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FreeDoko 0. Spiele Kartenspiele. Beliebtheitsrang Kategorie: Kartenspiele. Gratis download. Tip 1: Find like-minded people Nobody can teach Doppelkopf more effectively than genuine Doppelkopf enthusiasts and experienced players!
There are even Doppelkopf forums where you can talk about the card game and read up on strategies which might come in very handy.
Use any information you can pick up in the course of the game and take probabilities of certain hands into account to give yourself an edge!
You can find several analyses and probability calculations online that might improve your game. Tip 3: Finding your partner early on is vital!
The earlier you find your Doppelkopf partner, especially with strong hands, the better your odds will be. There are plenty of opportunities to do so, for example with signal cards.
Tip 4: Stay keen! If you want to become a pro at Doppelkopf , you have to give yourself time to understand the game. Practice makes perfect!
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The card game Doppelkopf — this is what you need to know to play better Doppelkopf is one of the best loved German card games, and it is particularly popular in northern Germany.
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The pack is a double pack shortened by removing cards below 9, each suit containing two each of A K Q J 10 9.
The basic object of the game is to take more than half of these card points in tricks. The card points are used only to determine which team has won the hand - they are not the same as game points written on the score-sheet as a result of winning or losing.
Dealer shuffles and the cards are cut; then all the cards are dealt out, three at a time starting on dealer's left and continuing clockwise.
The deal for the next hand passes to dealer's left. It is usual to play a number of complete rounds of deals in a session, so it is not important who deals first.
The bidding consists of a single round starting with the player to dealer's left. Each player says either "Gesund" healthy , meaning that they are content to play a normal game , or "Vorbehalt" reservation meaning that they want to play some other type of game.
If one or more players have said "Vorbehalt", they each in turn say what type of game they wish to play. The possibilities, from lowest to highest, are:.
Whoever has the highest ranking Vorbehalt plays their game. If more than one player has the same Vorbehalt - for example more than one wanting to play a Solo, then the first of these players in the bidding order plays their game.
In the normal game, when everyone says "Gesund", the cards rank as above and the two players who hold the queens of clubs known as the old women are partners against the other two.
The players with the queens of clubs do not say who they are except sometimes by means of specific announcements during the play, which are explained later , so during the play you sometimes do not know who your partner is.
If a player has both of the queens of clubs but says "Gesund", along with everyone else, that player plays alone against the other three players in partnership, though the other players will not realise initially that they are all together.
This is called a silent solo. Usually a player who has both queens of clubs will not be strong enough to play a silent solo, and will want a partner.
This is achieved by saying "Vorbehalt" during the bidding, and announcing a Hochzeit marriage. If no one has a better Vorbehalt, a normal game is played except that the first player other than the holder of the marriage who wins a trick becomes the marriage holder's partner.
However, this must happen within the first three tricks - if you announce a marriage and then win the first three tricks you play on your own against the other three players.
A person with three or fewer trumps can say "Vorbehalt" reservation and then announce Armut poverty. If no one has a better Vorbehalt, the person announcing Armut places three cards face down on the table.
These three cards must contain all the Armut player's trumps. A player who wishes to become the Armut player's partner has the right to take these three cards without seeing them first and then discard any three cards, which are returned to the Armut player.
The returned cards may contain trumps and may include cards originally passed. The player to the left of the player who says Armut has the first chance to become the partner; if this player does not wish to, the opportunity passes around the table to the left - each player may pass or accept, and the first player to accept takes the three cards and becomes the partner.
If nobody wants to partner the player with Armut, all the cards are thrown in and shuffled and the hand is redealt by the same dealer. A solo is a game played alone, against the other three playing as a team.
There are several types:. The play is in tricks of four cards, with the winner of each trick leading to the next. The player to the left of the dealer leads to the first trick.
You must follow suit if you can; if you cannot follow suit, any card may be played. If there is a trump on the trick, the highest one wins, otherwise the highest card in the suit led wins.
If there are two identical highest cards played, the first one played wins. The trumps are a suit of their own for suit following purposes - for example, in a normal game, the queen of spades is a trump, not a spade.
You cannot play the queen of spades when spades are led unless you are out of genuine spades, in which case you can play anything.
Similarly, if the queen of spades is led, everyone must if possible play trumps not spades. In a normal game, the team with the queens of clubs are called the Re team.
In case of a Vorbehalt, the Re team is the team of the player who specifies the game the marriage holder, the team who exchange cards in Armut, or the lone player in a solo.
The basic aim of the Re team is to take at least card points in the cards they win in their tricks. The opposing team is called the Kontra team ; their basic aim is to take cards worth at least points.
A member of the Re team may at any time while they have 11 or more cards in their hand announce "Re", which increases the score for the game.
Similarly, a member of the Kontra team may while they have 11 or more cards in their hand announce "Kontra". If Re or Kontra has been announced by the appropriate team, a member of the other side can announce Kontra or Re while they have 10 or more cards in their hand.
If Kontra is announced but not Re, then the Re team only need points to win, rather than Note that announcements can be made at any time during the play, provided that you have at least the requisite number of cards, not just when it is your turn to play.
If one side fails to make 90 points the other side wins an extra bonus for "no 90", similarly there are bonuses for "no 60", "no 30" and Schwarz all the tricks.
Each of these bonuses can be increased in value by announcing it in advance. To make an announcement, the player must have at least the number of cards shown below:.
An announcement can only be made if the team has already made all the previous announcements including Re or Kontra , so for example "no 90" can only be announced by a team that has said "Re" or "Kontra", and the declarer's side cannot announce "no 60" unless they have already announced "Re" and "no 90".
When an announcement has been made, the other side can announce "Re" or "Kontra" as appropriate if they have not already done so , so long as they still have a number of cards in their hand which is 1 fewer than the number of cards required to make the announcement.
For example if the Re team announce "Re", "no 90" and "no 60", a player of the Kontra team can announce "Kontra" as long as they still hold at least 8 cards.
If a player has announced a marriage, no announcements can be made until after the end of the trick on which the partnership is determined, and the number of cards required to make a bid is reduced by the number of tricks taken to determine the partnership.
For example, if person with the club queens wins the first trick but not the second, then the partnerships are determined at trick 2, so Re or Kontra can be declared from the end of trick 2, for as long as you have at least 9 11 - 2 cards in hand.
A player announcing "no 90", "no 60", etc. This may be necessary, for example, if both "Re" and "Kontra" have already been announced, and a third player wishes to announce "no 90".
It is possible, though unusual, for both teams to announce "no 90" on the same deal. The score is kept on a piece of paper, with a column for each player, containing their cumulative total of points.
The scores always add up to zero, and can be thought of as the amount of money won or lost by each player. When two play against two, each player pays to or receives from one opponent; when one plays alone against three, the lone player pays to or receives from all three opponents.
In a solo, if say D is the lone player and wins 4, then D actually scores plus 12, and A, B and C score minus 4 each. The basic score for the game is one point; this is what the Re team win if they take at least card points and nothing else happens.
If the Kontra team ; take at least points, they win two points, one for the game and one for being gegen die Alten against the old women. An announcement of "Re" or "Kontra" adds 2 further points to the score for the side that wins the game.
If both are announced, that makes 4 extra points in total. For example, if "Re" and "Kontra" are announced and the Kontra team win, they score 6 points altogether game 1, against the old women 1, Re 2, Kontra 2.
Announcements of "No 90", "no 60", "no 30" and Schwarz increase the score by an extra point each. However, if the team fails to fulfil the announcement, they lose the whole game, and the scores for all the points they would have won.
For example, if a side announces "Re", "no 90" and "no 60" they need at least card points to win. If they take only card points i. If the "no 60" had not been announced the Re side would instead have won 5 game points Game, Re 2, no 90, no 90 announced.
If they had only announced Re they would have won 4 Game, Re 2, no Another example: One side announces "Re" and "no 90", the other "Kontra".
The Re team take 88 card points no They lose 9 no 90 made by the Kontra side, game, women, Re 2, Kontra 2, no 90, no 90 announced.
In addition to the points described above, there are a number of game points that can be scored during play, which are independent of the game and other points, and can be scored by either team whether or not the game succeeds.
These are:. All these points apply to the whole team - for example if you win the last trick with a Charlie, your partner benefits as well.
It is possible for two or three points to be scored on one trick, e. Tournaments are normally played in a number of sessions of 24 deals, each session consisting of 20 normal hands plus 4 compulsory solos if their are five players rather than four, then 25 hands with five solos.
Each player must bid one "compulsory" solo during the session, and may bid other "lust" solos. The first solo each player bids is counted as their compulsory solo, and they get the lead.
After the hand the same dealer deals again. A compulsory solo ranks above a lust solo in the bidding; if more than one player wants to play a compulsory solo the earliest in the bidding order plays.
If a player fails to bid a solo by the end of a session, an additional hand is dealt on which they must bid solo.
The rule that the first of equal cards wins makes it very important to lead your ace of a side suit before an opponent can lead theirs, as the second round is almost certain to be trumped - there are only 8 cards in a suit 6 in hearts.
If you happen to have both aces in a suit, then it is not urgent to lead one. Therefore, if on lead at the start, you priorities are usually:.
After this, you normally try to give the lead to your partner. If you are on the Re side you will normally lead a trump to your partner's Q. If on the Kontra side you may lead a side suit this is not always done, but gives a good indication of which side the leader is on.
However, if your partner has said Kontra you should lead a trump as they should have at least one 10 and may well want you to lead trumps.
If you are trumping in, and there is a possibility of being overtrumped, trump with at least a Jack so that the fourth player cannot win with a Fox or 10 of trumps.
Similarly, if trumps are led then if you are the last player of your team to play to the trick, with one or both opponents after you, play a Jack or higher if no high card has been played so far.
It is important that you announce Re or Kontra if things seem to be going well, not only to increase the score for the game but also so that you can announce no 90 if things continue to go well.
If you announce Re or Kontra earlier than you need to, for example on your first play rather than your second, this indicates a possession of additional strength normally high trumps, which are very important in play.
If on the opening lead the fourth player says Re or Kontra before second hand plays, this indicates that they are going to trump the lead and want their partner to put a valuable card on it.
It is almost always correct to announce a marriage - rarely will you have a hand so good that it is profitable to go solo instead.
It is always desirable to become the partner of a player with a marriage - you get a partner with at least 2 high trumps. Therefore, if on lead against a marriage you might lead a 10 to win the trick; otherwise you could lead an ace in your shortest suit.
A game with Armut poverty is easier to win than it sounds, because the poverty player can discard valuable cards on partner's tricks, and also because the accepting player gets the chance to create voids.
When considering a solo, possession of the initial lead is a big advantage on most hands. Trump solos require a much stronger hand than you might at first think, and these hands will also play well in a normal game.
For an Ace solo, a five card suit to A A 10 will normally capture over 60 points. For a Queen or Jack solo 4 trumps are often sufficient, but you also need a reasonable number of aces.
It is often bad to lead the second round of hearts, because of the danger of giving a ruff and discard to the opponents, since there are only six cards in the suit.
In tournament play, it is very likely that a player will not get a hand which warrants a solo bid during the session and so a compulsory solo, particularly towards the end, should almost always have Kontra said if declarer does not say Re.
The second 10 of hearts wins if both are played to the same trick. This reduces the power of these cards, and prevents the lead of one in order to become the partner of a marriage.
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