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Over time, the symbols on the cards took on spiritual meanings and became part of certain occult activities. It is said that the use of playing cards for fortune-telling was first introduced by European gypsies.
They formed a gypsy tarot. Since then, skat cards have become common in divination, with many readers and followers. The sparse information found about using Skat as a form of divination is usually passed down from grandmothers and great aunts from Russia, Poland, Germany or Hungary, who learned to tell fortunes with playing cards from their own mothers.
While the men placed their bets and played games, the women would use the very same cards in hopes of diving the gender of their soon-to-be-born baby or the fate of their no-good son-in-law.
The spreads and interpretations of the gypsy tarot will vary depending on each gypsy fortune teller and how they were trained in the oracular art of Skat card reading.
A Skat card reader is undoubtedly a person who comes from a long, strong line of ancestral intuitives and seers, or someone very in tune with occult divination practices from Eastern Europe in past centuries.
Skat readings focus on the known and unknown factors and forces that influence the situation in question. They examine those involved, their emotions and hidden motives.
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The player in the first seat sitting to the left of the dealer leads to the first trick. The other two follow in clockwise direction.
Every player plays one card to the trick, which is in the middle of the table. The winner of a trick stacks the cards face down in front of him and leads to the next trick, which is again played clockwise.
Completed tricks are kept face down in front of the players who won them, until all the cards have been played.
Examining completed tricks except for the last one is not allowed. The tricks of the two players who are playing together are put together, either during or after play.
If a player cannot follow suit, he may play any card including a trump card. Trumps, including all four jacks, count as a single suit.
If a trump is led, every player must also play trump, if he has any. If there are trump cards in the trick, the highest trump in it wins the trick.
If there are no trumps in it, the highest card of the suit led wins the trick. The non-trump suit cards rank in order AK-Q In the grand game, only the four jacks are trumps in the suit order given above for a regular suit game.
All other ranks are the same as in the regular suit game 10 is ranked just below the ace. There are thus five "suits" in the grand game if a jack is led to a trick, the other two players must play jacks too, if they have them.
The goal of a null game is for declarer not to take any tricks. If declarer takes a trick in a null game, he immediately loses and the game is scored right away.
Declarer may, unilaterally, concede a loss while he is holding at least nine cards i. Afterwards approval of at least one defender is required.
Defenders may concede at any time, but may be requested by declarer to complete the play e. Claiming of remaining tricks is possible as well, but for a defender only if she would be able to take the remaining tricks herself.
After the last trick has been played, the game is scored. Winning conditions for null game are different from suit and grand games. To win a suit or grand game, declarer needs at least 61 card points in his tricks.
If declarer announced Schneider , he needs at least 90 card points in order to win. The two cards in the Skat count towards declarer's tricks.
If declarer announced Schwarz , he must take all ten tricks in order to win. The highest-ranking cards for taking the tricks the jacks are not the highest scoring cards.
The aces and 10s combined make up almost three quarters of the total points; taking as many as possible of them is thus imperative for winning.
On the other hand, taking 7s, 8s and 9s the Luschen or blanks doesn't help or hurt at all, unless Schwarz was declared.
To win a null game, declarer must not take a single trick. There are no card points in a null game. Even with the majority in card points, declarer may still lose if the game value is lower than the value he bid during the bidding.
This is called overbidding. An overbid hand is automatically lost, leading to a negative score for declarer. An overbid hand is scored by determining the lowest possible game value that is a multiple of the base value of declarer's suit or 24 in case of a grand which is at least as high as declarer's bid.
This value is then doubled and subtracted from declarer's score negative score. Unless they manage to play at least Schneider raising the game value to 36 , or make a game other than clubs with a game value of at least 30, the game will be lost.
They can try to minimize their loss by declaring a game in Hearts instead of Clubs base value 10 instead of The score is always assigned to the declarer positive or negative in the classical scoring system.
The score to be awarded is the actual game value. How high the player bid during the bidding is immaterial, as long as the game value is at least as high as declarer's bid see Overbid Hands above.
Note that often the score will be higher than the bidding value, because players typically do not bid as high as their hand would allow. For a won game, that score is added to declarer's tally.
For a lost game, the score is doubled and subtracted from declarer's tally negative score. Until , lost Hand games did not count double, but this rule was dropped in that year.
The reason was that in tournament play nearly all games played were Hand games. This increased the game level by one, but did not penalize as much as a normal game would have if lost.
In league games, 50 points get added for each game that is won by the declarer and 40 points each get added to the tally of the defending team shall they win to lower the chance factor and to stress the skill factor.
In that situation, it becomes far more important for each player to bid his hand as high as possible. Example 1: Declarer bids 20 and declares a grand game.
He then wins with 78 points in tricks. These are awarded to the declarer. Example 2: Declarer bids 30 and declares a Null Ouvert game.
She, however, is forced to take the ninth trick, losing the game. Ramsch "junk" is not part of sanctioned Skat rules, but is widely practiced in hobbyist rounds, and is the variant most often suggested to be officially sanctioned.
It is played if all three players pass in the bidding. There is no declarer in Ramsch ; every player plays for himself, and the goal is to achieve as low a score as possible.
The idea behind Ramsch is to punish players who underbid their hands. To make Ramsch more interesting, an additional rule is often played that adds a second winning condition: the Ramsch is also won by a player if that player manages to take all tricks German : Durchmarsch i.
At first, this seems to be not too difficult, since the other players will initially try to take as few tricks as possible and to get rid of their high-ranking cards.
Once they get suspicious, however, they may thwart the effort simply by taking one trick from the player trying for the Durchmarsch. Suit ranks in Ramsch are the same as in the Grand game, with only the four Jacks being trumps.
Hobby players often add the following rule: 10s are lower in trick taking power than Queens and Kings, but still count as ten points.
Sometimes, they only count one point. There are a couple of variants to the rules concerning 10s, so this should be sorted out before starting the game.
Often, the players are allowed to check and exchange cards with the skat, or decline to do so and pass the skat on to the next player, doubling the score known as Schieberamsch.
Jacks are not allowed to be passed on in this variation. The two cards in the Skat are usually added to the tricks of the player who takes the last trick.
After all ten tricks are played, the player with the highest number of card points or alternatively, every player has their card points amount deducted from their score as negative game points.
If one player takes no tricks at all Jungfrau , English: virgin , the points of the losing hand are doubled. Some players also give a fixed value of 15 negative points to the loser and if there are two "virgins", Another variation used in smaller tournaments is the Gewinner-Ramsch winner-rubbish.
If none of the players bid a Ramsch is played. Unlike the original negative game the winner is who achieves the lowest score and is awarded 23 points, the score of a won Null.
Additionally they are awarded the won game. The skat is given to the player with the highest score. If two players achieve the same lowest score they will both be awarded the 23 points and the won game.
While not very widely spread this variation is a nice addition as it rewards the player who most rightfully did not bid.
It is possible to play a modified version of the game with only two players. A popular two-player variant is called Strohmann strawman , in which the dummy hand is played by the player who loses bidding.
After the game has been declared, the third hand is flipped and can be seen by the other players.