| Trump: | |
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| Non-trump (remaining Spades, Hearts, and Clubs): | |
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This is perhaps the most confusing part of the game, so you might want to write this down on a cheat sheet while you are learning to play.
| Ace | 11 points |
| 10 | 10 points |
| King | 4 points |
| Queen | 3 points |
| Jack | 2 points |
| 9, 8, or 7 | 0 points |
If someone decides to take it, he can put the two cards that were dealt into the middle into his hand. He must then discard two cards (can be the same cards he picked from the middle) to return to 10 cards. The other two players now play against him. The player who took the middle is now trying to get as many points (as represented by the point value of each card, above) in the tricks he wins during the course of the hand. The two cards the "taker" discarded are not revealed, but are included in the point total of the two players playing against him.
If everyone declines to take the middle, the two middle cards are set aside (still face-down) and everyone is playing "Least". The object of least is to get as few points in the tricks you win as possible.
The next player (to the left of the player who led) plays a card in the same suit, if he has one. Note that all trump cards are considered one suit (so a Jack of Hearts is not considered a "Heart" but a "trump"). If the player has no card in the suit that was lead, he may play any card in his hand. The next player plays a card following the same guidelines. Once each player has played a card, the highest card in the suit that was lead, or the highest trump if a trump card was played, takes the trick. The player who played that card collects the trick and is credited with all the points contained therein. This player then leads for the next trick.
Play continues until all players have played all their cards (10 tricks). If going "least", whoever takes the last trick gets the two cards that were dealt to the middle at the start of the hand. If someone took the middle, the cards in the middle go to either of the other two players.
| Total points in tricks | Score added to players total |
|---|---|
| All points taken (120 points) | 6 points |
| 91 -119 points taken | 4 points |
| 61 - 90 points taken | 2 points |
| 31 - 60 points taken | -2 points |
| 1 - 30 points taken | -4 points |
| 0 points taken | -6 points |
| No tricks taken | 4 points |
| No points taken (but at least one trick) | 3 points |
| The least number of points taken | 2 points |
| Tied for the least number of points taken | Each player tied for least gets 1 point |
Note that no one can lose points if the hand is "Least". A conservative approach would be to only take the middle when you are assured your hand is strong. Of course, you get to take the two cards dealt to the middle if you do decide to take it, which can be very beneficial. It can also be totally unhelpful.
It is slightly trickier trying to decide how to play your trump. Since the Ace and 10 of diamonds are high-points, but lower than most trump, playing a Jack or a Queen can be setting yourself up to take the Ace or the 10 in a trick. Leading low trump, however, allows the other players to use their high trump without taking many points.
The final thing to remember is that whoever takes the last trick, counts the two cards dealt to the middle in with their point totals. It is usually hard to control who will take the last trick without taking many points while setting it up, so unless you can see an obvious way to avoid taking it, I wouldn't devote much energy to it.
Usually, the non-trump Aces are lead first, since at the beginning of the game the other players wouldn't have had a chance to dump a low non-trump card. A player with a hand that is very strong in trump (7 or more), though, might choose to start the game leading a trump, and let the other two players play theirs while trying to get the Ace and 10 of diamonds (the highest-point trump cards).
The most difficult thing to do when taking it is trying to win a trick with a non-trump 10. With only six non-trump cards in each suit, you must have perfect distribution in that suit (2 cards of that suit in each player's hand) for both that Ace and 10 to win a trick, and of course if another player guesses that you're trying to win with a 10, they might save their Ace and hold it to win your 10.
The last trick is no more meaningful than any of the others, since the two opposing players get the points in the cards you discarded when you took the middle.
Really, though, the only task you have is to either take or give to your partner as many Aces and 10s as you can; the other point cards (K, Q, and J) are nice, but the Aces and 10s usually decide who wins the hand. The two cases for this are the trump (Ace and 10 of diamonds) and the non-trumps (all other Aces and 10s).
To get the trump Ace and 10, you take it when it's available and offer it when your partner can beat or has beaten the trump card the taker has played. For instance, if the taker leads a Jack of Clubs, and you have the 10 of diamonds, you might choose to play it in the hopes that your partner has a Queen and can take the trick. If, however, you don't think your partner can beat that Jack, you might choose to play a Queen of your own to allow your partner to give you the Ace (if he has it). Either way, the result of the trick will show you how strong the taker's hand is in trump.
The non-trump Ace and 10s are often more difficult to take. The taker usually has a void in one or more suits, which means that an Ace led in that suit will be automatically trumped by the taker. The only hopes to save these non-trump points for your partner is to play them when you're out of the suit that was led and your partner is taking the trick. If the taker is not void in the suit, then you just need to play your cards sensibly.
The points can then be counted by how many over/under cards the taker has: 3 Queens would be the "over-Queen", all four 10s would be the "double-over-Ten", and no Kings would be the "double-under-King". This way, by stating that the taker has the "over-Ace, under-King, double-under-Jack", you know that the taker got enough points to score 2 points for the hand: 60 + 11 (points for the over-Ace) - 4 (under-King) - 4 (double-under-Jack) = 63.
The same banter can be used for least, but then the under/over terminology refers to the comparison between two hands and not the the 60-point level.
Rob,
I imagine that you've had plenty of feedback from us cheddar heads on your web site. Three handed sheepshead is, in my opinion, the truest form of the game. We play for money here and when we get into higher stakes this is the game of choice. Generally the rules are: no women, no drinking and no bull shitting since you need to pay pretty close attention to what's going on. Five handed is vastly more popular though, and is more often played than three handed. In five handed nobody ever shuts up, we drink like fish and women are allowed (encouraged) to sit on our laps. In our corner of the state the partner in five handed is determined by the picker who "calls an ace". He is required to keep back a fail card in the suit he has called. There are rules that allow for instances in which the picker has all the aces or no fail. Other areas play "Jack of diamonds" in which whoever holds the Jack of diamonds is automatically partner. I would say that in three handed an easy rule of thumb is "pick on seven", meaning if you have a total of seven cards consisting of any combination of trump and aces, then pick. Our sheepshead vernacular is a time honored tradition. A few examples..
Lastly, the old timers also play "Skat" a game I don't understand and which makes sheepshead look like child's play.
If you care to e-mail me use mikejpaul@aol.com
Mike Paul
last updated: October 18, 1999