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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsheepshead&amp;diff=21427</id>
		<title>Gamehelpsheepshead</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsheepshead&amp;diff=21427"/>
		<updated>2024-06-02T14:47:08Z</updated>

		<summary type="html">&lt;p&gt;Pml0904: Removed doubling section. Probably won&amp;#039;t add that to this game port&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== Game Overview ==&lt;br /&gt;
&lt;br /&gt;
Sheepshead (American Schafkopf&#039;&#039;&#039;)&#039;&#039;&#039; is a trick based card game from the 1830&#039;s played with 5 players using a Piquet deck (32 cards: {{card|7}} - {{card|A}} in 4 suits). Each hand, the players will be on varying teams and attempting to collect the most points based on the cards they win. The team with the most points wins the round.&lt;br /&gt;
&lt;br /&gt;
The game is played for a predetermined number of rounds where each player has a chance to be the dealer for a hand. Each hand has a bidding phase and a play phase (similar to Spades or Bridge). 6 cards are dealt to each player with the 2 leftover cards being set aside in the blind.&lt;br /&gt;
&lt;br /&gt;
=== Bidding ===&lt;br /&gt;
&lt;br /&gt;
At the start of each hand, the players with determine the teams (picking vs opposing) with a simple bidding process. Bidding starts with the player left of the dealer and continues around the table with each player choosing to pick or pass on receiving the 2 cards in the blind. If a player picks, they are on the picking team along with the player who has the partner card in their hand (default is the {{diamond|J}}). This partner is not revealed until they play that card. The picking player must bury 2 of their cards who&#039;s points will be counted towards the picking team&#039;s point total at the end of the hand. The remaining players are part of the opposing team. If no player picks, the dealer is forced to pick by default. Details regarding the partner card, going alone, no-bid rules, and doubling are described in the sections below.&lt;br /&gt;
&lt;br /&gt;
=== Play ===&lt;br /&gt;
&lt;br /&gt;
Play starts with the player left of the dealer who may lead any card in their hand. The lead suit must be followed for each trick with any trump card counting as a diamond lead. If a player doesn&#039;t have the lead suit, they may play any card they want including trump. The player with the strongest played card wins the trick and leads the next card (see &amp;quot;card strength&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
=== Point Tallying ===&lt;br /&gt;
&lt;br /&gt;
Once all of the cards have been played, the points are tallied (see &amp;quot;card point values&amp;quot;). The team with the most points wins the round with larger point differentials resulting in a higher score (see &amp;quot;scoring&amp;quot;). The scores are always a net 0 meaning that the winning team gets positive points while the losing team gets negative points. After the predetermined number of rounds have been played, the player with the highest score wins. In the event of a tie, the player who won the most hands wins.&lt;br /&gt;
&lt;br /&gt;
== Bidding Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Partner Cards and Going Alone ===&lt;br /&gt;
&lt;br /&gt;
==== Jack of Diamonds Partner ====&lt;br /&gt;
&lt;br /&gt;
The default rule for Sheepshead is that the player with the {{diamond|J}} is the partner to the picking player. If the picking player has the {{diamond|J}} in their hand, they may either choose another jack that they do not have to be the partner card or choose to go alone. &lt;br /&gt;
&lt;br /&gt;
By default, the picking player does not have to declare that they are going alone and the partner card remains the {{diamond|J}}. There is an option to make the picking player state that they are going alone before play begins. &lt;br /&gt;
&lt;br /&gt;
==== Called Ace Partner ====&lt;br /&gt;
&lt;br /&gt;
In this game variant, the picking player chooses to either go alone or choose a non-trump {{card|A}} for the partner card. By default the picking player must have at least one card in that suit and may not have that {{card|A}}, and if the picking player has all of the {{card|A}}s, they may choose a {{card|10}}. If the picking player cannot choose a partner card, they must go alone.&lt;br /&gt;
&lt;br /&gt;
If the picking player chooses to go alone, they must declare this before play begins.&lt;br /&gt;
&lt;br /&gt;
=== No-Bid ===&lt;br /&gt;
&lt;br /&gt;
==== Dealer Must Pick ====&lt;br /&gt;
&lt;br /&gt;
In the event that each player passes on picking, the dealer must pick by default (known as &amp;quot;stick the dealer&amp;quot;). Play continues as normal with the normal partner and going alone rules.&lt;br /&gt;
&lt;br /&gt;
==== Re-deal ====&lt;br /&gt;
&lt;br /&gt;
In this variant, deal passes to the next player and a new hand is played. This is recommended for beginner players.&lt;br /&gt;
&lt;br /&gt;
==== Re-deal and Double Points ====&lt;br /&gt;
&lt;br /&gt;
In this variant, deal shifts to the next player and points are doubled for the hand. This is known as a &amp;quot;doubler&amp;quot; hand.&lt;br /&gt;
&lt;br /&gt;
==== Play a Leaster hand ====&lt;br /&gt;
&lt;br /&gt;
In this variant, the hand is played out with each player trying to take the least number of points. The blind card points will be given to the player who wins the last trick. The player who takes at least one trick and the least number of points is the winner and will get +4 to their score while the remaining players get -1.&lt;br /&gt;
&lt;br /&gt;
=== bling ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Not implemented yet. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cracking ====&lt;br /&gt;
&lt;br /&gt;
Once a player picks, any player after the picker (who didn&#039;t have the option to pick) may &amp;quot;crack&amp;quot; meaning that they think the opposing team will win the hand and the points are doubled for the round. If someone cracks, the picker or partner may &amp;quot;re-crack&amp;quot; which wil&lt;br /&gt;
&lt;br /&gt;
== Play and Scoring Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Card Strength ===&lt;br /&gt;
&lt;br /&gt;
There are 14 cards in the trump suit: all four queens, all four jacks, and all of the diamonds. The order of strength for the trump cards from highest to lowest is:&lt;br /&gt;
{{club|Q}} {{spade|Q}} {{heart|Q}} {{diamond|Q}} {{club|J}} {{spade|J}} {{heart|J}} {{diamond|J}} {{diamond|A}} {{diamond|10}} {{diamond|K}} {{diamond|9}} {{diamond|8}} {{diamond|7}}&lt;br /&gt;
Note that the {{card|Q}}s and {{card|J}}s follow the same suit order ({{club}} {{spade}} {{heart}} {{diamond}}) and that the {{card|10}} has a higher rank than a {{card|K}}.&lt;br /&gt;
&lt;br /&gt;
The remaining suits ({{club}} {{spade}} {{heart}}, called &amp;quot;fail suits&amp;quot;), contain 6 cards. The order of strength for the fail suits from highest to lowest is:&lt;br /&gt;
{{card|A}} {{card|10}} {{card|K}} {{card|9}} {{card|8}} {{card|7}}&lt;br /&gt;
Note again that {{card|K}}s have a lower rank than {{card|10}}s.&lt;br /&gt;
&lt;br /&gt;
=== Card Point Values ===&lt;br /&gt;
&lt;br /&gt;
There are 120 points for each hand with each card having a specific point value regardless of suit:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Card Rank&lt;br /&gt;
!Points&lt;br /&gt;
|-&lt;br /&gt;
|{{card|A}}&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|{{card|10}}&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|{{card|K}}&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|{{card|Q}}&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|{{card|J}}&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|{{card|9}}, {{card|8}}, {{card|7}}&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
Note that the {{card|Q}}s and {{card|J}}s have low point values even though they are the strongest cards. In the event of a tie (60 to 60), the opposing team will win the hand.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
&lt;br /&gt;
After the points have been tallied, the score is calculated for both teams:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot;&lt;br /&gt;
!Picking team point total&lt;br /&gt;
!Picker&lt;br /&gt;
!Partner&lt;br /&gt;
!Opponents&lt;br /&gt;
|-&lt;br /&gt;
|120&lt;br /&gt;
| +6&lt;br /&gt;
| +3&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
|91 to 119&lt;br /&gt;
| +4&lt;br /&gt;
| +2&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
|61 to 90&lt;br /&gt;
| +2&lt;br /&gt;
| +1&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|31 to 60&lt;br /&gt;
| -2&lt;br /&gt;
| -1&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
|1 to 30&lt;br /&gt;
| -4&lt;br /&gt;
| -2&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
| -6&lt;br /&gt;
| -3&lt;br /&gt;
| +3&lt;br /&gt;
|}&lt;br /&gt;
If the picker goes alone, they get both the picker and partner scores. Each hand will have a net zero score.&lt;/div&gt;</summary>
		<author><name>Pml0904</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsheepshead&amp;diff=19986</id>
		<title>Gamehelpsheepshead</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsheepshead&amp;diff=19986"/>
		<updated>2024-02-10T01:01:40Z</updated>

		<summary type="html">&lt;p&gt;Pml0904: updated game overview&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Overview ==&lt;br /&gt;
Sheepshead (American Schafkopf&#039;&#039;&#039;)&#039;&#039;&#039; is a trick based card game from the 1830&#039;s played with 5 players using a Piquet deck (32 cards: 7-A in 4 suits). Each hand, the players will be on varying teams and attempting to collect the most points based on what cards they win. The team with the most points wins the round.&lt;br /&gt;
&lt;br /&gt;
The game is played for a predetermined number of rounds where each player has a chance to be the dealer for a hand. Each hand has a bidding phase and a play phase (similar to Spades or Bridge). 6 cards are dealt to each player with the 2 leftover cards being set aside in the blind.&lt;br /&gt;
&lt;br /&gt;
=== Bidding ===&lt;br /&gt;
At the start of each hand, the players with determine the teams (picking vs opposing) with a simple bidding process. Biding starts with the player left of the dealer and continues around the table with each player choosing to pick or pass on receiving the 2 cards in the blind. If a player picks, they are on the picking team along with the player who has the partner card in their hand (default is the J♢). This partner is not revealed until they play that card. The picking player must bury 2 of their cards who&#039;s points will be counted towards the picking team&#039;s point total at the end of the hand. The remaining players are part of the opposing team.  If no player picks, the dealer is forced to pick by default. Details regarding the partner card, going alone, no-bid rules, and doubling are described in the sections below.&lt;br /&gt;
&lt;br /&gt;
=== Play ===&lt;br /&gt;
Play starts with the player left of the dealer who may lead any card in their hand. The lead suit must be followed for each trick with any trump card counting as a diamond lead. If a player doesn&#039;t have the lead suit, they may play any card they want including trump. The player with the strongest played card wins the trick and leads the next card (see &amp;quot;card strength&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
=== Point Tallying ===&lt;br /&gt;
Once all of the cards have been played, the points are tallied (see &amp;quot;card point values&amp;quot;). The team with the most points wins the round with larger point differentials resulting in a higher score (see &amp;quot;scoring&amp;quot;). The scores are always a net 0 meaning that the winning team gets positive points while the losing team gets negative points. After the predetermined number of rounds have been played, the player with the highest score wins. In the event of a tie, the player who won the most hands wins.&lt;br /&gt;
&lt;br /&gt;
== Bidding Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Partner Cards and Going Alone ===&lt;br /&gt;
&lt;br /&gt;
==== Jack of Diamonds Partner ====&lt;br /&gt;
The default rule for Sheepshead is that the player with the J♢is the partner to the picking player. If the picking player has the jack of diamonds in their hand, they may either choose another jack that they do not have to be the partner card or choose to go alone. &lt;br /&gt;
&lt;br /&gt;
By default, the picking player does not have to declare that they are going alone and the partner card remains the J♢. There is an option to make the picking player state that they are going alone before play begins. &lt;br /&gt;
&lt;br /&gt;
==== Called Ace Partner ====&lt;br /&gt;
In this game variant, the picking player chooses to either go alone or choose a non-trump ace for the partner card. By default the picking player must have at least one card in that suit and may not have that ace, and if the picking player has all of the aces, they may choose a ten. If the picking player cannot choose a partner card, they must go alone&lt;br /&gt;
&lt;br /&gt;
If the picking player chooses to go alone, they must declare this before play begins.&lt;br /&gt;
&lt;br /&gt;
=== No-Bid ===&lt;br /&gt;
&lt;br /&gt;
==== Dealer Must Pick ====&lt;br /&gt;
In the event that each player passes on picking, the dealer must pick by default (known as &amp;quot;stick the dealer&amp;quot;). Play continues as normal with the normal partner and going alone rules.&lt;br /&gt;
&lt;br /&gt;
==== Re-deal ====&lt;br /&gt;
In this variant, deal passes to the next player and a new hand is played. This is recommended for beginner players&lt;br /&gt;
&lt;br /&gt;
==== Re-deal and Double Points ====&lt;br /&gt;
In this variant, deal shifts to the next player and points are doubled for the hand. This is known as a &amp;quot;doubler&amp;quot; hand.&lt;br /&gt;
&lt;br /&gt;
==== Play a Leaster hand ====&lt;br /&gt;
In this variant, the hand is played out with each player trying to take the least number of points. The blind card points will be given to the player who wins the last trick. The player who takes at least one trick and the least number of points is the winner and will get +4 to their score while the remaining players get -1.&lt;br /&gt;
&lt;br /&gt;
=== Doubling ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Not implemented yet. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cracking ====&lt;br /&gt;
Once a player picks, any player after the picker (who didn&#039;t have the option to pick) may &amp;quot;crack&amp;quot; meaning that they think the opposing team will win the hand and the points are doubled for the round. If someone cracks, the picker or partner may &amp;quot;re-crack&amp;quot; which will redouble the points (4x)&lt;br /&gt;
&lt;br /&gt;
==== Blitzing ====&lt;br /&gt;
If the picking player (and only the picking player) has both black queens, they may declare a &amp;quot;blitz&amp;quot; before looking at the blind, If any player (including the picker) has both red queens they may also declare a blitz (known as a &amp;quot;red blitz&amp;quot;). They must do this before the picker looks at the blind. In both cases, a blitz will double the points and the doubling is cumulative.&lt;br /&gt;
&lt;br /&gt;
== Play and Scoring Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Card Strength ===&lt;br /&gt;
There are 14 cards in the trump suit: all four queens, all four jacks, and all of the diamonds. The order of strength for the trump cards from highest to lowest is:&lt;br /&gt;
 Q♣ Q♠ Q♡ Q♢ J♣ J♠ J♡ J♢ A♢ 10♢ K♢ 9♢ 8♢ 7♢&lt;br /&gt;
Note that the queens and jacks follow the same suit order (♣ ♠ ♡ ♢) and that the 10 has a higher rang than a king. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The remaining suits (♣ ♠ ♡, called &amp;quot;fail suits&amp;quot;), contain 6 cards. The order of strength for the fail suits from highest to lowest is:&lt;br /&gt;
 A 10 K 9 8 7&lt;br /&gt;
Note again that kings have a lower rank than 10s.&lt;br /&gt;
&lt;br /&gt;
=== Card Point Values ===&lt;br /&gt;
There are 120 points for each hand with each card having a specific point value regardless of suit:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Card Rank&lt;br /&gt;
!Points&lt;br /&gt;
|-&lt;br /&gt;
|Ace&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|Ten&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|King&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Queen&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Jack&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|9, 8, 7&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
Note that the queens and jacks have low point values even though they are the strongest cards. In the event of a tie (60 to 60), the opposing team will win the hand.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
After the points have been tallied, the score is calculated for both teams&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Picking team point total&lt;br /&gt;
!Picker&lt;br /&gt;
!Partner&lt;br /&gt;
!Opponents&lt;br /&gt;
|-&lt;br /&gt;
|120&lt;br /&gt;
| +6&lt;br /&gt;
| +3&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
|91 to 119&lt;br /&gt;
| +4&lt;br /&gt;
| +2&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
|61 to 90&lt;br /&gt;
| +2&lt;br /&gt;
| +1&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|31 to 60&lt;br /&gt;
| -2&lt;br /&gt;
| -1&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
|1 to 30&lt;br /&gt;
| -4&lt;br /&gt;
| -2&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
| -6&lt;br /&gt;
| -3&lt;br /&gt;
| +3&lt;br /&gt;
|}&lt;br /&gt;
If the picker goes alone, they get both the picker and partner scores. Each hand will have a net zero score.&lt;/div&gt;</summary>
		<author><name>Pml0904</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_sheepshead&amp;diff=19981</id>
		<title>Tips sheepshead</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_sheepshead&amp;diff=19981"/>
		<updated>2024-02-10T00:28:31Z</updated>

		<summary type="html">&lt;p&gt;Pml0904: Formatting update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Picking Tips ==&lt;br /&gt;
&lt;br /&gt;
* A good rule of thumb for picking is to have at least 2 queens and an 1 additional trump or 5 or more trump cards.&lt;br /&gt;
* The picker has the unique ability to bury cards. This should be used to void suits in the picker hand or to bury points. If the picker buries two aces, that&#039;s 22 &amp;quot;free&amp;quot; points for their team or a third of the way to winning.&lt;br /&gt;
* Its highly likely that the picker has the most trump for the hand and should lead it in order to &amp;quot;pull out&amp;quot; the opposing team&#039;s trump. &lt;br /&gt;
* The picker should always try and maintain the lead.&lt;br /&gt;
&lt;br /&gt;
== Partner Tips ==&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t play the partner card unless there are points on the table.&lt;br /&gt;
* The partner should always try and &amp;quot;feed&amp;quot; the picker points when the picker plays high trump cards.&lt;br /&gt;
* Since the picker should have a large amount of trump, its generally a good idea for the partner to lead trump to give the picker the lead.&lt;br /&gt;
* The partner should lead the Q♣ as soon as they are able if they have it.&lt;br /&gt;
&lt;br /&gt;
== Opposing Tips ==&lt;br /&gt;
&lt;br /&gt;
* In competitive play, the picking team typically will win the hand, but that doesn&#039;t mean all hope is lost for the opposing team.&lt;br /&gt;
* High trump should be used when there are points on the table especially if the picker has yet to play.&lt;br /&gt;
* Its rarely a good idea to lead trump since the picker will typically have more of it.&lt;br /&gt;
* Lead a &amp;quot;long&amp;quot; suit since that there&#039;s more of a chance the other opposing teammates are able to trump&lt;/div&gt;</summary>
		<author><name>Pml0904</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_sheepshead&amp;diff=19980</id>
		<title>Tips sheepshead</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_sheepshead&amp;diff=19980"/>
		<updated>2024-02-10T00:20:59Z</updated>

		<summary type="html">&lt;p&gt;Pml0904: Created page with &amp;quot;Picking Tips  A good rule of thumb for picking is to have 2 queens and an 1 additional trump or 5 trump cards, These hands should be able to win depending on the partners hand.   The picker has the unique ability to bury cards. They should use this to void suits and bury points for the end of the hand.  If the picker buries two aces, that&amp;#039;s 22 &amp;quot;free&amp;quot; points for their team or a third of the way to winning.   Its highly likely that the picker has the most trump for the han...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Picking Tips&lt;br /&gt;
&lt;br /&gt;
A good rule of thumb for picking is to have 2 queens and an 1 additional trump or 5 trump cards, These hands should be able to win depending on the partners hand. &lt;br /&gt;
&lt;br /&gt;
The picker has the unique ability to bury cards. They should use this to void suits and bury points for the end of the hand.  If the picker buries two aces, that&#039;s 22 &amp;quot;free&amp;quot; points for their team or a third of the way to winning. &lt;br /&gt;
&lt;br /&gt;
Its highly likely that the picker has the most trump for the hand and should lead it in order to &amp;quot;pull out&amp;quot; the opposing team&#039;s trump. Leading the Q♣ is always a good lead for the picker. &lt;br /&gt;
&lt;br /&gt;
The picker should always try and maintain the lead.&lt;br /&gt;
&lt;br /&gt;
Partner Tips&lt;br /&gt;
&lt;br /&gt;
Its generally a good idea to keep your partner status a secret unless you can use your partner card to gain a lot of points. Typically,&lt;br /&gt;
&lt;br /&gt;
The partner should always try and &amp;quot;feed&amp;quot; the picker points when the picker plays high trump cards&lt;br /&gt;
&lt;br /&gt;
Since the picker should have a large amount of trump, its generally a good idea for the partner to lead trump.&lt;br /&gt;
&lt;br /&gt;
The partner should always lead the Q♣ as soon as they are able&lt;br /&gt;
&lt;br /&gt;
Opposing Tips&lt;br /&gt;
&lt;br /&gt;
In competitive play, they picking team typically will win the hand, but that doesn&#039;t mean all hope is lost for the opposing team. &lt;br /&gt;
&lt;br /&gt;
High trump should be used when there are points on the table especially if the picker has yet to play. &lt;br /&gt;
&lt;br /&gt;
Its rarely a good idea to lead trump since the picker will typically have more of it.&lt;br /&gt;
&lt;br /&gt;
Lead a &amp;quot;long&amp;quot; suit if you have it so that there&#039;s more of a chance the other opposing teammates are able to trump&lt;/div&gt;</summary>
		<author><name>Pml0904</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsheepshead&amp;diff=19979</id>
		<title>Gamehelpsheepshead</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsheepshead&amp;diff=19979"/>
		<updated>2024-02-09T23:50:08Z</updated>

		<summary type="html">&lt;p&gt;Pml0904: Added rule clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Overview ==&lt;br /&gt;
Sheepshead (American Schafkopf&#039;&#039;&#039;)&#039;&#039;&#039; is a trick based card game played with 5 players using a &amp;quot;Piquet&amp;quot; deck (32 cards: 7-A in 4 suits). The game is played for a predetermined number of rounds where each player has a chance to be the dealer for a hand. Each hand has a bidding phase and a play phase (similar to Spades or Bridge). 6 cards are dealt to each player with the 2 leftover cards being set aside in the blind.&lt;br /&gt;
&lt;br /&gt;
=== Bidding ===&lt;br /&gt;
At the start of each hand, the players with determine the teams (picking vs opposing) with a simple bidding process. Biding starts with the player left of the dealer and continues around the table with each player choosing to pick or pass on receiving the 2 cards in the blind. If a player picks, they are on the picking team along with the player who has the partner card in their hand (default is the J♢). This partner is not revealed until they play that card. The picking player must bury 2 of their cards who&#039;s points will be counted towards the picking team&#039;s point total at the end of the hand. The remaining players are part of the opposing team.  If no player picks, the dealer is forced to pick by default. Details regarding the partner card, going alone, no-bid rules, and doubling are described in the sections below.&lt;br /&gt;
&lt;br /&gt;
=== Play ===&lt;br /&gt;
Play starts with the player left of the dealer who may lead any card in their hand. The lead suit must be followed for each trick with any trump card counting as a diamond lead. If a player doesn&#039;t have the lead suit, they may play any card they want including trump. The player with the strongest played card wins the trick and leads the next card (see &amp;quot;card strength&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
=== Point Tallying ===&lt;br /&gt;
Once all of the cards have been played, the points are tallied (see &amp;quot;card point values&amp;quot;). The team with the most points wins the round with larger point differentials resulting in a higher score (see &amp;quot;scoring&amp;quot;). The scores are always a net 0 meaning that the winning team gets positive points while the losing team gets negative points. After the predetermined number of rounds have been played, the player with the highest score wins. In the event of a tie, the player who won the most hands wins.&lt;br /&gt;
&lt;br /&gt;
== Bidding Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Partner Cards and Going Alone ===&lt;br /&gt;
&lt;br /&gt;
==== Jack of Diamonds Partner ====&lt;br /&gt;
The default rule for Sheepshead is that the player with the J♢is the partner to the picking player. If the picking player has the jack of diamonds in their hand, they may either choose another jack that they do not have to be the partner card or choose to go alone. &lt;br /&gt;
&lt;br /&gt;
By default, the picking player does not have to declare that they are going alone and the partner card remains the J♢. There is an option to make the picking player state that they are going alone before play begins. &lt;br /&gt;
&lt;br /&gt;
==== Called Ace Partner ====&lt;br /&gt;
In this game variant, the picking player chooses to either go alone or choose a non-trump ace for the partner card. By default the picking player must have at least one card in that suit and may not have that ace, and if the picking player has all of the aces, they may choose a ten. If the picking player cannot choose a partner card, they must go alone&lt;br /&gt;
&lt;br /&gt;
If the picking player chooses to go alone, they must declare this before play begins.&lt;br /&gt;
&lt;br /&gt;
=== No-Bid ===&lt;br /&gt;
&lt;br /&gt;
==== Dealer Must Pick ====&lt;br /&gt;
In the event that each player passes on picking, the dealer must pick by default (known as &amp;quot;stick the dealer&amp;quot;). Play continues as normal with the normal partner and going alone rules.&lt;br /&gt;
&lt;br /&gt;
==== Re-deal ====&lt;br /&gt;
In this variant, deal passes to the next player and a new hand is played. This is recommended for beginner players&lt;br /&gt;
&lt;br /&gt;
==== Re-deal and Double Points ====&lt;br /&gt;
In this variant, deal shifts to the next player and points are doubled for the hand. This is known as a &amp;quot;doubler&amp;quot; hand.&lt;br /&gt;
&lt;br /&gt;
==== Play a Leaster hand ====&lt;br /&gt;
In this variant, the hand is played out with each player trying to take the least number of points. The blind card points will be given to the player who wins the last trick. The player who takes at least one trick and the least number of points is the winner and will get +4 to their score while the remaining players get -1.&lt;br /&gt;
&lt;br /&gt;
=== Doubling ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Not implemented yet. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cracking ====&lt;br /&gt;
Once a player picks, any player after the picker (who didn&#039;t have the option to pick) may &amp;quot;crack&amp;quot; meaning that they think the opposing team will win the hand and the points are doubled for the round. If someone cracks, the picker or partner may &amp;quot;re-crack&amp;quot; which will redouble the points (4x)&lt;br /&gt;
&lt;br /&gt;
==== Blitzing ====&lt;br /&gt;
If the picking player (and only the picking player) has both black queens, they may declare a &amp;quot;blitz&amp;quot; before looking at the blind, If any player (including the picker) has both red queens they may also declare a blitz (known as a &amp;quot;red blitz&amp;quot;). They must do this before the picker looks at the blind. In both cases, a blitz will double the points and the doubling is cumulative.&lt;br /&gt;
&lt;br /&gt;
== Play and Scoring Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Card Strength ===&lt;br /&gt;
There are 14 cards in the trump suit: all four queens, all four jacks, and all of the diamonds. The order of strength for the trump cards from highest to lowest is:&lt;br /&gt;
 Q♣ Q♠ Q♡ Q♢ J♣ J♠ J♡ J♢ A♢ 10♢ K♢ 9♢ 8♢ 7♢&lt;br /&gt;
Note that the queens and jacks follow the same suit order (♣ ♠ ♡ ♢) and that the 10 has a higher rang than a king. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The remaining suits (♣ ♠ ♡, called &amp;quot;fail suits&amp;quot;), contain 6 cards. The order of strength for the fail suits from highest to lowest is:&lt;br /&gt;
 A 10 K 9 8 7&lt;br /&gt;
Note again that kings have a lower rank than 10s.&lt;br /&gt;
&lt;br /&gt;
=== Card Point Values ===&lt;br /&gt;
There are 120 points for each hand with each card having a specific point value regardless of suit:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Card Rank&lt;br /&gt;
!Points&lt;br /&gt;
|-&lt;br /&gt;
|Ace&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|Ten&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|King&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Queen&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Jack&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|9, 8, 7&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
Note that the queens and jacks have low point values even though they are the strongest cards. In the event of a tie (60 to 60), the opposing team will win the hand.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
After the points have been tallied, the score is calculated for both teams&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Picking team point total&lt;br /&gt;
!Picker&lt;br /&gt;
!Partner&lt;br /&gt;
!Opponents&lt;br /&gt;
|-&lt;br /&gt;
|120&lt;br /&gt;
| +6&lt;br /&gt;
| +3&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
|91 to 119&lt;br /&gt;
| +4&lt;br /&gt;
| +2&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
|61 to 90&lt;br /&gt;
| +2&lt;br /&gt;
| +1&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|31 to 60&lt;br /&gt;
| -2&lt;br /&gt;
| -1&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
|1 to 30&lt;br /&gt;
| -4&lt;br /&gt;
| -2&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
| -6&lt;br /&gt;
| -3&lt;br /&gt;
| +3&lt;br /&gt;
|}&lt;br /&gt;
If the picker goes alone, they get both the picker and partner scores. Each hand will have a net zero score.&lt;/div&gt;</summary>
		<author><name>Pml0904</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsheepshead&amp;diff=19978</id>
		<title>Gamehelpsheepshead</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsheepshead&amp;diff=19978"/>
		<updated>2024-02-09T23:06:03Z</updated>

		<summary type="html">&lt;p&gt;Pml0904: Updated formating&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Overview ==&lt;br /&gt;
Sheepshead (American Schafkopf&#039;&#039;&#039;)&#039;&#039;&#039; is a trick based card game played with 5 players using a &amp;quot;Piquet&amp;quot; deck (32 cards: 7-A in 4 suits). The game is played for a predetermined number of rounds where each player has a chance to be the dealer for a hand. Each hand has a bidding phase and a play phase (similar to Spades or Bridge). 6 cards are dealt to each player with the 2 leftover cards being set aside in the blind.&lt;br /&gt;
&lt;br /&gt;
=== Bidding ===&lt;br /&gt;
At the start of each hand, the players with determine the teams (picking vs opposing) with a simple bidding process. Biding starts with the player left of the dealer and continues around the table with each player choosing to pick or pass on receiving the 2 cards in the blind. If a player picks, they are on the picking team along with the player who has the partner card in their hand (default is the J♢). This partner is not revealed until they play that card. The picking player must bury 2 of their cards who&#039;s points will be counted towards the picking team&#039;s point total at the end of the hand. The remaining players are part of the opposing team.  If no player picks, the dealer is forced to pick by default. Details regarding the partner card, going alone, no-bid rules, and doubling are described in the sections below.&lt;br /&gt;
&lt;br /&gt;
=== Play ===&lt;br /&gt;
Play starts with the player left of the dealer who may lead any card in their hand. The lead suit must be followed for each trick with any trump card counting as a diamond lead. If a player doesn&#039;t have the lead suit, they may play any card they want including trump. The player with the strongest played card wins the trick and leads the next card (see &amp;quot;card strength&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
=== Point Tallying ===&lt;br /&gt;
Once all of the cards have been played, the points are tallied (see &amp;quot;card point values&amp;quot;). The team with the most points wins the round with larger point differentials resulting in a higher score (see &amp;quot;scoring&amp;quot;). The scores are always a net 0 meaning that the winning team gets positive points while the losing team gets negative points. After the predetermined number of rounds have been played, the player with the highest score wins. In the event of a tie, the player who won the most hands wins.&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Card Strength ===&lt;br /&gt;
There are 14 cards in the trump suit: all four queens, all four jacks, and all of the diamonds. The order of strength for the trump cards from highest to lowest is:&lt;br /&gt;
 Q♣ Q♠ Q♡ Q♢ J♣ J♠ J♡ J♢ A♢ 10♢ K♢ 9♢ 8♢ 7♢&lt;br /&gt;
Note that the queens and jacks follow the same suit order (♣ ♠ ♡ ♢) and that the 10 has a higher rang than a king. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The remaining suits (♣ ♠ ♡, called &amp;quot;fail suits&amp;quot;), contain 6 cards. The order of strength for the fail suits from highest to lowest is:&lt;br /&gt;
 A 10 K 9 8 7&lt;br /&gt;
Note again that kings have a lower rank than 10s.&lt;br /&gt;
&lt;br /&gt;
=== Card Point Values ===&lt;br /&gt;
There are 120 points for each hand with each card having a specific point value regardless of suit:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Card Rank&lt;br /&gt;
!Points&lt;br /&gt;
|-&lt;br /&gt;
|Ace&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|Ten&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|King&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Queen&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Jack&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|9, 8, 7&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
Note that the queens and jacks have low point values even though they are the strongest cards.&lt;br /&gt;
&lt;br /&gt;
In the event of a tie in points taken during the hand, the opposing team will win the hand. &lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;/div&gt;</summary>
		<author><name>Pml0904</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsheepshead&amp;diff=19977</id>
		<title>Gamehelpsheepshead</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsheepshead&amp;diff=19977"/>
		<updated>2024-02-09T22:48:11Z</updated>

		<summary type="html">&lt;p&gt;Pml0904: Created page with &amp;quot;Sheepshead is a trick based card game played with 5 players using a &amp;quot;Piquet&amp;quot; deck (32 cards: 7-A in 4 suits). The game is played for a predetermined number of rounds where each player has a chance to be the dealer for a hand. Each hand has a bidding phase and a play phase (similar to Spades or Bridge). 6 cards are dealt to each player with the 2 leftover cards being set aside in the blind.  At the start of each hand, the players with determine the teams (picking vs oppos...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sheepshead is a trick based card game played with 5 players using a &amp;quot;Piquet&amp;quot; deck (32 cards: 7-A in 4 suits). The game is played for a predetermined number of rounds where each player has a chance to be the dealer for a hand. Each hand has a bidding phase and a play phase (similar to Spades or Bridge). 6 cards are dealt to each player with the 2 leftover cards being set aside in the blind.&lt;br /&gt;
&lt;br /&gt;
At the start of each hand, the players with determine the teams (picking vs opposing) with a simple bidding process. Biding starts with the player left of the dealer and continues around the table with each player choosing to pick or pass on receiving the 2 cards in the blind. If a player picks, they are on the picking team along with the player who has the partner card in their hand (default is the J♢). This partner is not revealed until they play that card. The picking player must bury 2 of their cards who&#039;s points will be counted towards the picking team&#039;s point total at the end of the hand. The remaining players are part of the opposing team.  If no player picks, the dealer is forced to pick by default. Details regarding the partner card, going alone, no-bid rules, and doubling are described in the sections below.&lt;br /&gt;
&lt;br /&gt;
Play starts with the player left of the dealer who may lead any card in their hand. The lead suit must be followed for each trick with any trump card counting as a diamond lead. If a player doesn&#039;t have the lead suit, they may play any card they want including trump. The player with the strongest played card wins the trick and leads the next card (see &amp;quot;card strength&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
Once all of the cards have been played, the points are tallied (see &amp;quot;card point values&amp;quot;). The team with the most points wins the round with larger point differentials resulting in a higher score (see &amp;quot;scoring&amp;quot;). The scores are always a net 0 meaning that the winning team gets positive points while the losing team gets negative points. After the predetermined number of rounds have been played, the player with the highest score wins. In the event of a tie, the player who won the most hands wins.&lt;/div&gt;</summary>
		<author><name>Pml0904</name></author>
	</entry>
</feed>