Card Game Rules

Marriage game · Game 14 of 388 ♥

Bauernschnapsen

Schnapsen for four – call trumps after three cards, then outbid everyone with a Bettler, a Gang or a daring Kontra-Schnapser.

Players
4
Duration
30 min
Age
12+
Difficulty
tricky
Cards
20 cards (10–A)
Skill – Luck
SkillLuck
Everyone for themselves – Lots of interaction
Everyone for themselvesLots of interaction
Simple – Complex
SimpleComplex
Quick – Long
QuickLong

Mood focused

Collections: Games for four · Partnership games

Quick rules

  • Goal: first team to 24 game points. Partners sit opposite.
  • Deal: A 10 K Q J, 3 each. Forehand (dealer's left) picks trumps from them or says "Aufschlagen" (their next card sets trumps). Then 2 more each.
  • Bid: forehand first, may not pass. Others pass or bid higher; priority (forehand, left, partner, dealer) may take over the same bid. Ends when 3 have passed.
  • Kontra ×2, Rekontra ×4, Subkontra ×8.
  • Every trick: follow suit, beat the best card (even your partner's), else trump.
  • Normal game: forehand leads. K+Q when leading: 20, in trumps 40. At 66 say "enough".
  • No trumps: declarer leads, partner sits out.

Cheat sheet

Contract Pts Goal
Normal 1–3 66 first
Bettler 4 no trick
Schnapser 6 3 tricks + 66
Gang/Zehner-Gang 9/10 all 5 tricks
Bauernschnapser 12 all 5 tricks
Kontra-Schnapser 12 as Schnapser
Farben-Gang 18 5 of a suit
Kontra-Bauernschnapser 24 all 5 tricks
Herrenschnapser 24 5 trumps
  • A 10 K Q J = 11 10 4 3 2. No trumps: Bettler, Gangs; Zehner-Gang ranks 10 K Q J A.
  • Who bids: Normal, Herren-: forehand. Schnapser, Bauern-: forehand's team. Kontra-: opponents. Farben-Gang: not forehand.
  • Normal game: 1; opponents under 33: 2; no trick: 3; nobody claims: last trick 1. Announcements need a team trick.
  • Wrong "enough" or failed contract: opponents score. Schnapser: a partner's trick loses too.

Score pad

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Full rules

  1. Overview
  2. The cards
  3. Dealing and choosing trumps
  4. The contracts
  5. Bidding
  6. Doubling: Kontra
  7. Playing a trick
  8. The normal game
  9. Special contracts in detail
  10. Winning
  11. Tips for beginners
  12. Variants

Overview

Bauernschnapsen is the four-player form of Schnapsen and one of Austria's most popular card games. Two teams of two play against each other; partners sit opposite. In each hand, one player – the declarer – plays a contract: either the normal game (be the first team to 66 points) or a special game such as winning all tricks or losing all tricks. Bigger contracts score more game points. The first team to 24 game points wins.

  • Players: exactly 4, in two fixed teams.
  • You need: one standard 52-card deck, and paper and pencil.

Deal and play go clockwise. The player to the dealer's left is called forehand.

The cards

Take out the Aces, Tens, Kings, Queens and Jacks – 20 cards. The Ten ranks just below the Ace:

Card Card points
A 11
10 10
K 4
Q 3
J 2

All 20 cards are worth 120 card points.

Dealing and choosing trumps

  1. The dealer shuffles, and the player to the dealer's right cuts.
  2. The dealer gives everyone 3 cards, starting with forehand.
  3. Forehand chooses trumps from these three cards: any suit of which they hold at least one card. Trump cards beat all other suits. If forehand doesn't like their cards, they may say "Aufschlagen" instead: the dealer turns the first of the two cards forehand is about to receive face up (forehand keeps it), and its suit is trumps.
  4. Then everyone gets 2 more cards. Each player now has 5 cards. There is no stock – all cards are dealt.

After each hand, forehand becomes the next dealer.

The contracts

From lowest to highest:

Contract Game points Who may bid Trumps Goal
Normal game 1–3 forehand only yes team reaches 66 first
Bettler 4 anyone no declarer wins no trick
Schnapser 6 forehand or partner yes declarer wins first 3 tricks with 66
Gang 9 anyone no declarer wins all 5 tricks
Zehner-Gang 10 anyone no all 5 tricks; ranking 10 K Q J A
Kontra-Schnapser 12 forehand's opponents yes like Schnapser
Bauernschnapser 12 forehand or partner yes declarer wins all 5 tricks
Farben-Gang 18 anyone but forehand – hold all 5 cards of one suit
Kontra-Bauernschnapser 24 forehand's opponents yes like Bauernschnapser
Herrenschnapser 24 forehand only – hold all 5 trumps

Contracts with trumps use the suit forehand chose, and forehand leads first. In contracts without trumps (Bettler, Gang, Zehner-Gang), the declarer leads and the declarer's partner sits out – they put their cards away and don't play. Farben-Gang and Herrenschnapser are simply shown: the declarer lays down the cards and wins.

Bidding

Forehand starts and may not pass: they bid the normal game or a higher contract. Then, clockwise, each player either passes or bids a contract. A player who has passed is out of the bidding.

Players have a priority – forehand first, then the next player to the left, then forehand's partner, then the dealer. You must bid a higher contract than the last bid, but if the last bid came from a player with lower priority, you may also bid the same contract and take it over.

Bidding goes round as often as needed until three players have passed. The last bidder is the declarer and plays that contract.

Example: Forehand bids the normal game. The next two pass. The dealer bids a Gang. Forehand may now pass, bid a Gang too (forehand has priority) or bid higher.

Doubling: Kontra

Before the first card, either opponent of the declarer may say "Kontra": the hand now counts double. The declarer or partner may answer "Rekontra" (×4), and the opponents "Subkontra" (×8).

Playing a trick

The leader plays any card; the others follow clockwise. Rules for every card you play:

  1. Follow suit if you can.
  2. Beat the highest card so far if you can – even your partner's.
  3. With no card of the suit led, play a trump; if a trump is already in the trick, beat it if you can, otherwise still play a lower trump.
  4. Only with neither suit nor trump may you play any card.

The highest trump wins the trick, or else the highest card of the suit led. The winner leads to the next trick.

The normal game

Both teams race for 66 card points. A player who holds King and Queen of a suit may announce them when leading one of them: 20 points, or 40 in trumps. Forehand can do this at the first trick; everyone else needs to win a trick first to be on lead. The leader does not have to win that trick – but the points only count if the team wins at least one trick in the hand.

When you believe your team has 66 (tricks plus announcements), say "enough" – right after winning a trick or after announcing. Then count. Your team scores:

  • 1 game point if the opponents have 33 card points or more,
  • 2 if they have fewer than 33 (Schneider),
  • 3 if they have no trick (schwarz).

A wrong claim gives the opponents the game points you would have scored. If nobody has claimed before the last trick, the team winning the last trick scores 1 game point.

Example: Clubs are trump. Forehand announces a forty with K♣ Q♣ and leads Q♣. Later her partner wins a trick holding A♥ A♠ 10♥ K♦ – 36 card points. With the forty, the team has 76. Her partner says "enough". The other team has 25 card points: Schneider – 2 game points.

Special contracts in detail

  • Schnapser / Kontra-Schnapser: only three tricks are played. The declarer must win all three and reach 66 in them (announcements by the declarer count). A trick won by anyone else – even the partner – loses. Only the declarer's announcements count.
  • Bauernschnapser / Kontra-Bauernschnapser: the declarer must win all five tricks with the chosen trumps.
  • Bettler: no trumps; the declarer must not win a single trick.
  • Gang / Zehner-Gang: no trumps; the declarer must win every trick. In the Zehner-Gang the cards rank 10 K Q J A (the Ace is lowest).

If the declarer succeeds, their team scores the game points; if not, the opponents score them.

Winning

Write both teams' scores in two columns. The first team to reach 24 game points wins – the losers get a Bummerl (a mark). If the losers have 0, they are Schneider and get two Bummerl.

Tips for beginners

  • Forehand: choose trumps where you hold high cards – but if the three cards are poor, Aufschlagen is often better.
  • Remember priority: forehand can "take over" a bid, so late bidders must go higher.
  • Kontra when they are about to win: if the declarer's team would reach 24 anyway, doubling costs you nothing extra.
  • Beat your partner if you must – the rules require it, so plan your leads.

Variants

All optional – agree before playing.

  • No Bettler / no Zehner-Gang: many tables leave these out. The Zehner-Gang is also called Zehnerloch and may be worth 8 or 9, ranked below the Gang.
  • Ass-Bettler (5 points, just above Bettler): like Bettler, but the declarer holds at least one Ace.
  • Assenbettler (5 points): Bettler with the ranking 10 K Q J A.
  • Bettler variants: worth 5; ranking A K Q J 10; or the partner plays along.
  • Plauderer (7 points): a Bettler in which the opponents may look at each other's cards.
  • Herzrunde: hands with hearts as trumps count double.
  • Counting down: some regions count from 24 down to 0.
  • Land or Ringerl are other names for the Gang.

Background & history

  • Family: Marriage game (point-trick; Ace–Ten family), with bidding
  • Origin: Austria; exact date unknown
  • Also known as: Viererschnapsen, Kreuzschnapsen
  • Related games: Schnapsen, Sixty-Six (Sechsundsechzig), Dreierschnapsen (Talonschnapsen), Gaigel, Mariage

Bauernschnapsen ("farmers' Schnapsen") is, according to pagat.com, one of the most popular card games in Austria. It is an elaborated four-player version of the two-player game Schnapsen, which itself is based on the German game Sixty-Six. From Schnapsen it keeps the 20-card deck, the card values and the 20s and 40s for King and Queen; what it adds is an auction of special contracts that can each win a large share of the 24 game points needed for a Bummerl.

The rules vary noticeably from region to region. German Wikipedia lists a core of contracts – Bettler, Schnapser, Gang, Bauernschnapser, Kontraschnapser, Farbenringerl, Kontrabauernschnapser and Herrenschnapser – plus regional extras such as the Assenbettler, Zehnergang, Plauderer or Bauernloch. Many games also have several names: the Gang is also called Gangl, Land, Loch, Ring or Ringerl, the Bettler is a Fechter in some places, and the doubling "Kontra" is often called spritzen, flecken or schießen. According to Wikipedia, the Bettler contracts are disputed among conservative players, because they make the normal game the exception rather than the rule.

According to pagat.com it is played with either French-suited cards – as here – or German-suited cards of the William Tell pattern (hearts, bells, acorns, leaves). For three players there is Talonschnapsen (also called Dreierschnapsen), in which the declarer may pick up two undealt cards.

No sourced date for the game's origin could be found.

Sources