Doppelkopf as it was played in the shadow of Altgeld Hall

Table of contents

Introduction

Doppelkopf is a popular German card game. Among Germans it is second in popularity only to Skat, but that probably depends on who you ask. It is a version of the game Schafskopf (german for sheepshead). That's were the name comes from: Doppelkopf (german for double head) is played with two decks, instead of one as is customary for both Skat and Schafskopf.

A bit of history: Schafskopf is the oldest of the 3 games and dates back to the 1700's when it was developed by ... shepherds. Skat is the youngest and dates back to 1810 and has been codified in 1886 by the German Skatcongress to unify the rules in the "Deutsche Skatordnung" which are still being monitored and modified every now and then.

This is one thing were Doppelkopf and Schafskopf differ greatly from Skat: There are many local rules, since there is no standard. This has the advantage that there is a lot of variety whereever you go.

The Deck

Doppelkopf is usually played with 2 decks of 24 cards. Each deck consists of 6 cards (ace, king, queen, jack, 10 and 9) in 4 suits (clubs, spades, hearts and diamonds). In some places they play without the 9's though, resulting in 2 decks of 20 cards.

SymbolAbbreviationSuitFarbe
cClubsKreuz
sSpadesPik/Schippen
hHeartsHerz
dDiamondsKaro

Another thing is the actual deck that is being used. While you can certainly play with the anglo-american "poker / bridge" decks (52 cards), the game has more of the typical flair if you use german decks (with Ober and Unter / 32 cards) like they do it in parts of southern Germany or a french deck (32 cards: A K D B 10 9 8 7 in 4 suits) like we do where I grew up and also in our local game.

SymbolAbbreviationEnglishGermanValue
AAAceAs11
1010TenZehn10
KKKingKönig4
DQQueenDame3
BJJackBube/Bauer2
99NineNeun0

The Setup

Doppelkopf (frequently abbreviated as Doko) is usually played with 4 players. You can also play it with 5 players in which case the dealer sits out. For the case that there are 6 of you we invented Triplekopf. If you have 7 people naturally you can play Triplekopf with the dealer sitting out. So as long as you have at least 4 people you can play! If you want to keep scores, then at the beginning of the session the participant with the best arithmetic skills/ most honest participant is chosen to be the score keeper. If, like us, you don't have any of these then the host can keep score.

How long you play is up to you. We usually just stop when we want to go home. If you feel that in that case the person that is ahead after the first game will want to go home, then just play until a certain score is achieved or until everybody has dealt a fixed number of times. We usually play one or two rounds of forced solos and make sure that everybody dealt equally often.

The Goal of the Game

Each card in the deck has a certain value: The A is worth 11 points, the 10 10 points, the K 4, the Q 3, the J 2 and the 9 0 points. This adds up to 240 points in both decks altogether. The goal of you (and your partner) is to capture at least half of those points in order to win the hand. The more decisive the victory the better it is, and you will get many points on the score sheet if you win a game by a big margin and maybe even announce beforehand that you will do so.

The Card Order

To make matters a little more interesting Doko has trumps, lots of them: 26 of the 48 cards in the deck are trump and here is their order from highest to lowest together with the customary nicknames:

10
Queen The Old ones / Die Alten
Queen
Queen
Queen
Jack The Charlies
Jack
Jack
Jack
Ace The Foxes / Die Füchse
10
K
9

Hence a Qs beats a Qh and a Jc, so pretty much everything, while the high counting 10d and the foxes hardly beat any other trumps at all. In the Offsuits (clubs, spades and hearts) the cards rank in order of their point value: The Aces are highest, followed by 10, K and 9. Recall: The 10h is a trump, the highest one. I don't know of many Doko players who have not at least once mistaken the 10h for a regular heart and then done something stupid.

When a card of a certain suit (hearts, spades, clubs or trump) is led, then you have to follow that suit. If you don't have that suit you can put whatever you want. The person that put down the highest card in the suit that was led takes the trick, unless somebody put down a trump in which case the highest trump card takes the trick. If two people put down exactly the same card, then the card that was put down first is higher. The person that took the previous trick always leads for the next trick and the other players put down their card in a clockwise order starting with the player to his left.

The Deal and Announcements

Everything in Doko is done in a clockwise direction, and whenever I refer to a player as being the one closest to another player I always refer to the player sitting closest to him in a clockwise direction to which the situation applies. Usually that is the player immediately to his left.

The duty of dealing moves after each hand to the dealers left neighbor. After the dealer has shuffled the deck the player to his right cuts the deck and the dealer gives each of the 4 participants 12 of the 48 cards in some random order starting with the player to his left and proceeding clockwise.

After the cards are dealt, the players are first asked if they have any announcements to make, since a "few" special situations can occur that have to be dealt with prior to the game.

The Regular Game

One of the fun things about Doppelkopf is that you usually don't know initially who is your partner: The two players with the Old ones form the Re party and the other two players the Contra party. And then Re plays against Contra. This can of course be somewhat confusing, but usually the dust settles pretty quickly when the first Old One falls and everybody knows that that player is Re. Then everyone starts paying attention what everybody else plays until it is obvious who plays with whom.

At the end of the game both partners from the same party add their points together and Re wins if they get at least 121 points.

Score keeping and Extra Points

Doko is a zero sum game, which means that the loser gets as many points taken off as the winner gets added. However we don't like that too much, since somebody will end up with a negative score at the end. Hence we decided that in our local game we only give positive points for the winner:

Points for Re01-2930-5960-8990-119120121-150151-180181-210211-239240
Score for Re00000012345
Score Contra65432100000
EnglishBlackNo 30*No 60*No 90*No 120**No 120No 90No 60No 30Black
GermanSchwarzKeine 30*Keine 60*Keine 90*Keine 120**Keine 120Keine 90Keine 60Keine 30Schwarz

Here * stands for "against the Old ones/Gegen die Alten". As you can see the table is not quite symmetric. You get an extra point if you keep the Old ones from winning. This is not the only way of getting extra points though. Notice that your team gets these points independent of who wins the game. Here they are in order of likelihood of occuring:

Catching a fox: If one team takes a fox from another team -- you don't get points for saving your partners fox -- that gives the stealing team an extra point. This is usually very annoying if it happens to you. So you would think that when you are holding both foxes you are in big trouble. To make the game a little more fun though, you can turn the 2 foxes turn into a PIG (Schweinchen / Schwein / Sau) if you have both of them. To do so you MUST say that you have a pig when you put down the first ace of diamonds. What this means now, is that they turn into the HIGHEST trumps. So they can even beat a 10h (ouch!) and become uncatchable. If you forget or choose not to announce a pig (reasonable in a Lumper) then they are still two foxes and can be caught.

Charlie: When you take the very last trick of a hand with the Charlie (Jc), your team gets an extra point. Stealing a Charlie on the other hand doesn't do anything for you.

Full Trick: If you take a trick that involves only Full cards (10's and A's) your team also gets an extra point.

Note that it is possible to make more than one extra point on a given trick. It is also important that both sides (not only the winners) can get extra points in a single game, so that sometimes the extra points can outweigh the value of the game itself and turn the losing party into the one that gets more points on the score sheet. To indicate that you made an extra point one card is turned over on your stack of tricks for each extra point: The caught Fox, the Charlie or one of the Full cards depending on what kind of an extra point it was.

Voluntary Solos

Sometimes a player has a very lopsided hand with lots of aces and other useful cards. When that is the case it might be a good idea to play a solo which means that you play against all three other players all by yourself. That is not an impossible task, but it requires some skill and good cards help too. To make it a little easier you get the lead for the first trick no matter where you sit. In our game the solo player has an abundance of Solos to choose from:

Scoring: Naturally in a solo the solo player is the Re and the other three guys are the Contra party. The only solos where Charlies and foxes are worth extra points is in a Regular Solo, but Full tricks are OK unless you play a lumper. Also the scoring itself is a little different:

Solos are an expensive matter, with the cost for losing being pretty high. So don't play one unless you feel that you have a real high chance of winning or you have to play for some other reason.

Poverties

If nobody plays a solo and you have at most three trumps that are not foxes, then you can declare a poverty/Armut. For that you take your trumps and put them face down on the table, except for foxes which must go face up. If you have a pig you have an option: Either you look at it as a pig. In this case if you have at most one other trump it is still a poverty and you put all trumps face down on the table. Or you can look at it as a pair of foxes. In that case you may have up to 3 other trumps to still be able to declare a poverty. You put the other trumps face down, both foxes face up. The aces of diamonds stay foxes/pigs for the player who picks up the hand.

Then the other players, starting with the one closest to the poverty and proceeding in a clockwise direction, are asked if they want to pick up the poverty.

If nobody wants to pick it up, which doesn't happen often, a regular game is played. In that case two open foxes can be turned into pigs again.

Otherwise the "poor" player and his partner are the Re party and a regular game is being played. The player who picked up the poverty also gets to take the cards on the table and returns the same amount of cards, with the only restriction being that he has to announce whether or not he returned trumps.

Remarks: If you pick up a fox and already have one, then you have two foxes and not a pig. It is also possible to have 2 poverties on one hand. In that case the poverty closest to the dealer is offered first to the player closest to him and then to the other player. After that the second poverty is offered to the remaining player if the first poverty was taken. If not BOTH are taken, then the game is a misdeal. Otherwise the first poverty forms the Re and the second the Contra party and cards are exchanged in the usual fashion.

Marriages and Silent Solos

If you have both of the Old Ones and noone declared a solo or a poverty you have two options. Either you play a Silent Solo or you announce a Marriage.

If you announce a Marriage, then you and the first player besides yourself to take a trick on a NONTRUMP LEAD form the Re party and the game proceeds as usual.

If you do not announce the Marriage, either because you opted not to or because you were sleeping, then you are playing a Silent Solo. This is a regular Trump Solo where you are the Re party, but nobody knows that to begin with. This can be hard to win, just like a regular Trump Solo, especially since you don't necessarily have the lead in the first trick. But you will probably have your opponents confused for a while and that can make a big difference.

Forced Solos

To make matters even more interesting everyone has to play a solo at least every dozen or so games. That is at least once during each Forced Solo Round.

A Forced Solo Round ends when every player has played a Solo. If on the eleventh game of the round one or more players haven't played their Solo yet and nobody announces a misdeal or a voluntary Solo then among the players who haven't played their Solo yet the one that sits closest to the dealer (starting with the player to his left proceeding clockwise) is forced.

The forced player gets to announce what Solo he wants to play. Of course he cannot play a Silent Solo, but everything else is OK. Unlike in voluntary Solos Re doesn't necessarily get the lead, but rather (like in a regular hand) the player to the left of the dealer does. For that reason it can be a good idea to volunteer on a Solo when you would have been forced anyhow.

Forced Solos can be quite brutal and result in many points for Contra, since Re doesn't necessarily have a good hand and on top of that the split can be bad. For that reason we recommend NOT to play with Forced Solos if you are 5 players. The player sitting out will not be part of the carnage, although all this really isn't his fault. Also if you play with Forced Solos the likelihood of risky Solos being played, in order to avoid being forced later, is bigger. Again this discriminates against the dealer if he has to sit out.

Announcing Re or Contra

If you have a particularly strong hand you can announce the team that you are on, thus doubling the value of the game subject to the following rules: Remark: In most other local games you can also announce No 90, No 60, No 30, Black to raise the value of the game even further. Usually this only happens when the outcome of the game is fairly clear to begin with, thus just making an expensive game even more expensive. We decided against this rule for that reason.

Triplekopf

So finally what do you do when there are 6 of you? You play Triplekopf. The rules are pretty much the same except for the following changes: