Scheisskopf card game




















Learn how to play card game solitaire. Solitaire Strategy 21 great solitaire games! Easy to learn solitaire Fun to play Large, easy to read cards Play online out of your browser for free. More Solitaire Games Solitaire. Klondike Solitaire. Patience Solitaire. Spider Solitaire. Spiderette Solitaire. Card Game Freecell. Card Game Klondike. Card Game Patience. Card Game Spider.

Scorpion Solitaire. Solitaire Time. Yukon Solitaire. Spring Solitaire. Summer Solitaire. Fall Solitaire. The largest web site for playing Schafkopf on line, with over 80, users in spring , is Sauspiel where you can play for fun or real money. The basic and most common contract in Bavarian Schafkopf is one in which the bidder calls an ace, whose holder becomes his partner. From Uwe Rasche's page you can obtain his Schafkopf program, which can also play American Sheepshead.

Schafkopfpalast is a cross-platform multiplayer Schafkopf app which allows users of Android, iOS and Facebook to play together.

The rules of chess have varied greatly since its invention, but by now have been fairly standardized and commonly known. The rules presented here are the basic rules of the game of chess, but a detailed overview of how the game is played can be found at Wikipedia or the official ruleset of the International chess federation. Since the chess TV show the Queen's Gambit has recently been very popular we've temporarily changed our hardest opponent, Ann, and renamed her to Beth as in Beth Harmon, the protagonist from the Queen's Gambit.

The game of chess is played on an 8x8 checkered board, where the rows are marked from and referred to as "ranks" and the columns marked from "A" to "H", referred to as "files". The square marked as "A1" should be black. The player controlling the white pieces places his pieces on ranks 1 and 2, and the player playing the black pieces places his pieces on ranks 7 and 8.

The pawns are placed on ranks 2 and 7. The other pieces are placed on ranks 1 and 8 as followed, starting from the "A" file: A rook, a knight, a bishop, a queen, a king, a bishop, a knight, and a rook. The player who has white goes first, and players alternate moves after that. The game can end under the following circumstances: If your opponent's king is under threat of capture, but your opponent has no legal move to prevent that capture, you have won. This is referred to as "Checkmate" when either player concedes the game.

On this site we give each player 60 seconds to make each move, and a total of 15 minutes for all their moves before the game is forfeit. If a players king is not under threat of capture but that player has no legal moves anyway, the game is a draw.

The game is also a draw if any of the following situations come up: Neither player has enough pieces to be able to checkmate The same board position is repeated three times 50 consecutive turns have passed in which neither player has moved a pawn nor captured a piece The players agree to a draw. The six pieces move as follows: The Bishop can move any number of squares along the diagonal.

The Rook can move any number of squares along the same rank or file. The Queen can move any number of squares along the same rank, file, or diagonal. The Knight moves to the closest square that is neither on the same rank, file, or diagonal. Essentially the knight moves in an "L" shape, two squares along a rank or file and then a single square perpendicular.

The knight is the only piece that can "jump over" other pieces. The Pawn moves one square along the file, always towards the opponent's side of the board. The first time a pawn moves it is allowed to move two spaces along the file instead of one granted it has the space. A pawn can only capture a piece imminently along the diagonals in the direction of travel, not along the file it is currently travelling. The King can only move a single square in any direction, with the exception of castling see below.

The King can never place himself in a check. When a player makes a move in which any of his pieces threatens to capture the opponents king the next turn the king is said to be in check. A player in check must make a move that results in the check being relieved; be that by moving the king out of the way, capturing the threatning piece, or placing a piece in between the king and threatning piece.

A player that has no legal move out of the check has lost the game referred to a Checkmate. A player can be placed in check by multiple pieces at once, and must get out of all checks at once.

A player can not remain in check. A player may never make a move that results in his own king being in check.

En passant refers to a special move open to the pawns. When a pawn is moved two spaces from his starting position and is placed next to an enemy pawn, the enemy pawn can capture the pawn as it had only been moved a single square. For example, assume a white pawn is placed at B5. The White player can move the B5 pawn to C6, and capture the C7 pawn. The player can only utilize en passant on the move directly following the opponent moving the pawn in question.

The right expires as soon as his opponent makes the next move Castling refers to a special move open to the King and Rooks. If neither the King nor Rook has been moved during the game, the rank separating them is clear of pieces, and during the castling process no space the king will move over or end on is under attack by an opponent piece, the player can move his king two spaces towards the rook, and the rook on the opposite side of the king.

For example, assume that the white king on E1 and the white rook on A1 have direct line of sight and have not moved. The white player can, in a single move, move the king two spaces left to C1 and the rook three spaces right to D1.

The player could also castle kingside, moving the king to G1 and the H1 rook to F1. Promotion is a special move granted to the pawns. If a pawn manages to reach the far end of the board white pawns to the 8-rank, black pawns to the 1-rank they are automatically promoted.

The player must state a piece Rook, Knight, Bishop, Queen. The promoted pawn is then transformed to the declared piece. A player might thus have a maximum of 9 Queens on the board, the one he started with and one for each of the 8 pawns that he potentially can promote.

If an eight is played to the empty table, it reverses the direction of play as usual, and any card can beat it. If an eight is played on a seven, it will be the person who played the seven who has play a lower or equal card or another eight or a ten. The differences are as follows: When placing cards face up on top of your three face down cards at the start of the game, if you have two or more cards of the same rank, you can put them face up on top of the same card.

You still place face up cards on each of your three face down cards, so if you have placed two or more equal cards on top of the same card, you will have fewer than three cards in your hand. You now replenish your hand to three cards by drawing from the stock. If you draw further cards equal in rank to your face up cards, you can put these face up too if you wish, on top of the matching cards, and replenish again to three cards; this process can be repeated as long as you continue putting out matching cards.

At the end of the process you should have three cards in your hand. In the endgame, sets of equal face up cards in the same pile are played together as a group. You place the ace one of your face down cards, the two kings on another and the two jacks on the third. You now just have one card in hand the nine and must draw two cards from the stock - say a jack and a six. You put the jack on your jacks and draw again, getting another jack.

You put this on your jacks too and draw again, getting a six. At this point you must stop. Your hand is 9, 6, 6. Your four jacks will be useful for clearing the table in the endgame. When a player picks up instead of beating the previous play, the next play is made by the previous player - i. William J Putt describes a version locally known as Smeghead with the following differences: They use several decks of cards shuffled together.

At the start each player has four cards face down, four face up and a hand of four rather than three, three and three. The first person to play a 10 or complete a four of a kind, clearing away the pile, is known as the "flush" person, and has to clear away the pile each time this happens in future.

As players run out of cards they continue playing until only one player has cards left. This player is known as the "smeg head". Jane Guarducci has contributed the following variation s : A seven can be played on anything and is "glass", meaning that the next player must play a card which could legally have been played on the card before the seven. For example, if a 7 is played on an Ace, the next player must beat an Ace. If a 7 is played to the empty table nothing under it it has the value of 7.

When an eight is played the next card must be lower than 8, or another 8, or a joker. A ten can be played on anything except an eight and causes the pile to be cleared as usual. The player of the 10 plays again to the empty table. A joker can be played on anything and next player misses a turn. If there are just two players in the game this means that the player of the joker immediately plays another card of any value.

In games of more than two players the joker is treated in one of three ways: as glass like a 7 or with a value of 7, or with a value of 2.



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