Card games
The following version of traditional Swiss Jass for two was taught to me by a Swiss friend in Luzern in the summer of 2016. Information on-line about Swiss Jass mostly concerns the standard game with four players. Rules are available for two or three players, but I haven't found the particular version described here, which I refer to as Luzern Jass. Of course, Luzern Jass isn't the real name of the game, but I'll use it until someone can identify the correct name.
Luzern Jass is very close to the German game Offiziers-Skat, which is a version of Skat for two. The two game mechanisms are so similar that it seems unlikely they evolved separately, although which game came first is unknown.
For players unfamiliar with Jass, I suggest playing without the complex rules for combinations, at least to begin with. The combinations are less significant for Luzern Jass than some other versions of the game. Unless you are dealt one of several fours of a kind at the outset, scoring for a combination will not affect the game in any way aside from being a lucky bonus.
Rules
The game progresses in the following order:
The cards
A Jass deck has 36 cards. Jass is played with German-style cards or French-style cards. The German-style cards have suits of bells, shields, acorns, and flowers; the cards in each suit are Ace, King, Ober, Under, Banner (i.e., Ten), Nine, Eight, Seven, Six. The French-style cards have the four regular Bridge suits; the cards in each suit are the regular Ace, King, Queen, Jack, Ten, Nine, Eight, Seven, Six.
With either style of deck there is a well established terminology for the game in Swiss German. Throughout the following description of the game, I will refer to the French-style cards exclusively, and with Anglicized terminology.
The deal
The host deals first to the guest, however host and guest are decided. The deal alternates between the two players.
The dealer deals five cards face down in a row in front of the non-dealer, and then five cards face down in a row in front of the dealer. The dealer then covers these ten face-down cards with face-up cards dealt in the same order. The dealer then deals a second row, of four cards, face down just in front of the non-dealer's first row of cards; and then likewise a row of four face-down cards in front of the dealer's own first row. The dealer then covers these eight face-down cards with face-up cards in the same order.
At the end of the deal, all cards have been dealt, and each player has nine pairs of cards in front of themself, each pair consisting of a face-down card covered by a face-up card. See the example below of the cards dealt out.
Luzern Jass is very close to the German game Offiziers-Skat, which is a version of Skat for two. The two game mechanisms are so similar that it seems unlikely they evolved separately, although which game came first is unknown.
For players unfamiliar with Jass, I suggest playing without the complex rules for combinations, at least to begin with. The combinations are less significant for Luzern Jass than some other versions of the game. Unless you are dealt one of several fours of a kind at the outset, scoring for a combination will not affect the game in any way aside from being a lucky bonus.
Rules
The game progresses in the following order:
- Deal
- Non-dealer chooses game
- Combinations are scored
- Tricks are played
- (Marriage may be scored during trick-play)
- Scores are totalled, including multipliers.
The cards
A Jass deck has 36 cards. Jass is played with German-style cards or French-style cards. The German-style cards have suits of bells, shields, acorns, and flowers; the cards in each suit are Ace, King, Ober, Under, Banner (i.e., Ten), Nine, Eight, Seven, Six. The French-style cards have the four regular Bridge suits; the cards in each suit are the regular Ace, King, Queen, Jack, Ten, Nine, Eight, Seven, Six.
With either style of deck there is a well established terminology for the game in Swiss German. Throughout the following description of the game, I will refer to the French-style cards exclusively, and with Anglicized terminology.
The deal
The host deals first to the guest, however host and guest are decided. The deal alternates between the two players.
The dealer deals five cards face down in a row in front of the non-dealer, and then five cards face down in a row in front of the dealer. The dealer then covers these ten face-down cards with face-up cards dealt in the same order. The dealer then deals a second row, of four cards, face down just in front of the non-dealer's first row of cards; and then likewise a row of four face-down cards in front of the dealer's own first row. The dealer then covers these eight face-down cards with face-up cards in the same order.
At the end of the deal, all cards have been dealt, and each player has nine pairs of cards in front of themself, each pair consisting of a face-down card covered by a face-up card. See the example below of the cards dealt out.
The nine face-up cards of each player are the player's "hand." The deal is unusual for a trick-taking game in that the players can see each other's hands.
Face-up cards are available to play to tricks. As each face-down card is uncovered by the play of a face-up card, the face-down card is turned up, but only once the trick has been completed.
A player's "hand" may thus stay at nine face-up cards for several tricks, or may vary downwards, depending on the order that cards are played.
Types of games
The game is played in a series of 18 tricks. Points are won for cards captured in tricks and for taking the last trick. There is a bonus for capturing all 18 tricks. Points are also scored for combinations of cards in the hand and for Marriage, which means playing the King and Queen of trumps from the hand, when there is a trump suit.
Card rank and value
When there are trumps, the card ranks and values are different in the trump suit from the other suits. Both high-to-low and low-to-high are games in which there is no trump suit. The rank of the cards in each suit, from highest to lowest, and their values in card points are given as follows:
Face-up cards are available to play to tricks. As each face-down card is uncovered by the play of a face-up card, the face-down card is turned up, but only once the trick has been completed.
A player's "hand" may thus stay at nine face-up cards for several tricks, or may vary downwards, depending on the order that cards are played.
Types of games
The game is played in a series of 18 tricks. Points are won for cards captured in tricks and for taking the last trick. There is a bonus for capturing all 18 tricks. Points are also scored for combinations of cards in the hand and for Marriage, which means playing the King and Queen of trumps from the hand, when there is a trump suit.
- Each hand may be played either with a trump suit, or as high-to-low, or as low-to-high, the latter two played without trumps.
- Before leading to the first trick, the non-dealer has the option of which game is played, and must make a choice.
- The non-dealer can choose a suit as trumps or choose high-to-low, or choose low-to-high.
- Card ranks, card values, combinations, and game multiplier vary in each type of game.
Card rank and value
When there are trumps, the card ranks and values are different in the trump suit from the other suits. Both high-to-low and low-to-high are games in which there is no trump suit. The rank of the cards in each suit, from highest to lowest, and their values in card points are given as follows:
A player scores points for the values of the cards they win in tricks. In addition, five points are scored for taking the last trick in all types of games. Thus, for all types of games there are 157 points to be won in each hand. The feature where points for the different kinds of game total 157 is common to all Jass variants; the values of the cards for high-to-low and low-to-high are carefully chosen to accomplish the 157 total.
If a player takes all tricks, in any type of game, that player scores a bonus of 100 for "match," which makes the point total 257.
Combinations
Aside from points scored in tricks, points may be scored for holding combinations of cards in the hand. Sequence combinations are the same for all types of games, whereas four-of-a-kind combinations vary according to the type of game.
Sequence
With a trump game (even in the trump suit) and a high-to-low game, the order of the cards for sequence, from highest to lowest, is Ace, King, Queen, Jack, 10, 9, 8, 7, 6. In a low-to-high game, the order of the cards for sequence, from highest to lowest, is 6, 7, 8, 9, 10, Jack, Queen, King, Ace.
Four of a kind
Which four’s of a kind count varies on the type of game, as shown below.
If a player takes all tricks, in any type of game, that player scores a bonus of 100 for "match," which makes the point total 257.
Combinations
Aside from points scored in tricks, points may be scored for holding combinations of cards in the hand. Sequence combinations are the same for all types of games, whereas four-of-a-kind combinations vary according to the type of game.
Sequence
With a trump game (even in the trump suit) and a high-to-low game, the order of the cards for sequence, from highest to lowest, is Ace, King, Queen, Jack, 10, 9, 8, 7, 6. In a low-to-high game, the order of the cards for sequence, from highest to lowest, is 6, 7, 8, 9, 10, Jack, Queen, King, Ace.
Four of a kind
Which four’s of a kind count varies on the type of game, as shown below.
Combinations are ranked in the following ways:
After non-dealer has chosen game, but before trick play starts, players look at their face-up cards to determine if either has a scoring combination. Only the initial nine face-up cards are used to determine combinations.
A card may not be used in two separate combinations.
Only the player with the highest combination can score for combinations, and then that player scores for all combinations they can count. The ranking of combinations depends on the game.
Trick-taking rules
Non-dealer leads. A player with the lead may lead any of their face-up cards. The opponent plays one of their face-up cards to the trick. The winner of the trick gathers up the cards and places them face down to one side. Cards in tricks won may be collected in a single pile for each player, as only cards won in tricks count, not the number of tricks. (Exceptionally, the last trick counts for a bonus of five points.) The winner of a trick leads to the next. Cards uncovered are turned face up once the trick is completed.
The game may be played with trumps or without trumps. Trick-taking rules differ in each case.
Trick-taking with trumps
Any face-up card can be led. If a non-trump is led, the opponent may follow with a face-up card of the same suit or a card of the trump suit. The player may follow with a trump even if they have face-up cards of the suit led, contrary to most trick-taking games. When not following with a trump, the player must follow with a card of the same suit led, if possible, and otherwise may follow with a card of any suit if they have no face-up cards of the suit led.
If a trump is led, the opponent must follow with a trump, if possible. The one exception to this rule is if their only face-up trump is the Jack, in which case the player may decide not to follow with the Jack of trumps, but may follow with any other face-up card instead.
If the two cards of a trick contain no trumps, the highest card of the suit led wins the trick. If either of the two cards in a trick is a trump, the highest trump wins the trick.
Trick-taking with no trumps
Any face-up card may be led. The opponent must follow suit if able, otherwise they may play any other face-up card.
The highest card of the suit led wins the trick.
Marriage
If there is a trump suit, a player may score for marriage. Unlike combination, the cards of the marriage do not have to be present among the first nine face-up cards. However, as cards are played and other cards are turned face up, the two cards of the marriage both have to be present face up at the same time.
Twenty points is scored for marriage when the second of these cards is played from the hand.
Marriage is completely independent of the combinations, and a player can score for marriage even if their opponent wins the combination.
- Every four of a kind beats every sequence.
- The highest four of a kind is always four Jacks.
The second highest four of a kind is always four Nines. - Thereafter, for high-to-low and trump games the fours of a kind rank, from highest to lowest, Aces, Kings, Queens, Tens, Eights (the last only for high-to-low).
- Thereafter, for low-to-high games the fours of a kind rank, from highest to lowest, Sixes, Sevens, Eights, Tens, Queens, Kings.
- A longer sequence beats a shorter sequence.
- With sequences of equal length, the one with the highest top card wins.
- If two sequences of equal length have the same highest card, the sequence in a trump suit wins (if there are trumps).
- If two non-trump sequences are identical in every way, except suit, then the non-dealer wins.
After non-dealer has chosen game, but before trick play starts, players look at their face-up cards to determine if either has a scoring combination. Only the initial nine face-up cards are used to determine combinations.
A card may not be used in two separate combinations.
Only the player with the highest combination can score for combinations, and then that player scores for all combinations they can count. The ranking of combinations depends on the game.
Trick-taking rules
Non-dealer leads. A player with the lead may lead any of their face-up cards. The opponent plays one of their face-up cards to the trick. The winner of the trick gathers up the cards and places them face down to one side. Cards in tricks won may be collected in a single pile for each player, as only cards won in tricks count, not the number of tricks. (Exceptionally, the last trick counts for a bonus of five points.) The winner of a trick leads to the next. Cards uncovered are turned face up once the trick is completed.
The game may be played with trumps or without trumps. Trick-taking rules differ in each case.
Trick-taking with trumps
Any face-up card can be led. If a non-trump is led, the opponent may follow with a face-up card of the same suit or a card of the trump suit. The player may follow with a trump even if they have face-up cards of the suit led, contrary to most trick-taking games. When not following with a trump, the player must follow with a card of the same suit led, if possible, and otherwise may follow with a card of any suit if they have no face-up cards of the suit led.
If a trump is led, the opponent must follow with a trump, if possible. The one exception to this rule is if their only face-up trump is the Jack, in which case the player may decide not to follow with the Jack of trumps, but may follow with any other face-up card instead.
If the two cards of a trick contain no trumps, the highest card of the suit led wins the trick. If either of the two cards in a trick is a trump, the highest trump wins the trick.
Trick-taking with no trumps
Any face-up card may be led. The opponent must follow suit if able, otherwise they may play any other face-up card.
The highest card of the suit led wins the trick.
Marriage
If there is a trump suit, a player may score for marriage. Unlike combination, the cards of the marriage do not have to be present among the first nine face-up cards. However, as cards are played and other cards are turned face up, the two cards of the marriage both have to be present face up at the same time.
Twenty points is scored for marriage when the second of these cards is played from the hand.
Marriage is completely independent of the combinations, and a player can score for marriage even if their opponent wins the combination.
Multiplier
All points won in tricks (including the bonus for last trick), the bonus for match, points for combinations, and for points for marriage are multiplied, depending on the colour of the trump suit or whether the game is played at no-trumps.
All points won in tricks (including the bonus for last trick), the bonus for match, points for combinations, and for points for marriage are multiplied, depending on the colour of the trump suit or whether the game is played at no-trumps.
Winning
The game is won by the first player to score 2500 points, which is usually achieved over a series of hands.
Claiming game
Traditional Swiss Jass games have complex rules for claiming a game before the end of a hand. These rules are important for serious Jass players, but unnecessarily complex for friendly games. (That's my view, of course, though perhaps many serious Jass players would disagree.)
The slate
Traditionally the running total of scores is kept on a slate in groups of 100, 50, and 20—see below. Players may wish to keep a simple running total with pen and paper.
The game is won by the first player to score 2500 points, which is usually achieved over a series of hands.
Claiming game
Traditional Swiss Jass games have complex rules for claiming a game before the end of a hand. These rules are important for serious Jass players, but unnecessarily complex for friendly games. (That's my view, of course, though perhaps many serious Jass players would disagree.)
The slate
Traditionally the running total of scores is kept on a slate in groups of 100, 50, and 20—see below. Players may wish to keep a simple running total with pen and paper.
Comments
The presence of a combination may effect non-dealer's choice of game. For example, if a player has four 6's, they will be strongly disposed to select low-to-high, no matter what their other cards are. Likewise, if the opponent has four Aces or four Kings, the player may select low-to-high to prevent them from scoring.
Actually, these and similar situations involving fours of a kind are likely the only times where combinations affect choice of game—and they are quite rare. Otherwise, the scoring of combinations is a gift of points by pure luck and doesn't affect the flow of the game. Players may decide for simplicity not to utilize the complex additional rules for combinations. You may keep marriage, even if you forgo combinations.
Like Offiziers-Skat, Luzern Skat is unusual in that the players have equal knowledge of the hands of each. Neither player knows which cards are hidden and waiting to be revealed. The choice of game is a gamble depending on a comparison of the starting array of up-cards of the two players.
One of the really interesting features of Jass games is the multiplier depending on the colour of trumps or whether the game is played at no-trump. You need to be more sure of winning when selecting low-to-high or high-to-low, and even the possibility of losing a few points with a red trump suit may be preferable to a dangerous risk at no-trumps.
Sample deal
We will start with the deal given in the diagram above.
Non-dealer decides to play low-to-high because of the four Eights. Low-to-high is the only game where four Eights count. Eights are outranked by Sixes and Sevens for trick-taking, but non-dealer has a Six and dealer has a collection of low cards (for low-to-high), including three Kings and an Ace.
Non-dealer notes the 100 for four Eights, and leads. Non-dealer's play is noted first, then dealer's. The winner of the trick is marked with a W. Cards exposed by the play of the card above them are shown in parentheses.
The presence of a combination may effect non-dealer's choice of game. For example, if a player has four 6's, they will be strongly disposed to select low-to-high, no matter what their other cards are. Likewise, if the opponent has four Aces or four Kings, the player may select low-to-high to prevent them from scoring.
Actually, these and similar situations involving fours of a kind are likely the only times where combinations affect choice of game—and they are quite rare. Otherwise, the scoring of combinations is a gift of points by pure luck and doesn't affect the flow of the game. Players may decide for simplicity not to utilize the complex additional rules for combinations. You may keep marriage, even if you forgo combinations.
Like Offiziers-Skat, Luzern Skat is unusual in that the players have equal knowledge of the hands of each. Neither player knows which cards are hidden and waiting to be revealed. The choice of game is a gamble depending on a comparison of the starting array of up-cards of the two players.
One of the really interesting features of Jass games is the multiplier depending on the colour of trumps or whether the game is played at no-trump. You need to be more sure of winning when selecting low-to-high or high-to-low, and even the possibility of losing a few points with a red trump suit may be preferable to a dangerous risk at no-trumps.
Sample deal
We will start with the deal given in the diagram above.
Non-dealer decides to play low-to-high because of the four Eights. Low-to-high is the only game where four Eights count. Eights are outranked by Sixes and Sevens for trick-taking, but non-dealer has a Six and dealer has a collection of low cards (for low-to-high), including three Kings and an Ace.
Non-dealer notes the 100 for four Eights, and leads. Non-dealer's play is noted first, then dealer's. The winner of the trick is marked with a W. Cards exposed by the play of the card above them are shown in parentheses.
8♥ (Q♦) W |
K♥ (9♣️) |
Non-dealer cashes the J♥.
J♥ (K♣️) W |
A♣️ (7♦) |
Non-dealer plays the worthless A♥ for dealer to discard on it
A♥ (10♥) W |
9♣️ |
Dealer has no clubs, and non-dealer cashes the 8♣️.
8♣️ (A♦) W |
9♠️ (10♣️) |
The 10♣️ is a tricky turn-up, but it beats non-dealer's K♣️ and Q♣️ now the 8♣️ has gone. Non-dealer cashes the 8♠️.
8♠️ (6♥) W |
Q♠️ (A♠️) |
The A♠️ is another lucky turn-up for non-dealer.
J♠️ (9♥) W |
K♠️ (J♣️) |
Most cards are known now. Three of the high scoring 10's are face up, a large part of the points left now the 8's have gone. Non-dealer has two Sixes showing, and non-dealer plays through their hearts.
10♥ W |
A♠️ |
9♥ W |
J♣️ |
6♥ W |
K♦ (6♠️) |
Non-dealer has a winner left in Diamonds, but sooner or later has to give up the lead.
Q♣️ (7♥) |
10♣️ W |
8♦(10♠️) W |
9♦ (Q♥) |
7♥ W |
Q♥ |
K♣️ W |
J♦(7♠️) |
A♦ |
10♦ (7♣️) W |
Non-dealer gives dealer the 10♦ to keep a diamond winner. It is to no avail, as non-dealer loses the remaining tricks.
10♠️ |
7♠️ W |
Q♦ |
7♣️ W |
6♦ (6♣️) |
6♠️ W |
6♣️ |
7♦ W |
Non-dealer scores 83 plus 100 for the four Eights = 183
Dealer scores 69 plus 5 for last trick = 74
Because low-to-high was played, all scores are tripled.
Non-dealer's total for the deal is 549
Dealer's total for the deal is 222
So there it is—a form of Swiss Jass for two, very much like Offiziers-Skat. These rules are as accurate a representation as I could get, but were constructed through a series of questions rather than having them explained in an organized fashion. I am not a Jass expert, and perhaps there are places here and there in the rules that don't quite sit right according to Jass tradition. Please let me know if you are a Jass expert and you spot an inconsistency, I'd be very happy to publish a correction. ◾️
Header image
Ravensburger Jass-Karten. Museen der Stadt Kempte, circa 1805. Johann Jacob Kutter, Public domain, via Wikimedia Commons.
Dealer scores 69 plus 5 for last trick = 74
Because low-to-high was played, all scores are tripled.
Non-dealer's total for the deal is 549
Dealer's total for the deal is 222
So there it is—a form of Swiss Jass for two, very much like Offiziers-Skat. These rules are as accurate a representation as I could get, but were constructed through a series of questions rather than having them explained in an organized fashion. I am not a Jass expert, and perhaps there are places here and there in the rules that don't quite sit right according to Jass tradition. Please let me know if you are a Jass expert and you spot an inconsistency, I'd be very happy to publish a correction. ◾️
Header image
Ravensburger Jass-Karten. Museen der Stadt Kempte, circa 1805. Johann Jacob Kutter, Public domain, via Wikimedia Commons.