Schieber Jass. Diese Seite wurde von Nick Wedd beigetragen und von John McLeod bearbeitet. Inhalt. Einführung; Die Tafel; Das Ansagen; Die Regeln des. Der Schweizer Schieber Jass! Spiele mit deinen Freunden einen Schieber Jass nach den gängigen Jassregeln. Schieber. Der Schieber wird zu viert gespielt. Die sich gegenübersitzenden Spieler bilden ein Team. Ziel ist es, besonders schnell möglichst viele Punkte zu.
Schieber SpielregelnAuf wie viele Punkte wird beim Schieber gespielt? Nach offiziellem Jassreglement wird auf Punkte gespielt. Das Team, welches zuerst. Schieber Jass. Diese Seite wurde von Nick Wedd beigetragen und von John McLeod bearbeitet. Inhalt. Einführung; Die Tafel; Das Ansagen; Die Regeln des. Hier finden Sie die Jass-Regeln für den Schieber-Jass. Es werden kurz der Spielablauf, die Spielvarianten und die Spielregeln des Schiebers erklärt.
Schieber Jass Account Options VideoJassen für Fortgeschrittene (1967): Jass-Knigge - SRF Archiv
This is the free android version of Cyberjass, the most downloaded French Jass version on PC. Cyber Jass offers the following functionalities: -Various skins available.
PC, Linux. Haben mehrere Spieler einen Weis, gilt derjenige, der von der höchsten Karte stammt. Der Weis wird beim Spielen der ersten Karte angesagt.
Ausnahme: Die Stöcke König und Ober vom Trumpf werden erst gemeldet, wenn beide Karten im Spiel gegeben wurden. Ein gültiger Weis hat einen bestimmten Punktwert, welcher zu den erspielten Punkten addiert wird.
Auch die Weispunkte werden mit den momentan gültigen Trumpffaktoren multipliziert. Gewonnen hat die Partei, welche zuerst die für den Gewinn erforderliche Punktzahl erreicht hat.
Am Ende jeder Runde und am Ende des Spiels werden die jeweils erreichten Punkte und allfällige Weispunkte sowie die jeweiligen Spielstände angezeigt.
Beim Coiffeur geht es darum, sämtliche Trumpfarten je einmal zu spielen und dabei möglichst viele Punkte zu erzielen.
Die gegenüberliegenden Spieler bilden wie beim "normalen" Schieber eine Partei. Bei den folgenden Besonderheiten unterscheidet sich der Coiffeur jedoch zum normalen Schieberjass: Beim Coiffeurjass werden keine Weispunkte vergeben.
Das Schieben auch "fort" genannt erfolgt nicht zum Partner, sondern im Gegenuhrzeigersinn zum nächsten Mitspieler. Schieben alle weiter und kommt die Aufforderung zum Trumpfen wieder zum ersten Spieler zurück, kann nicht mehr weitergeschoben werden und ein Trumpf muss gewählt werden.
Jeder Trumpf darf in einem Jass von jeder Partei nur einmal gemacht werden. Jeder Trumpf hat einen eigenen Trumpffaktor. Da jeder Trumpf nur einmal gewählt werden kann, erfordert das Trumpfen eine vorausschauende Planung.
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: you must win all twelve tricks. 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.
For each of the next three contracts, Obenabe, Undenufe and Slalom, the player with the highest score receives two sticks, and the one with the lowest score receives two potatoes.
For each of the last three contracts, Gustav and the two Jokers, the player with the highest score receives three sticks, and the one with the lowest score receives three potatoes.
If there is a tie for highest or lowest score in any row, it is resolved at random by cutting cards. This shows the slate at the end of the session.
The scoring has now been completed. Another match has been made and scored, this time against Beth. In Cath's Match cell, the stick has been drawn through the potato, cancelling it.
The totals appear at the lower right corner of the slate. If the agreed stake was one franc a point, Beth would pay nine francs and Cath would pay four francs, Ann winning thirteen francs.
It is rarely correct for forehand to pass. By passing, you are giving a free option to your opponents, who can pass the contract back to you if they do not have a contract that they particularly want to play.
If you have five cards in the same suit, or four cards including the Under in the same suit, it is often good to play a contract with that suit as trumps.
Early in the session, a typical suit contract will score about 75 points. 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.
As the first trick is being played, players announce their Weis. For an explanation of Weis, see the General Rules of Jass. The partnership with the best single instance of Weis scores points for all their Weis; the other partnership do not score for any Weis they may hold.
Weis are scored on the slate immediately, remembering to multiply by the factor for the contract. Obenabe is worth treble, so 3 times plus 20 is This might be scored as three strokes on the top line of the slate and three on the lower line.
A player who holds both the king and ober of trumps may announce "stöck" as she plays the second of them, for 20 points.
This 20 is multiplied by the factor for the contract, and scored on the slate when it is announced. 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.
The two totals should add up to If either side took all nine tricks, they add a bonus of for "match" to their score of , making Each side then multiplies its total card points for tricks by the factor for the hand, and scores it on the slate.
The first team to achieve a total of points wins the game. This may happen in the middle of a hand. If the losing partnership have not by then reached points, they are said to be Schneider , and the winners win two games.
Because of the scoring method, and because players may count the values of tricks already made in the course of a hand without being able to turn them over and look at them , it may not be obvious when this total has been achieved.
So any player may at any time claim to have won the game. When such a claim is made, play ceases, a player who held the king and ober of trumps at the start of the hand may announce stöck and score it, and the tricks made by the claiming partnership are counted and scored.
Then the total recorded on the slate for that partnership is added up. If it is then at least , the claiming partnership has won.
Otherwise they have lost. If one partnership claims to have won in the first trick of a hand, the other partnership may itself claim to have won.
The question is then, who won first? In cases in which both partnerships claim, the question is resolved by using the rule Stöck-Weis-Stich.
First of all, Stöck is scored the hand has ended, so it may be announced by anyone who held it. If this takes the partnership scoring it to or over, then they win.
Then Weis is scored. Again, if this takes the partnership scoring it to or over, then they win. Finally, Stich is scored, by adding up the points in the trick that has been played, and seeing if the partnership winning it has achieved The Stöck-Weis-Stich rule is variable.
Schieber is a partnership Jass game, with the two players sitting opposite each other forming a team. The aim of Schieber is to reach a specific score or points before the opposing team.
As soon as the cards have been dealt, the forehand the player to the right of the dealer must either choose the trump suit or pass.
If he passes, his partner must nominate the trump suit. In each round any of the four trump suits, tops-down or bottoms-up can be chosen.
A round begins once the forehand plays the first card.SwissJass is the Sokoban Spielen popular Jass app for Android with over ' downloads. Obenabe : Play with no trumps. Rules of play In Differenzler Jass, there are clear rules on when Premier Soccer League particular suit may be played. Forehand should not make a "vegetable" suit Wildbeize or flowers trumps unless there is a hope of being able to make Yamaguchi Gumi. Scoring 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.