Trick-taking (plain-trick) · Game 29 of 388 ♦
Brandeln
The historic Austrian pub game played by Mozart – bid exact tricks, unleash high Jacks and Sevens, and risk all on Bettel or Mord.
- Players
- 3–4
- Duration
- 30 min
- Age
- 10+
- Difficulty
- medium
- Cards
- 28 German- or French-suited cards (7 through Ace, omitting 8s)
- Skill – Luck
- SkillLuck
- Everyone for themselves – Lots of interaction
- Everyone for themselvesLots of interaction
- Simple – Complex
- SimpleComplex
- Quick – Long
- QuickLong
Mood livelylearned in 5 minutes
Collections: Games for three · Games for four
Score pad
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Full rules
Overview
Brandeln (historically also called Stichbrändeln, Brandl, or Brändeln) is a classic Austrian trick-taking card game dating back to the 17th and 18th centuries. Highly popular in Salzburg during the era of Wolfgang Amadeus Mozart—who was an enthusiastic player—the game is praised by card historians as a refined and clever pub game. Today it is still actively played across Lower Austria, Styria, and Carinthia.
Brandeln is a plain-trick game (Stichspiel): card points do not exist, and rounds are decided entirely by whether the soloist wins the exact number of tricks bid. One soloist bids for the right to name the trump suit (or play without trumps) and plays against the three defenders. Play is governed by strict rules requiring players to follow suit, head the trick, and trump when void.
- Players: 4 players (can also be played with 3).
- You need: a 28-card deck created by removing all four 8s from a standard 32-card German- or French-suited pack (7 through Ace, no 2s–6s or 8s). Chips or counters for scoring.
Card values and ranking
Brandeln features an idiosyncratic trump hierarchy in which the Jack and the Seven are elevated to the highest ranks:
- In the trump suit (high to low): Jack / Unter – 7 – Ace – King – Queen / Ober – 10 – 9
- In non-trump suits (plain suits, high to low): Ace – King – Queen / Ober – Jack / Unter – 10 – 9 – 7
Cards carry no point values. Only the number of tricks captured counts.
Setup and deal
- Players draw for seats, and the first dealer is chosen by high card. The deal rotates clockwise after each hand.
- The player to the dealer's left is forehand (Vorhand).
- The dealer shuffles, the player to the right cuts, and the dealer distributes all 28 cards clockwise in packets of 2, then 3, then 2. Each of the four players holds 7 cards. There is no talon or stock.
Bidding
Bidding proceeds clockwise, starting with forehand. Each player in turn may either pass or make a higher contract bid:
- Brandle (Brändl): The soloist commits to win at least 3 tricks with trumps. Worth 3 points.
- Brand (Bränd): The soloist commits to win at least 4 tricks with trumps. Worth 4 points.
- Bettel: The soloist commits to win zero tricks. There are no trumps. If the soloist wins even a single trick, the contract fails immediately. Worth 6 points.
- Mord: The soloist commits to win all 7 tricks with trumps. If the defenders win any trick, the contract fails immediately. Worth 12 points.
- Herrenmord: The soloist commits to win all 7 tricks without trumps (no trump suit). Worth 18 points.
Earlier players in bidding order have positional priority: if a later player bids a higher contract, an earlier bidder may hold ("Halte ich" or "Selbst") to retain the contract.
If all four players pass without bidding, forehand is typically compelled to play a basic 3-trick Brandle (Muss-Spiel). Alternatively, all players pay 1 chip to a communal pool (Haferl) and the deal passes.
The highest bidder becomes the soloist (Alleinspieler) and plays alone against the three defenders.
The play
The soloist names the trump suit (except in Bettel and Herrenmord, where there are no trumps) and leads to the first trick. Trick play is governed by strict Bavarian-Austrian rules:
- Must follow suit (Farbzwang): You must play a card of the suit led if you hold one.
- Must head the trick (Stichzwang): When following suit, you must beat the highest card currently in the trick if able.
- Must trump (Trumpfzwang): If you are void in the suit led, you must play a trump if you hold one. If another player has already trumped, you must overtrump if able.
- Only if you cannot follow suit and have no trumps may you discard any off-suit card.
The trick is won by the highest trump played, or by the highest card of the suit led if no trumps were played. The winner of the trick collects the four cards and leads to the next trick.
Scoring and settlement
Once all 7 tricks are played, the outcome is settled directly between the soloist and the defenders:
- Soloist makes contract: Each of the 3 defenders pays the game value to the soloist (e.g. winning a Brandle yields $3 \times 3 = 9$ points).
- Soloist fails contract: The soloist pays the game value to each of the 3 defenders (e.g. failing a Brandle costs $3 \times 3 = 9$ points).
- Overtricks do not yield extra payment, and undertricks do not increase penalties; settlement is strictly based on the contract value.
Background & history
- Family: Trick-taking (plain-trick)
- Origin: 17th–18th century – Austria and South Germany
- Also known as: Brandle, Stichbrändeln, Brandl, Brändeln
- Related games: Nap, Wallachen, Bolachen, Schafkopf, Preference
Brandeln is an illustrious four-player card game with roots in Austria and southern Germany dating back to the 17th and 18th centuries. The game is celebrated in card-game scholarship as one of the earliest documented ancestors of modern exact-bidding games and as the origin of the enduring contract names Bettel (losing all tricks) and Mord (winning all tricks), terms that later permeated Central European card culture from Schafkopf to Skat.
The game is famously linked to Wolfgang Amadeus Mozart. During his years in Salzburg and Vienna, Mozart was known to be an avid card player, frequently recording games of Brandeln alongside billiards in his letters and diaries. In his authoritative Oxford Dictionary of Card Games, games historian David Parlett highlights Brandle as a "delightful German Nap equivalent" that possesses a "civilized, refined and ingenious character."
A defining feature of Brandeln is its unique trump hierarchy: unlike most Central European games where Aces or Tens dominate, Brandeln promotes the Jack (Unter) and the Seven to the two highest trump positions, followed by the Ace down to the Nine. With all four 8s removed to create a 28-card deck, all cards are dealt out evenly, giving every hand a taut, chess-like quality under strict rules of following suit and heading every trick.
The game was formally documented in early nineteenth-century Austrian card compendia, most notably Franz Tendler's 1830 Vienna games manual Verstand und Glück im Bunde, which codified the contract values and introduced the supreme Herrenmord (winning all tricks at no-trump). While overtaken in public taverns by newer commercial pastimes during the 20th century, Brandeln survives today as a living folk tradition in Lower Austria, Styria, and Carinthia.
Sources
- Parlett, David: The Oxford Dictionary of Card Games. Oxford University Press, Oxford, 1992, p. 38. ISBN 0-19-869173-4.
- Kastner, Hugo; Folkvord, Gerald Kador: Die große Humboldt-Enzyklopädie der Kartenspiele. Humboldt, Baden-Baden, 2005, S. 132–134. ISBN 3-89994-058-X.
- Tendler, Franz: Verstand und Glück im Bunde: Ein theoretisch-praktisches Spielbuch. Tendler & Co., Wien, 1830.
- Geiser, Remigius: Die 100 Kartenspiele des Landes Salzburg. Regensburg, 2004.
- Brandeln – Wikipedia
- Brandeln – Wikipedia (German)