You and a partner against two. First team to 1500 wins.
At the table
Table options
Card faces
Deals
Counting order
Each player on their own phone
Play together
Friends join from their own phones. Computer players fill any empty seats, and a TV, laptop or iPad can show the table.
Join a table
Private by default: when you host, only devices on your Wi-Fi can connect, you let each one in, and no account or personal details are needed.
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Choose trump
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At the table
Changes to who is at the table start with the next hand. With New faces, your partner stays and the opponents change each game.
Deals
Counting order
Tips from Aunt Christine
Aunt Christine's comments
Card faces
Card counter
Playing a card on a touchscreen
Pace
Tap again to start over. The current scores will be cleared.
Cards this hand
Each suit has 12 cards: Nine to Ace, two of each. Every card has two dots.
already played · in your hand · still out
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Learn-to-play games don't count.
How Krutzjass plays
Four players in two teams. Partners sit opposite. Play runs counter-clockwise.
Deal and trump
Each player gets 12 cards from a 48-card deck: Nine to Ace in four suits, two of each card.
The player to the dealer's right chooses trump and leads the first trick. The deal moves one seat to the right each hand.
Instead of choosing, that player may push the choice to their partner once, with any hand. The partner must then choose. Pushing with only one or three suits is allowed, just rarely wise.
The computer players only call trump themselves in a suit where they hold the Jack, or six or more cards of it. Otherwise they push. A Novice may now and then make a poor call.
Playing a trick
Follow the suit that was led, or play a trump instead. If you have none of the led suit, play anything.
You may not play a lower trump on a trick that was already trumped, unless that is all you can play.
When trump is led and your only trumps are Bauers (trump Jacks), you may play another suit.
The computer players never lead a side-suit Ace unless they hold its twin or the twin is already played. Once the trumps are gone they cash doubled Aces for points.
When the computer trumps in, it uses its lowest trump that wins. It keeps the Bauer and Knell for tricks worth 15 points or more, and never trumps over its own partner's winning card unless it has no other legal card.
The team that made trump opens with trump. The computer players always do this unless they hold no trump or only a lone Bauer. You may choose not to.
Bauer rule: you never have to play the Bauer to follow trump, even when it is your only trump. Only when it is the last card in your hand must it be played.
Highest trump wins, otherwise the highest card of the led suit. When two identical cards fall, the one played later wins.
Card points
Card
Trump
Other suits
Jack (Bauer in trump)
20
2
Nine (Knell in trump)
14
0
Ace
11
11
Ten
10
10
King
4
4
Queen
3
3
Trump order: Bauer, Knell, Ace, King, Queen, Ten. Other suits: Ace, King, Queen, Jack, Ten, Nine. The last trick adds 10, for 314 points per hand.
Weis (melds)
A Weis is a bonus combination you hold in the 12 cards you were dealt. It scores extra points on top of the tricks you win. There are two kinds:
A run: three or more cards of the same suit in a row, in the order Nine, Ten, Jack, Queen, King, Ace. For example Ten, Jack and Queen of Hearts is a run of three. Trump or not doesn't matter.
Four of a kind: the same card in all four suits, for example the Queen of Hearts, Diamonds, Clubs and Spades.
Each card can belong to only one Weis. With two copies of every card you can hold two runs in the same suit.
Call your Weis with the Call Weis button before you play your first card. A Weis you don't call doesn't count.
Values: four Jacks 200, four Nines 150, a run of five or more or four of a kind 100, a run of four 50, a run of three 20.
The winning side shows its melded cards, and only those, in the middle of the table for 15 seconds after the first trick. Tap Continue to move on sooner.
You call your highest single meld (four Queens and a run of three is called as 100), but you show and score everything (120).
Only the team with the single best Weis scores, and then both partners score all of theirs. Ties go to a 6-run over a 5-run over four of a kind, then the higher top card. If two Weis are still equal (for example Ace-King-Queen against Ace-King-Queen), the one announced later wins, unless the earlier one is in trump and the later one is not. If both are in trump, the later one wins.
Counting order
Points count as they happen. The order is a house rule you choose on the start screen, and it can't be changed until that game is over:
Stöck · Stich · Weis: the first trick's points count before the Weis, which is scored right after it.
Stöck · Weis · Stich: the Weis counts first, then the first trick.
Stöck always counts the moment it is called, and every trick after the first counts when it is won.
The first team to reach 1500 wins at that moment, even in the middle of a hand. The rest of the hand isn't played.
Near the end, if 20 points would win, a team may make trump on Stöck, and Stöck may be called with the first of the King and Queen of trump instead of the second.
Stöck, match and winning
Holding the King and Queen of trump scores 20 when the second of them is played.
Taking all 12 tricks is a Match: the hand is worth 500, the 314 card points plus a 186 bonus. Weis and Stöck count on top.
The first team to reach 1500 points wins.
Playing a card: with a mouse, point anywhere over its strip of the hand and click. On a touchscreen, tap once to raise the card and tap it again to play. You can slide your finger along the hand first.
Swiss faces: Roses, Bells, Acorns and Shields stand in for Hearts, Diamonds, Clubs and Spades. Under, Ober and Banner are the Jack, Queen and Ten.