Welcome to the Sheepshead Page.
Sheepshead, or Schafkopf in German, is an old Middle European game played and developed by shepherds sometime in the late 1700's. Its play is similar to that of pinochle and euchre, and has been incorporated into the game of Skat. While Skat was codified by the German congress in 1886, Sheepshead has continued to be played under a variety of rules. The rules described here are the most accepted in the United States. Sheepshead has such a strange order of cards because the peasants in Europe were disgruntled with the kings, so in their card games they gave the kings a lower rank. They made Queens, Jacks, and diamonds (a symbol of wealth) trump.
Sheepshead is played with 32 cards, each with a different point value and strength. The object of the game is to get at least 61 points by taking a number of tricks.
Players The
most common and best way to play Sheepshead is with 5 players. Six
players may sit at the table and the dealer just sits out the hand he is
dealing. There are variations of the game which can be played with as
little as 2 and up to 8 players. These games will be described later.
The Deck The
deck consists of 32 of the 52 cards in a regular Poker-type deck of
cards. The cards used in Sheepshead are all the suits of 7's, 8's, 9's 10's,
Jacks, Queens, Kings, and Aces. The rest of the deck should be
put aside, as it will not be used at all in the game of Sheepshead.
The Deal
Decide who will deal first.
Shuffle the deck thoroughly, and the person to the right of the
dealer should cut the deck. Deal 6 cards to every player, dealing
the cards 3 at a time in a clockwise manner. After the first round
of 3 cards each, 2 cards are placed in the middle of the table.
These cards are called the blind. The remaining cards are then
dealt, 3 at a time. The person to the left of the dealer becomes
the dealer in the next round.
Card Rankings
One of the most difficult parts
of Sheepshead for new players to understand is the ranking of the
cards. The order of power of the cards is a very important part of the
game. Adding to the confusion is the fact that point values for the
cards do not always coincide with the power rankings. Instead of the
usual, twos-through-aces ranking,
the 14 Sheepshead trump cards rank as follows:

The 18 fail cards rank as follows:

Point Value of Cards
In order to get 61 points and win the game, you must collect a
combination of the following cards and the points associated with each.
Every suit of the following cards is worth the same, even trump suits.

Things to Remember
Note that any trump card will take any fail card. Also note
that Tens take Kings. With these basic rules, you are ready to start
playing the game.
The Picker
After dealing the cards, the person to the left of the dealer has the
first chance to pick the blind. If you think that you
have a good enough hand (a bunch of trump) to win, pick up the blind and
put it in your hand. If you don't have much trump, you can pass, and
the next person to the left has the option to pick, and so on, until the
dealer has had a chance to pick. If no one picks, the hand becomes a
leaster. After picking up the blind, the picker must
discard two cards, face down in front of him. The picker then picks a
partner.
Picking a
Partner Unless the picker has a very good hand (almost all
high trump) he should pick a partner. (see going
alone) This is done by naming an ace card from which he has a
fail card of. For example, if the picker has all trump except an 8
of hearts, he must call the Ace of Hearts as partner. If he had the 8
of hearts, the 7 of clubs, and the King of spades, he could call any of
the three non-trump Aces as partner, as long as the Ace was not in his
hand or his blind. So if the picker calls "Ace of hearts" the person
with the Ace of hearts becomes his partner. The remaining three players
are now on one team, opposing the picker and his partner. No one,
except the partner, knows who the partner is at the beginning of the
hand, and he cannot tell anyone. The picker must keep his fail card
matching the suit of his partner's Ace until the suit is led, then the
picker must play the fail card. The fail card cannot
be played in any other trick except the last one, when you have to play
your last card.
If the picker has the Aces for all the fail suits in his hand or the blind, he cannot call those Aces. He must place any one of his cards face down (called in the hole or under as in) and call any fail Ace he doesn't have in his hand or blind. The card in the hole must be played when the suit of the called Ace is led, as if the card was the failed suit called. Only the person who wins the trick is allowed to see the card in the hole, and this card cannot take the trick despite its ranking.
If the picker has all three non-trump Aces, a 10 of a fail suit can be called. The same rules apply as if the picker called an Ace. Remember: the Ace and 10 of diamonds can never be called because they are trump.
The Lead The
person directly to the dealer's left leads, that is,
plays the first card. The other players must follow suit in a clockwise
manner. The player who wins the trick always leads the next trick.
Following Suit
A very important rule to remember is that you must
always follow suit. Trump is a suit. On trump cards,
the suit doesn't matter: The Queen of spades is a trump, not a spade.
Only trump cards can beat the suit that is led. A nine of hearts will
not beat a 7 of clubs if clubs was led. Only a higher club or a trump
will take the trick away from the 7 of clubs. If a spade is led, you
must play a spade if you have it, and so must everyone else. If you
don't have a spade, then you can trump the trick or play any card in
your hand, but no other card but a trump will win. You may wish to give
points away if your partner is going to win. If a trump card is led,
then everyone must play a trump on that trick. Remember, the Ace must
be played when the called Ace suit is led, even if you have other cards
of the same suit in your hand. The person with the highest ranking card
at the end of a trick, wins that trick and collects the points. The
game is over when 6 tricks are played. The winner is determined by
counting points.
When scoring, remember that the total score from all player, including negatives, must always equal 0.
Most of the time, you will be able to win with these hands. A mauerer won't play with one of these hands, but the average player should. Better players will pick on less than these, trying to rely on their partner.
Leasters
When no one decides to pick the blind, the game becomes a Leaster. Some
people prefer to play a "doubler" instead. In a Leaster:
Doublers A
doubler is called in special situations and causes both sides to pay or
win double the normal points they would for that hand. A doubler will
also double no-trick, schnider points, etc.
Misplays If
anyone misplays; doesn't play trump when it is lead, doesn't follow suit
correctly, calls the wrong ace, misburies, etc., he loses 4 points and
everyone else gets 1 point each. This rule is usually waived if the
perpetrator is a novice.