Regeln und Varianten des beliebten Schweizer Kartenspiels Schieber jass mit links zu software, onlinespielen und weiteren ressourcen. Jasstipps. Göpf Egg gibt in seinem Buch «Puur, Näll, As» für Preisjassen mit Schieber folgende Jass- tipps: Trumpfspiel: • Spieleröffnung durch Vorhand mit. titsandass.nu Die 10 wichtigsten Tipps zum Schieber-Jass. 01 Es gibt keinen Grund, mit schlechten Karten Vorhand anzusagen.
Some people now play the "large weis" , in which sequences of more than five cards score extra 20 or 50 more per card , and a card can be used simultaneously as part of a four of a kind and a sequence.
Some people allow zurückschieben shoving back , whereby after forehand has shoved, her partner can shove back, forcing forehand to choose the contract after all.
There are many variations on the multiples applied to the various suits, obenabe and undenuffe. Some people play all contracts scoring single, in which case the total needed for game is reduced to , and the target for the Bergpreis, and the amount the losers need to score to avoid Schneider, is Coiffeur Schieber is a modern variation in which each contract must be played by each team or player once during the session - see the Coiffeur Schieber page.
Forehand should not make a "vegetable" suit acorns or flowers trumps unless there is a hope of being able to make match.
By choosing to play in a low-valued contract, she might be preventing her partner from nominating a very profitable contract.
If your partner shoves to you, and your hand is no use for anything, choose a low-valued contract so that you will not lose too badly.
If you have five cards in the same suit, or four cards including the Under in the same suit, it may be good to play a contract with that suit as trumps.
If you have a chance of making match, play in a way which might let you do so, even if it is more likely to result in the unnecessary loss of one trick.
Try never to choose a contract in which you cannot guarantee a single trick: You probably won't do very well in the play shields would play better.
But you are guaranteed one trick so you won't have match made against you, and the Weis for four unders will be multiplied by four.
So you will score at least points. Of course, you should consider how many points each partnership needs before deciding whether to do this.
In choosing a contract, consider the score. If you are well behind, you should be more inclined to take risks and choose high-valued contracts, in the hope of catching up.
The score may also affect the way that you play. The validity of any of the above items of advice may be affected by the score.
If you are playing a suit contract, and an opponent leads the Ace of a side suit in which you hold the King, you can trump the Ace and then lead the King to win another trick.
This is possible in Jass games because of the trumping rule, which is different from that in whist or bridge. At the French language site Chibre. At Jürg von Burg's Jass site you can play online against computer opponents: With the Cyberjass program, you can play against the computer, or against live opponents over a network.
It runs under Windows or on a Macintosh and includes numerous options to select the variation you prefer - even down to which Swiss dialect each computer player should speak.
The game can also be played over a network. You can download a free demo of Steve Mattraux's Superchibre program. Yves Kirschmann has developed the software jassMaster2k for organising and scoring Jass tournaments.
Choose your language deutsch english. The Slate To score, a slate marked as shown is traditionally used.
Bidding After the deal, forehand normally the player on dealer's right, but in the first deal the holder of the seven of flowers chooses a contract, or "shoves" - the word schieben means to shove.
If your cards have Hearts, Diamonds, Clubs and Spades instead of the Swiss suits then the black suits score single and the red suits score double.
Play with no trumps. So that the pack will add up to the usual points, the 8s also count eight points each.
Play with no trumps, and the suits inverted. As in Obenabe, the 8s count eight points each. Undenufe is pronounced with the d and the f silent.
Rules of Play The play is in tricks. Weis and Stöck As the first trick is being played, players announce their Weis. Scoring At the end of each hand, each side adds up the trick points they have taken, remembering to include 5 points for the last trick.
Winning the Game The first team to achieve a total of points wins the game. Variations The Stöck-Weis-Stich rule is variable.
Some do not allow Obenabe and Undenufe. Some allow four 9s as a Weis, worth Advice on Skilful Play Forehand should not make a "vegetable" suit acorns or flowers trumps unless there is a hope of being able to make match.
If you shove, and your partner calls a trump suit, lead a trump. In choosing a contract, remember the weis. This page is maintained by John McLeod john pagat.
A round begins once the forehand plays the first card. A match automatically finishes when a team reaches the target score. This rule is applied if both teams achieve the target score in the first trick of the final game at the same time and it determines which order the points are to be counted in.
If the target score is set at , Schieber is played with multipliers. If tops-down or bottoms-up is chosen, all points count treble. Meld points are won for a sequence of three or more cards of the same suit or for four identical cards see adjoining table.
A marriage is a combination of King and Ober Queen in the trump suit. It is worth 20 points. When the first card is played, each player has to decide if he wants to declare a meld.
Thus there is a total of points in the pack. In contracts without a trump suit, the eights count 8 points instead of 0, to compensate for the lack of a trump under and nine.
The deal, and the play, are anticlockwise. The dealer deals all the cards out, in threes, staring with the player on her right.
After each hand the deal rotates to the right. A session consists of thirty hands, so each player eventually deals ten times.
The columns are headed with the players' names and initials. The possible contracts are listed down the left margin. There are ten of these, in three sections: The grouping of the contracts, and the thicker horizontal lines on the slate, are to indicate the values of the contracts.
The four suit contracts are each worth one point; the next three are each worth two points; Gustav and the two jokers are each worth three points.
The play is in tricks. The declarer leads to the first trick and thereafter the winner of each trick leads to the next.
If there is no trump suit , the other players are obliged to follow suit when they can do so; those who cannot follow suit may play any card.
A trick is won by the highest card of the suit led. If there is a trump suit , a player who is able to follow suit must either do so or play a trump - you are allowed to trump even if you can follow to the suit led; a player who cannot follow suit may play any card that she holds.
A trick is won by the highest trump in it; or if there were no trumps, by the highest card of the suit led.
If a non-trump is led, and the second player plays a trump, the third player may only player a smaller trump if she has nothing but trumps in her hand.
If she holds cards other than trumps and could follow suit, she must either follow suit or play a larger trump; while if she holds cards other than trumps but cannot follow suit, she may play any card except a smaller trump.
A player is never compelled to play the Under of trumps known as the Puur. If trumps are led, and a player holds no trump other than the Puur, she need not play it but may play any other card.
After the deal, forehand the player on dealer's right chooses an available contract, or passes. Available contracts are those which she has not already done, so initially all ten contracts are available.
When a player does a contract, her result is written into the appropriate cell of the slate, which indicates that that contract is no longer available to her.
If the first player passes, the next player on her right either chooses a contract available to her, or passes.
If she also passes, the third player has the same choice. If all three players pass, then the first player is obliged to choose a contract.
This is called being in the barrel. Towards the end of a session, one of the three columns will become full. That player is then obviously obliged to pass on her turn to bid, as she has no contracts available.
If this player is first to speak and of course passes , and the second player passes as well, the third player is in the barrel and must choose a contract.
The third player cannot pass back to the first player if she has done all her contracts. When two players have finished, the third player cannot pass but has to choose a contract on every deal until she finishes her contracts.
At the end of each hand, declarer counts up her score by adding up the card points that she has won in her tricks, and adding 5 if she also won the last trick.
This number is written into her cell for that contract. As a check on her addition, her opponents will generally count up their total, and check that the two totals sum to If a declarer makes all the tricks, it is known as "match".
She receives a bonus of , and so writes into the cell. As a further reward, she gets two sticks in the row on the slate labelled "Match", where her opponents get a potato each.
To make match, it is not enough to win all points: On the other hand, if a declarer makes no tricks, it is a match against her.
She writes 0 into the cell; and as a penalty, she gets two potatoes in the row on the slate labelled "Match", where her opponents get a stick each.
This shows the slate part of the way through a session, after 18 hands have been played. Some points to note are:. When all thirty hands have been played, there will be a number in each of the thirty cells.
These numbers are then used to deduce the sticks good and potatoes bad won by each player. For each of the four suit contracts, the player with the highest score receives a stick, and the one with the lowest score receives a potato.