the rest. Start with a high trump you can catch, then a low trump to draw high ones, then another high to pull in the stragglers.

Game

Strategies for Skat Defenders

  1. Remember, you have a partner here. Work as a team!

  2. Get the declarer playing in the middle. This way, if the first defender has the trick, the second defender can lay off points.

  3. Play with the intent of forcing the declarer to use all of his trumps as early as possible, but save your Aces and 10s for the finish. With trumps depleted, gaining control with high cards to finish will net you all the big points at the end.

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There's much more to learn about this popular Canadian card game. Use the links below for additional information:

Want to learn even more about this fascinating card game? Check out the following links…

  • How to Play Skat (Official Rules)

Bored ? Try Popular Canadian Card Games Online

Royal Vegas Canada offers a good selection of games: everything from Texas Hold'em, video slots, Omaha, 7 card stud, to Limit Hold'em and blackjack. Safe, and fun.

Visit http://RoyalVegas.ca

This page is based on contributions from many players including Eric Kent, Paul Welty, Duine Buile, Jim Black, William Priester Jr., Monty Martin and Kent Hamilton.

  • Play

Introduction

This is a simple draw and discard game, suitable for players of all ages. Players have a three card hand and the aim is to collect cards in a single suit worth 31 points or as near as possible to that total. It is played in the USA, the UK and perhaps other places. In the USA it has various names including Scat, 31, Blitz, Cabbage, Cadillac, Kitty, High Hat and Geronimo. Some of these names can cause confusion with other games:

  • This Scat has no connection whatever with the German national card game Skat;
  • There are at least two other games called 31:
    • the German game 31, also known as Schwimmen, Schnauz or Hosen 'runter, which is like the game on this page, except that cards are swapped with a central pool of three cards, rather than using a draw and discard mechanism;
    • the Greek banking game 31, which is similar to 21 except that the object is to draw cards adding as near as possible to 31 without exceeding it.
  • This Blitz is not to be confused with Dutch Blitz, which is a version of Racing Demon, sometimes played with special cards.

Eric Kent learned the game in the late 70's from older siblings, who had in turn learned it from friends visiting from the UK, and they called it Ride the Bus, and used a somewhat different method of keeping score.

Players

From 2 to 9 or more people can play. Eric Kent suggests that the game is perhaps best when played with 3 players, but it should also work well with a larger group.

Cards and their value

A standard 52 card deck is used. For scoring hands, the Ace is worth 11 points, the Kings, Queens, and Jacks are worth 10, and all other cards are worth their pip value.

The value of a three card hand is calculated by adding up the value of the cards held in any one suit. So if you have three cards of the same suit, you can add up all three. If only two cards are in the same suit you can add those, or use the value of the odd card if it is higher than the sum of the other two. If you have three different suits the value of your hand is the value of the highest card in it. The maximum hand value is 31, consisting of the ace and two ten-point cards in the same suit.

Examples:
K-8-5: value 23 (sum of all 3 cards)
Q-9-8: value 17 (9 + 8)
Game
A-6-4: value 11 (the ace is worth more than the spades)
J-7-4: value 10 (the jack)

Deal

Determine the first dealer in any manner you desire. The turn to deal passes on clockwise after each hand. The cards are shuffled and are dealt out one at a time, starting with the player to dealer's left and continuing clockwise until everyone has a hand of three cards.

The next card is turned face up on the table to start the discard pile, and the remaining undealt cards are placed face down next to it to form the draw pile or stock. During play, the discard pile is always kept 'squared up' so that only the top card is visible and available to be taken.

Play

The player to dealer's left begins and the turn to play passes clockwise around the table. A normal turn consists of:

  1. drawing the top card either from the stock pile (without showing it to the other players) or from the discard pile;
  2. discarding one card face up on top of the discard pile.

Note that if you choose to take the top card from the discard pile, it is illegal to discard the same card, leaving the position unchanged. You must keep the card you took and discard one of the cards that was previously in your hand. However, if you draw the top card of the stock, you are free to discard the card that you drew onto the discard pile, leaving your hand unchanged.

Knocking

If at the start of your turn, you believe that your hand is not the lowest and that at least one other player will be unable to beat your hand even if they are allowed one more turn, you can knock instead of drawing a card. Knocking ends your turn. You must keep the hand you had at the start of that turn, but each other player gets one final turn to draw and discard. After the player to the knocker's right has discarded, all players reveal their cards. Each player decides which suit is their point suit, and totals up their cards in that suit.

The player with the lowest hand value loses a life. If there is a tie involving the knocker, the other player(s) lose a life, but the knocker is safe. If the knocker's score is lower than that of every other player, the knocker loses two lives. If there is a tie for lowest between two or more players other than the knocker, then both (all) of those players lose a life.

Skit skat card game rules

There is just one case where it is possible to pick up your own discard. This happens when there are only two players left in the game and your opponent knocks. The card you discarded just before the knock is still on top of the pile, so it is now available for you to take back if you want it - for example if you had just broken up a suit for tactical reasons you can now restore it.

Declaring 31

Skit skat card game rules games

If after drawing and discarding a player achieves hand value of 31, they show their cards immediately and claim victory. In this case all the other players lose a life. A player who makes 31 after another player has knocked still declares it and every other player including the the knocker loses one life.

A player who is dealt 31 in their original three cards declares it - there is no play and all the other players lose a life. If it happens that two or more players get 31 on the initial deal then all the players other than those with 31 lose.

A player who has 31 in their hand and does not declare it as soon as they make it or are dealt it cannot claim it later. An undeclared 31 in a player's hand effectively counts as 30 - if another player declares 31 the holder of the undeclared 31 will lose a life along with the other players.

Draw pile exhausted

If the stock runs out the play can continue as long as each player wishes to take the previous player's diuscard. If the player whose turn it is does not wish to draw the top discard, the play ends and all players show their cards and the hand is scored. If no one has knocked then the player who has the lowest score loses one life, or if there is a tie all the players with the lowest score lose a life.

Scoring

The normal way of scoring in Scat is that each player begins the game with three pennies. When you lose a life, you have to put one of your pennies into the kitty in the centre of the table. If you knock and lose, having the sole lowest hand, you pay two pennies (if you have that many).

If someone declares 31, all the other players have to put a penny in the kitty. If someone declares 31 after another player has knocked, the knocker just pays one penny, like everyone else.

If you have no money left, having lost all three of your pennies, you are said to be 'on the county' (meaning receiving charity from the county, etc.), or 'on poverty', 'on your face', 'on your honour', 'on welfare' or 'floating'. If you lose while on the county, you are out of the game. If you lose two lives when you only have one penny you are also out of the game. The game continues until only one player has not been eliminated, and that player is the winner.

There is a theoretical possibility of a draw if all the remaining players are on the county, the draw pile runs out before anyone knocks or makes 31, and all remaining players have equal scores. If this unlikely situation were to arise and it was necessary to determine a winner, the hand would have to be replayed.

Variations

Some play that in case of a tie for lowest score between a knocker and one or more other players, the knocker loses two lives while the other players in the tie lose one life. If a player declares 31 after a knock, the player with 31 is safe, knocker loses two lives and the other players each lose one life. In this variant it is possible for all the remaining players to lose their last life simultaneously, in which case those players play another hand (in which they will all be on their honour / on the county) to break the tie.

Some play that in a tie involving the knocker, only the knocker loses.

Some play that a knocker who has the lowest score only loses one life, not two.

Some play that 3-of-a-kind of any rank counts as 30 (or 30.5) points. When it counts 30, it ties with three ten-point cards of the same suit. If it counts 30.5, it beats all hands except a 31.

Rarely, people play that any straight-flush (three cards of the same suit in sequence) is worth 30 (except for A-K-Q, which is 31).

Some play that there is a minimum score with which you are allowed to knock - for example 17, 19 or 21. Some play that a knock is only allowed by a player who has three cards of the same suit.

Some players have recommended a variant in which instead of drawing, the very first player, to the left of the dealer, has the option to call a 'hammer'. This is also known as 'knocking under the gun'. Everyone must show their cards - no one gets to draw a card - and the hand is scored exactly like a knock. If the first player, the one who called for the cards to be exposed, has the lowest hand value, they lose two lives - otherwise the player with the lowest score loses a life. If anyone was lucky enough to be dealt 31 all the other players lose a life. Obviously, this round of the game takes very little time, thus speeding up the game. Some play a version of this known as 'throw-down' or 'shotgun' where the first player must decide before looking at their cards whether or not to call for an immediate showdown in which everyone reveals their cards and the worst hand loses as above.

Kent Hamilton describes a variant Cadillac in which each player begins with four nickels. A player losing a life pays a nickel to the pot, a player who has no nickels is on poverty and a player who loses a life when on poverty is out of the game. If the knocker ties with one or more other players for lowest hand the knocker loses two lives and the others lose nothing. A hand worth 31 is declared by calling 'Cadillac' and every other player loses a life. Three Aces make a 'Grand Cadillac' worth 33 points - this is declared in the same way as a Cadillac and each other player loses a life. Three-of-a-kind of a rank other than Aces is worth 30 points.

Angie Barry described a variant called GIN is which a knock is a promise to have the highest score. The three lives are represented by the letters of the word 'gin' and a player who has all three letters is out of the game. After a knock each of the other players takes a turn and if after this the knocker's hand is highest or equal highest, everyone except the knocker gets a letter. If another player beats the knocker, the knocker gets a letter. A player who has 31 declares it and everyone else gets a letter. In this variant a three-of-a-kind is worth 30.5 points.

Ride the Bus has a different way of keeping track of wins and losses. All players start out 'seated' at the back of the bus. Players who lose a hand move toward the front in a sequence. The sequence is usually: first, you stand at the back of the bus, then you are in the middle of the bus, then at the front of the bus, then you are on the stairs, then you are off the bus. Players who are no longer 'riding the bus' are out of play. Winning a hand simply keeps your position; you do not move back a step if you win a hand.

Card

Strategies for Skat Defenders

  1. Remember, you have a partner here. Work as a team!

  2. Get the declarer playing in the middle. This way, if the first defender has the trick, the second defender can lay off points.

  3. Play with the intent of forcing the declarer to use all of his trumps as early as possible, but save your Aces and 10s for the finish. With trumps depleted, gaining control with high cards to finish will net you all the big points at the end.

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There's much more to learn about this popular Canadian card game. Use the links below for additional information:

Want to learn even more about this fascinating card game? Check out the following links…

  • How to Play Skat (Official Rules)

Bored ? Try Popular Canadian Card Games Online

Royal Vegas Canada offers a good selection of games: everything from Texas Hold'em, video slots, Omaha, 7 card stud, to Limit Hold'em and blackjack. Safe, and fun.

Visit http://RoyalVegas.ca

This page is based on contributions from many players including Eric Kent, Paul Welty, Duine Buile, Jim Black, William Priester Jr., Monty Martin and Kent Hamilton.

  • Play

Introduction

This is a simple draw and discard game, suitable for players of all ages. Players have a three card hand and the aim is to collect cards in a single suit worth 31 points or as near as possible to that total. It is played in the USA, the UK and perhaps other places. In the USA it has various names including Scat, 31, Blitz, Cabbage, Cadillac, Kitty, High Hat and Geronimo. Some of these names can cause confusion with other games:

  • This Scat has no connection whatever with the German national card game Skat;
  • There are at least two other games called 31:
    • the German game 31, also known as Schwimmen, Schnauz or Hosen 'runter, which is like the game on this page, except that cards are swapped with a central pool of three cards, rather than using a draw and discard mechanism;
    • the Greek banking game 31, which is similar to 21 except that the object is to draw cards adding as near as possible to 31 without exceeding it.
  • This Blitz is not to be confused with Dutch Blitz, which is a version of Racing Demon, sometimes played with special cards.

Eric Kent learned the game in the late 70's from older siblings, who had in turn learned it from friends visiting from the UK, and they called it Ride the Bus, and used a somewhat different method of keeping score.

Players

From 2 to 9 or more people can play. Eric Kent suggests that the game is perhaps best when played with 3 players, but it should also work well with a larger group.

Cards and their value

A standard 52 card deck is used. For scoring hands, the Ace is worth 11 points, the Kings, Queens, and Jacks are worth 10, and all other cards are worth their pip value.

The value of a three card hand is calculated by adding up the value of the cards held in any one suit. So if you have three cards of the same suit, you can add up all three. If only two cards are in the same suit you can add those, or use the value of the odd card if it is higher than the sum of the other two. If you have three different suits the value of your hand is the value of the highest card in it. The maximum hand value is 31, consisting of the ace and two ten-point cards in the same suit.

Examples:
K-8-5: value 23 (sum of all 3 cards)
Q-9-8: value 17 (9 + 8)
A-6-4: value 11 (the ace is worth more than the spades)
J-7-4: value 10 (the jack)

Deal

Determine the first dealer in any manner you desire. The turn to deal passes on clockwise after each hand. The cards are shuffled and are dealt out one at a time, starting with the player to dealer's left and continuing clockwise until everyone has a hand of three cards.

The next card is turned face up on the table to start the discard pile, and the remaining undealt cards are placed face down next to it to form the draw pile or stock. During play, the discard pile is always kept 'squared up' so that only the top card is visible and available to be taken.

Play

The player to dealer's left begins and the turn to play passes clockwise around the table. A normal turn consists of:

  1. drawing the top card either from the stock pile (without showing it to the other players) or from the discard pile;
  2. discarding one card face up on top of the discard pile.

Note that if you choose to take the top card from the discard pile, it is illegal to discard the same card, leaving the position unchanged. You must keep the card you took and discard one of the cards that was previously in your hand. However, if you draw the top card of the stock, you are free to discard the card that you drew onto the discard pile, leaving your hand unchanged.

Knocking

If at the start of your turn, you believe that your hand is not the lowest and that at least one other player will be unable to beat your hand even if they are allowed one more turn, you can knock instead of drawing a card. Knocking ends your turn. You must keep the hand you had at the start of that turn, but each other player gets one final turn to draw and discard. After the player to the knocker's right has discarded, all players reveal their cards. Each player decides which suit is their point suit, and totals up their cards in that suit.

The player with the lowest hand value loses a life. If there is a tie involving the knocker, the other player(s) lose a life, but the knocker is safe. If the knocker's score is lower than that of every other player, the knocker loses two lives. If there is a tie for lowest between two or more players other than the knocker, then both (all) of those players lose a life.

There is just one case where it is possible to pick up your own discard. This happens when there are only two players left in the game and your opponent knocks. The card you discarded just before the knock is still on top of the pile, so it is now available for you to take back if you want it - for example if you had just broken up a suit for tactical reasons you can now restore it.

Declaring 31

If after drawing and discarding a player achieves hand value of 31, they show their cards immediately and claim victory. In this case all the other players lose a life. A player who makes 31 after another player has knocked still declares it and every other player including the the knocker loses one life.

A player who is dealt 31 in their original three cards declares it - there is no play and all the other players lose a life. If it happens that two or more players get 31 on the initial deal then all the players other than those with 31 lose.

A player who has 31 in their hand and does not declare it as soon as they make it or are dealt it cannot claim it later. An undeclared 31 in a player's hand effectively counts as 30 - if another player declares 31 the holder of the undeclared 31 will lose a life along with the other players.

Draw pile exhausted

If the stock runs out the play can continue as long as each player wishes to take the previous player's diuscard. If the player whose turn it is does not wish to draw the top discard, the play ends and all players show their cards and the hand is scored. If no one has knocked then the player who has the lowest score loses one life, or if there is a tie all the players with the lowest score lose a life.

Scoring

The normal way of scoring in Scat is that each player begins the game with three pennies. When you lose a life, you have to put one of your pennies into the kitty in the centre of the table. If you knock and lose, having the sole lowest hand, you pay two pennies (if you have that many).

If someone declares 31, all the other players have to put a penny in the kitty. If someone declares 31 after another player has knocked, the knocker just pays one penny, like everyone else.

If you have no money left, having lost all three of your pennies, you are said to be 'on the county' (meaning receiving charity from the county, etc.), or 'on poverty', 'on your face', 'on your honour', 'on welfare' or 'floating'. If you lose while on the county, you are out of the game. If you lose two lives when you only have one penny you are also out of the game. The game continues until only one player has not been eliminated, and that player is the winner.

There is a theoretical possibility of a draw if all the remaining players are on the county, the draw pile runs out before anyone knocks or makes 31, and all remaining players have equal scores. If this unlikely situation were to arise and it was necessary to determine a winner, the hand would have to be replayed.

Variations

Some play that in case of a tie for lowest score between a knocker and one or more other players, the knocker loses two lives while the other players in the tie lose one life. If a player declares 31 after a knock, the player with 31 is safe, knocker loses two lives and the other players each lose one life. In this variant it is possible for all the remaining players to lose their last life simultaneously, in which case those players play another hand (in which they will all be on their honour / on the county) to break the tie.

Some play that in a tie involving the knocker, only the knocker loses.

Some play that a knocker who has the lowest score only loses one life, not two.

Some play that 3-of-a-kind of any rank counts as 30 (or 30.5) points. When it counts 30, it ties with three ten-point cards of the same suit. If it counts 30.5, it beats all hands except a 31.

Rarely, people play that any straight-flush (three cards of the same suit in sequence) is worth 30 (except for A-K-Q, which is 31).

Some play that there is a minimum score with which you are allowed to knock - for example 17, 19 or 21. Some play that a knock is only allowed by a player who has three cards of the same suit.

Some players have recommended a variant in which instead of drawing, the very first player, to the left of the dealer, has the option to call a 'hammer'. This is also known as 'knocking under the gun'. Everyone must show their cards - no one gets to draw a card - and the hand is scored exactly like a knock. If the first player, the one who called for the cards to be exposed, has the lowest hand value, they lose two lives - otherwise the player with the lowest score loses a life. If anyone was lucky enough to be dealt 31 all the other players lose a life. Obviously, this round of the game takes very little time, thus speeding up the game. Some play a version of this known as 'throw-down' or 'shotgun' where the first player must decide before looking at their cards whether or not to call for an immediate showdown in which everyone reveals their cards and the worst hand loses as above.

Kent Hamilton describes a variant Cadillac in which each player begins with four nickels. A player losing a life pays a nickel to the pot, a player who has no nickels is on poverty and a player who loses a life when on poverty is out of the game. If the knocker ties with one or more other players for lowest hand the knocker loses two lives and the others lose nothing. A hand worth 31 is declared by calling 'Cadillac' and every other player loses a life. Three Aces make a 'Grand Cadillac' worth 33 points - this is declared in the same way as a Cadillac and each other player loses a life. Three-of-a-kind of a rank other than Aces is worth 30 points.

Angie Barry described a variant called GIN is which a knock is a promise to have the highest score. The three lives are represented by the letters of the word 'gin' and a player who has all three letters is out of the game. After a knock each of the other players takes a turn and if after this the knocker's hand is highest or equal highest, everyone except the knocker gets a letter. If another player beats the knocker, the knocker gets a letter. A player who has 31 declares it and everyone else gets a letter. In this variant a three-of-a-kind is worth 30.5 points.

Ride the Bus has a different way of keeping track of wins and losses. All players start out 'seated' at the back of the bus. Players who lose a hand move toward the front in a sequence. The sequence is usually: first, you stand at the back of the bus, then you are in the middle of the bus, then at the front of the bus, then you are on the stairs, then you are off the bus. Players who are no longer 'riding the bus' are out of play. Winning a hand simply keeps your position; you do not move back a step if you win a hand.

The scoring system of Ride the Bus can be changed to suit how many hands people want to play. Because this game is very casual, this often happens in the middle of the game by mutual agreement of all players; for example, a player who is 'on the stairs' loses another hand and would normally be out of play, but since everyone is having so much fun, it is declared that the player is 'on the second step' or 'asking the driver to stop' instead of out. If extra levels are introduced, they apply to all players.

On the site Cribbage.ca is a description of a French Canadian version of 31 in which after a player has knocked and everyone else has taken a turn, the player with the highest score is awarded one point. If there is a tie the player who did not knock wins it. Presumably if there is a tie between two players neither of whom knocked they get a point each. A player who makes 31 declares it and score a point immediately. The game apparently goes on until someone reaches a score of 31 - a long game. Jeffrey Jacobs describes a version of this game in which players are not allowed to knock unless they have three cards of the same suit. If two players have equally high scores the tie is broken if possible by looking at the ranks of the cards as in poker - for example A-10-9 beats K-Q-J, K-10-9 beats Q-J-9 and K-J-7 beats K-9-8.

Scat software

You can download Ryan Skeldon's free Blitz 31 for Windows.

On the cbc.ca kids site you can play a version of this game called High Hat against computer opponents.

Here is Bob Dolan's Scat program for Windows.

American Skat Card Game Rules

Solitaire.com has published a version of Ride the Bus that can be played free online in a browser against computer opponents. In this version you can signal the bus to stop after drawing a card and before discarding, but the bus cannot be stopped in your first turn to play.





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