Klammern

Last updated
Klammern
Alternative namesKlappern, Klapperjazz, Klapperjass, Klapper Jas
Type Point-trick
Players3 or 4
SkillsTactics & Strategy
Cards32
Deck French-suited
Rank (high→low)Trumps: J 9 A 10 K Q 8 7
Side suits: A 10 K Q J 9 8 7
PlayClockwise
ChanceMedium
Related games
Jass   Klaverjas   Klabberjass

Klammern is an Ace-Ten card game and variant of Jass, which is particularly widespread in the Alemannic region. It is played mainly in Switzerland, Liechtenstein, the Austrian state of Vorarlberg and in parts of southern Germany and Alsace. But the game is also finding more and more fans in the north-west of Germany, mainly in North Rhine-Westphalia. In Hamburg the game goes under the name Klapperjazz or Klapperjass and was initially played mainly by stevedores for "nen Heiermann", a 5 Mark piece. A die was used to keep score. In other parts of North Germany it is called Klappern or Klapper-Jas and was popular in the 1950s and 60s in pubs and bars and also among lorry drivers as they waited, for example, for customs clearance at Hamburg's free port. [1]

Contents

Klapperjass may be over a century old as the word is recorded in an Alsatian dictionary in 1899 as a card game and as a children's word for a beating or spanking, from which verklapperjassen, "to beat at cards" or "to beat by cheating" , is derived. No rules are given. [2]

Rules

In Klammern, 4 players play in two teams of 4 using a 32-card French-suited pack. [3] The partners sit opposite each other. [3] But it is also possible for just two or three to play with each player playing alone. These variants are often practised in the Berlin area.

The aim of the game is to score as many points as possible.

Cards

Cards have the usual Ace-Ten values and ranking with the exception of two special trumps: the trump Jack, called Jappa (also called Jass in NRW and Hamburg), which is the highest trump, and the trump 9 or Mie (pronounced "Mia"), which is the second highest trump. Jappa is worth 20 points and Mie 14 points. The card values are: [3]

The ranking of the cards in the trump suit in descending order is: Jappa (J) > Mie (9) > A > 10 > K > Q > 9 > 8 > 7. In the side suits the order is: A > 10 > K > Q > J > 9 > 8 > 7. [3]

Deal and trumps

The cards are always dealt in packets of 3-2-3. The middle of the dealer's last 3 cards is revealed as the proposed trump suit. [3]

Forehand (the player to the dealer's left) may play the suit of the upcard by accepting with the words "I'm going in" (ich gehe rein) or may reject the suit. Then it is the turn of the next player to the left, and so on. Thus, the players are always asked in clockwise order whether they want to accept the revealed suit as trumps or not.

If no player wants to play the suit of the upcard, the dealer takes the card back and forehand may then announce a "little one" (Kleines), which he can use to specify a trump suit, unless another player calls "better" (Besser). If no player announces "better", the player who announced "little one" may choose the trump suit. However, if a player has called "better" then Clubs is automatically trumps. If forehand does not have a trump suit that is worthwhile playing (i.e. too many low cards or too few cards in one suit), he can reject a "little one" and the next player is then asked. If all players reject a "little one", the cards are thrown in and the same dealer redeals.

Play

During the game it is mandatory to follow suit. If you are unable to follow suit, you must play a trump. All subsequent players must overtrump in their turn if they are also unable to follow suit. If unable to overtrump a player may underplay with a trump card. If you can neither follow suit nor trump or overtrump, you may discard a card of a different suit. [3]

It makes tactical sense to give your partner a high value card in order to get a higher total of points at the end.

First trick

Forehand opens and may play any card. It is now necessary for each player in turn to meld combinations known as Terzen (singular: Terz, a sequence of three cards) or Fifties (a sequence of four or more). In these sequences, the 10s and Jacks take their natural positions e.g. ...Q > J > 10 > 9... [3]

The played trick cards remain face up until it is clear who has the highest meld.

A Fifty is always higher than a Terz. If 2 or more players have a Terz, the highest Terz always wins. If someone has a Terz headed by the Queen and someone else has a Terz up to the King, the latter wins. If 2 players have a Terz of equal value, for example both have a Terz up to the Queen (10, J, Q), the one in the trump suit wins; if neither is in trumps the first meld wins (a variation that is not very common: the higher-ranking suit wins. The suit ranking in this case is: ) The precedence of Fifties is treated in the same way.

The winner with the highest meld must show it to everyone else along with any other melds held. The winner's partner can now also show melds if held. A Terz scores 20 bonus points and a Fifty scores 50 bonus points. These points are added to the total points earned by the team for that deal. [3]

Once Terz and Fifty melds have been decided, the opponents now have the option of announcing "Contra" ("Kontra"). This indicates they are sure that the opponents will lose the game and thus doubles the "little " points. Now the other side has the opportunity to announce a "Re" which redoubles the little points.

Terz and Fifty must be announced before the second trick. If the second trick has already taken place when they are announced, the points scored for Terz and Fifty are forfeited.

Other melds and bonuses

In addition to the bonus points for melding Terzen and Fifties players may score further bonuses during subsequent play as follows:

Bella

Bella or Belle is the King and Queen of the trump suit. A player with this meld must announce "Bella" when discarding the first of the two cards (it doesn't matter which one). This scores 20 bonus points. Bella is not announced during the first trick. Moreover, the trump King and Queen have no special value on their own; they are normal trump cards and do not have to be announced. If Bella is not announced when discarding the trump Queen or trump King, the bonus points are forfeited. [3]

Last Trick.

Winning the last trick attracts a 10 point bonus. [3]

Example

Player A has a Terz (9, 10, jack), B has a Terz (7, 8, 9), C has 2 Terzen (2 × 8, 9, 10), and D has a Terz (Q, K, A). Thus, player D has the highest meld and B and D get the bonus for their team. In this case, B and D receive 40 points, since the two players have two Terzen between them. However, if D did not have a Terz, A and C would win and they score 60 points since the two players have three Terzen between them.

In every game there is Jappa, Mie and the last trick. These together score 44 points. In addition, there are 120 points for the rest of the pack making 164 in toto. Half of the maximum, excluding melds, is 82 points. If melds are announced (Terz, Fifty, Bella, etc.), the so-called Beet (half of all possible points) increases by half the value of the melds. For example, a Terz increases the total by 10 points and a Fifty by 25 points, resulting in a Beet of 92 or 107 points.

Scoring

There are "small games" and the "big games". The team that starts a game and then wins it and plays it themselves get a small point.

If the opposing team says "Contra", the winning team then receives 2 points.

If the opposing team played and lost, the game is worth 2 small points (with Contra: 4 points).

If there was a tie, i.e. both teams score e.g. 82 points without there having been a meld, the game counts as lost for the playing team. The playing team must always get one more point to win.

It takes 5 small points to earn a "big" point. If you win the small game 5:0, this is a Kalte and scores 2 big points.

If the big game is won, the next game starts again at 0:0, even if the previous game was won e.g. 6:3.

If a team has 4 points in the "small game", it is in the Laube (trees). This means the opposing team to play every subsequent game if possible.

Revoking

Following suit is mandatory. If a player revokes i.e. discards the wrong suit despite holding a card of the led suit, the deal ends immediately. If the team has earned the necessary points to win by then, the point goes to them, otherwise the other side has won the deal. Terzen, Fifties and Bella may be added to the result - provided they have been properly melded beforehand. However, Jappa and Mie may not be counted if these cards are not in a trick. In other words, a player still holding the Mie or Jappa may not score them. Since the last trick was not played there is no bonus for that either. (Variant: all available points in the game are attributed to the team that played "clean", including points for Jappa, Mie, Bella and Terz or Fifty.)

Matches

In order that a Klammer evening doesn't just consist of 2 or 3 games (Partien), a league format is usually used. This is how a full match (Liga-Partie) goes, e.g. up to 51 points. The points counted after an individual game are converted into "match points" (Augen). One match point is worth 10 game points (e.g. 50 game points= 5 match points; 110 game points= 11 match points). 5 game points are rounded up to the next highest multiple of 5 (e.g. 55 game points = 6 match points; 115 game points = 12 match points; 64 game points = 6 match points).

March

It is possible to win the match early. All that is required is a game without a “countertrick” (Gegenstich). A player confident of playing a game and taking every trick may announce this before the deal starts. This move is called a march (Klammer Jass or Durchmarsch). If the march is successful, that player wins the entire match. That's how it is possible to win a match outright, even if you are 50 game points behind.

However, if the opponent manages to take a trick, the match is also over and the player who attempted the march has lost. The match is won by the opponent with the most match points in the match at that point.

Rule variations

In the Hamburg area, the game is called Klabberjazz and is scored as follows: A player who plays the faced suit, i.e. the original trump, plays what is called an Orgi ("Original"). If all reject the upcard as trumps, a player playing in a different suit, plays a "little one". At the end of a deal the points are counted, but these are only evaluated from deal to deal. A game won is indicated by turning a die, which starts at "six". Each player or team (if there are four players) has a die. The player or team whose die comes back to “six” first wins the round. A successful Orgi scores 2 points to the player who played trumps. If the Orgi is lost, the opponents receive 4 points. If the "little one" is won, the player who declared trump gets 1 point. If the player loses his "little one", the opponents receive two points.

Example: Ben wins an Orgi that he played himself in the first deal of a round, so he may turn his die from six to two. Sue wins a "little one" in the first deal of a round, which she played herself, so she turns her die from six to one.

Related Research Articles

<span class="mw-page-title-main">Tarocchini</span> Tarot card games popular in northeast Italy

Tarocchini are point trick-taking tarot card games popular in Bologna, capital city of the Emilia-Romagna region of Italy and has been confined mostly to this area. They are the diminutive form of tarocchi, referring to the reduction of the Bolognese pack from 78 to 62 cards, which probably occurred in the early 16th century.

Marjapussi is a traditional Finnish trick taking game for 4 players playing in 2 partnerships and is one of the Mariage family, its key feature being that the trump suit is determined in the middle of the play by declaring a marriage. There are variants of Marjapussi for two and three players.

<span class="mw-page-title-main">Tarabish</span> Canadian card game, originating in Cape Breton Island

Tarabish, also known by its slang term Bish, is a Canadian trick-taking card game of complex rules derived from Belote, a game of the Jass family. The name is pronounced "tar-bish", despite the spelling. It is played primarily by the people of Cape Breton, Nova Scotia, in Canada, where, according to one source, it was brought in 1901 by a Lebanese immigrant George Shebib. On the other hand, following comprehensive research Kennedy (1996) states that opinions as to its origin vary and that no "definitive roots may ever be determined."

<span class="mw-page-title-main">Jass</span> Card game

Jass is a family of trick taking, Ace-Ten card games and, in its key forms, a distinctive branch of the Marriage family. It is popular in its native Switzerland as well as the rest of the Alemannic German-speaking area of Europe, Italian South Tyrol and in a few places in Wisconsin, Ohio, California, Oregon and Washington USA.

<span class="mw-page-title-main">Clabber</span>

Clabber is a four-player card game played in southwestern Indiana near Evansville. It is a member of the Jack-Nine family of point-trick card games that are popular in Europe and is similar to Klaberjass. The trump makers must score at least eighty-two points to keep from "going set", where they don't score any of their points. Additional points can also be scored for a combination of cards in a hand, which would assist in "making it", or, not going set.

<span class="mw-page-title-main">Konter a Matt</span> Four-player card game of Luxembourg

Konter a Matt, Kontra a Matt or Konter a Midd is a Luxembourgish trick-taking card game played by four players. The game is popular enough to have been televised on RTL, Luxembourg's leading TV station and for tournaments to be organised. Konter a Matt is one of a family of similar games, known as the Couillon Group, played in the Benelux area. Other games in the family include the Belgian game of Couillon, known as Kwajongen in Flemish areas and Kujong in Luxembourg, the Dutch game of Troeven and the Belgian games of Brûte and Gamelle.

<span class="mw-page-title-main">Klaberjass</span> Card game

Klaberjass or Bela is a trick-taking Ace-Ten card game that is most popular in German communities. In its basic form it is a 9-card trick-and-draw game for two players using a 32-card piquet pack.

<span class="mw-page-title-main">Mariáš</span> Card game

Mariáš or Mariasch a three-player, solo trick-taking game of the King–Queen family of Ace-Ten games, but with a simplified scoring system. It is one of the most popular card games in the Czech Republic and Slovakia, but is also played in Bavaria in Germany as well as in Austria. The Hungarian national card game Ulti is an elaboration of Mariáš.

<span class="mw-page-title-main">Schnapsen</span> Card game

Schnapsen, Schnapser or Schnapsa is a trick-taking card game of the Bézique (Ace-Ten) family that is very popular in Bavaria and in the territories of the former Austro-Hungarian Empire and has become the national card game of Austria and Hungary. Schnapsen is both of the point-trick and trick-and-draw subtypes.

Mariage or Mariagenspiel is a German 6-card trick-and-draw game for two players in which players score bonus points for the "marriage" of King and Queen of the same suit. The game, first documented in 1715 in Leipzig, spawned numerous offshoots throughout continental Europe and gives its name to the Marriage group of card games, the widest known of which is probably Sixty-Six. Many of these are still the national card games of their respective countries.

<span class="mw-page-title-main">Jass group</span> Family of card game

The Jass group, also known as the Jack–Nine card games, form a family of trick-taking games in which the jack (jass) and nine (manille) of the trump suit are the highest-ranking trumps, and the tens and aces of all suits are the next most valuable cards. Games in this family are typically played by 2 or 4 players with 32 French-suited cards.

<span class="mw-page-title-main">Glossary of card game terms</span> List of definitions of terms and jargon used in card games

The following is a glossary of terms used in card games. Besides the terms listed here, there are thousands of common and uncommon slang terms. Terms in this glossary should not be game-specific, but apply to a wide range of card games played with non-proprietary packs. It should not include terms solely related to casino or banking games. For glossaries that relate primarily to one game or family of similar games, see Game-specific glossaries.

<span class="mw-page-title-main">Gaigel</span>

Gaigel is a card game from the Württemberg region of Germany and is traditionally played with Württemberg suited cards. It is a Swabian variant of Sechsundsechzig and may be played with 2, 3, 4 or 6 players. However, a significant difference from Sechsundsechzig and other related games like Bauernschnapsen is the use of a double card deck. The four-player game is usually called Kreuzgaigel. The game emerged in the early 19th century.

<span class="mw-page-title-main">Zwanzigerrufen</span>

Zwanzigerrufen or Zwanz'gerrufen is the leading trick-taking card game of the Tarock family in many regions of eastern Austria. Its rules are simpler than the game of Königrufen which is more widely played in the whole of Austria. As is common in Tarock games, the cards have various point values – the primary goal in an individual game is to win the majority of points.

<span class="mw-page-title-main">1000 (card game)</span>

1000 is an easy-to-learn card game for two or three players. Its simple rules make it suitable for players to quickly become familiar with the basic concepts of trick-taking and trump-based card games. The name is taken from the score at the end of the game.

<span class="mw-page-title-main">Binokel</span> Card game

Binokel is a card game for two to eight players that originated in Switzerland as Binocle, but spread to the German state of Württemberg, where it is typically played with a Württemberg pattern pack. It is still popular in Württemberg, where it is usually played in groups of three or four as a family game rather than in the pubs. In three-hand games, each player competes for himself, while in four-hand games, known as Cross Binokel (Kreuzbinokel), two teams are formed with partners sitting opposite one another. The game was introduced to America by German immigrants in the first half of the 20th century, where it developed into the similar game of pinochle. Binocle was still played in Switzerland in 1994. In south Germany, the game is sometimes called by its Swabian name, Benoggl.

<span class="mw-page-title-main">Blattla</span>

Blattla is a Bavarian card game for four players, who usually form two teams of two for each deal. It is a simplified version of Schafkopf and Bierkopf and is thus a point-trick game. Unlike those two games, in Blattla the Obers and Unters are not permanent trumps. In order to learn the rules of Schafkopf, it can be an advantage to first become familiar with Blattla. The game is traditionally played with Bavarian pattern cards.

<span class="mw-page-title-main">Solo 66</span> Card game

Solo 66 is a trick-taking, Ace-Ten, card game for five players in which a soloist always plays against the other four. It is based on the rules of Germany's national game, Skat, and is played with a French-suited Skat pack of 32 cards. Bidding is for the trump suit. Jacks are ranked within their respective suits and do not form additional trumps over and above the cards of the trump suit. Grupp describes it as "an entertaining game for a larger group."

<span class="mw-page-title-main">Bauerchen</span> Card game

Bauerchen, also Bauerchens, Bauerspiel, Bauersche or Bauersches, is a trick-taking card game of the Ace-Ten family for four players that is played in the Palatinate region of Germany, especially around the city of Kaiserslautern, as well as in south Hesse. It is often played during leisure times as an alternative to well known games such as Schafkopf or Skat. Regular Bauerchen tournaments also take place. The game is named after its four permanent trumps or "Bowers".

<span class="mw-page-title-main">Sjavs</span> Danish card game

Sjavs is a Danish card game of the Schafkopf family that is played in two main variants. In Denmark, it is a 3-player game, played with a shortened pack of 20 cards; in the Faroe Islands, where it is very popular, it is a four-hand, partnership game using a standard Piquet pack of 32 cards.

References

  1. Klapper-Jas at marun-online.de. Retrieved 2 July 2023.
  2. Martin & Lienhart (1899), p. 411.
  3. 1 2 3 4 5 6 7 8 9 10 Klabberjass at pagat.com. Retrieved 18 October 2022.

Literature