Last Updated on October 12, 2025 by The Official Game Rules Team
Skat (not to be confused with Scat 31) is a trick-taking card game for three players, designated as forehand, middlehand, and rearhand. The rearhand also serves as the dealer for each round, known as a “deal.” At the start of each deal, one player becomes the “declarer,” playing individually against the other two, who form the “defending team.”
These defenders cannot communicate except through their card choices during play. A four-player variant exists where the dealer sits out, and the player to their right takes on the dealer’s role from the three-player game. Players typically agree beforehand on the number of rounds to be played.
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How to Play Skat
Overview
Skat is a classic German trick-taking card game for three players (sometimes four, with one sitting out each round). It combines strategy, memory, and calculated risk through a mix of bidding, declaration, and trick-play phases.
There are three main game types in Skat—Suit, Grand, and Null—each with distinct objectives, card rankings, and scoring systems.
Every round begins with a bidding (auction) phase to determine the declarer (the solo player) and the minimum game value required to win. Once bidding concludes, ten tricks are played. Players collect trick points—each card carries a specific value (except in Null games)—with a total of 120 points available per deal.
In Suit and Grand games, the declarer must capture at least 61 trick points to win; otherwise, the defenders win. Trick points themselves don’t directly translate to score but determine who wins the round. The final game value—influenced by the type of game, matadors, and special conditions—determines how many points are won or lost.
If the declarer wins, they gain the game value as a positive score; if they lose, that value is doubled and subtracted from their score. In tournament play, bonuses are added: +50 for a winning declarer, and +40 for each winning defender.
Cards
A Skat deck consists of 32 cards.
- French-suited deck: A, K, Q, J, 10, 9, 8, 7 in clubs (♣), spades (♠), hearts (♥), and diamonds (♦).
- German-suited deck: Daus (Deuce), König, Ober, Unter, 10, 9, 8, 7 in acorns, leaves, hearts, and bells.
In modern tournaments, a “Turnierbild” (Tournament Style) deck is often used, which combines French shapes with German colors (green spades and gold diamonds). The type of deck does not affect gameplay.
Dealing
The dealer gives out the cards in small batches rather than all at once. Here’s the exact order:
- First, the dealer gives 3 cards to each player (starting with the player to their left and moving clockwise).
- Then, the dealer places 2 cards face down in the center of the table — this pair of cards is called the Skat.
- Next, the dealer gives 4 more cards to each player.
- Finally, the dealer gives 3 more cards to each player.
So in total, each player receives:
3 + 4 + 3 = 10 cards, and 2 cards go into the Skat (the middle pile).
This sequence (3–Skat–4–3) is just a traditional dealing pattern that ensures everyone gets their cards evenly and keeps the Skat separate from the start.
Bidding
After the deal, players bid to determine:
- Who becomes the declarer (the solo player).
- The minimum game value the declarer must reach to win.
Bidding reflects a player’s hand strength. However, overbidding (declaring a game value higher than possible) results in an automatic loss, which may not be evident until after play or even after scoring in a Hand game (when the Skat remains unseen).
The order of bidding goes clockwise, with players calling and responding until two pass. The final player remaining becomes the declarer.
If all players pass, the deal is usually skipped—but casual groups often play a “Ramsch” hand instead, where players try to avoid taking tricks.
Game Value
The game value (Spielwert) determines how many points a game is worth. It depends on:
- The type of game declared (Suit, Grand, or Null).
- The game level (Spielstufe), determined by matadors, Hand play, Schneider, Schwarz, or Ouvert conditions.
1. Suit Game
In a Suit Game (Farbspiel), one suit is declared as trump. Each has a base value:
| Suit (French Pack) | Base Value |
|---|---|
| Clubs (♣) | 12 |
| Spades (♠) | 11 |
| Hearts (♥) | 10 |
| Diamonds (♦) | 9 |
The game level starts at 1 (for being declarer) and increases for:
- Each matador (an unbroken sequence of trumps from J♣ downward).
- Each missing matador if the J♣ is absent.
- Declaring Hand (not picking up the Skat).
- Winning or announcing Schneider (≥90 points) or Schwarz (all tricks).
- Declaring Ouvert (playing with open cards).
Game Value = Base Value × Game Level
2. Grand Game
A Grand Game uses only the four Jacks as trumps (J♣, J♠, J♥, J♦). The base value is 24, multiplied by the same level rules as suit games.
3. Null Game
In a Null Game, the declarer’s goal is to take no tricks. There are no trumps, and the card ranking is A–K–Q–J–10–9–8–7.
Fixed values:
- Null = 23
- Null Hand = 35
- Null Ouvert = 46
- Null Ouvert Hand = 59
Playing the Game
The player to the dealer’s left leads the first card. Play continues clockwise. Each trick’s winner leads the next.
Following suit is mandatory—players must play a card of the same suit if possible. If they cannot, they may play a trump or any other card.
Trick winners:
- Highest trump wins if any are played.
- Otherwise, the highest card of the suit led wins.
Suit & Grand Play
Trump order:
J♣ > J♠ > J♥ > J♦ > A (of trump suit) > 10 > K > Q > 9 > 8 > 7.
Null Play
There are no trumps. The declarer loses immediately upon taking a trick.
Conceding and Claims
- The declarer may concede early if still holding at least nine cards.
- Defenders may concede at any time.
- Once the declarer has secured the required trick points (61+ in Suit/Grand), they cannot lose.
Scoring
After ten tricks, count points:
| Card | Points |
|---|---|
| J | 2 |
| A | 11 |
| 10 | 10 |
| K | 4 |
| Q | 3 |
| 9, 8, 7 | 0 |
The declarer wins if they:
- Score 61+ points in Suit/Grand.
- Take no tricks in Null.
If the declarer overbid, they automatically lose—even if they took enough points.
Loss Penalty: The game value (rounded up to the nearest valid multiple) is doubled and subtracted from their score.
Example
A declarer bids 30, playing Clubs (base 12). They hold J♣ and are “with 1,” giving a base level of 2 (×12 = 24).
Since 24 < 30, they’ve overbid. To win, they’d need Schneider (value 36). If they don’t, they lose 72 points (36 × 2).
Scoring Summary
- Won game: Add actual game value to declarer’s score.
- Lost game: Subtract double the game value.
- League bonus: +50 to declarer for a win, +40 to each defender for a successful defense.
Skat FAQ
There are 120 total card points in a Skat deck. Players compete to win more than half (at least 61 points) through tricks to win the hand.
At the start of the game, the first dealer is chosen randomly. After each hand, the deal rotates clockwise so every player eventually becomes the dealer.
In the first round, players compete with bids that represent potential game values. The player who makes the lowest bid and continues raising may win the auction and choose the game type, such as a suit or grand contract.
A suit contract means that one of the four suits — clubs, spades, hearts, or diamonds — becomes trump for that game. Cards in the trump suit outrank all others, and the highest trumps win tricks over any other cards.
In a suit contract, the jack of clubs is always the highest trump, followed by the other jacks (spades, hearts, diamonds) and then the remaining cards of the trump suit in normal order (A, 10, K, Q, 9, 8, 7). The highest card of the suit only wins when no trumps are played.
In a grand contract, only the four jacks act as trumps, and the rest of the cards follow suit order. A hand contract means the declarer plays without picking up the Skat cards, increasing the game’s risk and potential reward. For example, a grand hand or hearts hand means the player plays a grand or suit contract without using the Skat.
Each card in Skat has a specific point value that contributes to the total of 120 points in the deck. The values are: Ace = 11 points, 10 = 10 points, King = 4 points, Queen = 3 points, and Jack = 2 points. The 9s, 8s, and 7s have no point value. Winning a hand requires earning at least 61 points from tricks.
An open contract means the declarer chooses to play with their cards face-up, revealing their hand to both opponents. This raises the risk but doubles the game’s value if they still manage to win.
Yes. Common variations include Ramsch (where no one bids and the goal is to avoid points), Bierlachs (loser pays according to score differences), and regional rule differences in bidding values or scoring multipliers.
Related Games
If you enjoy Skat, try these other trick-taking classics:
- Pinochle: Build melds and win tricks for points.
- Euchre: Team-based play with rotating trump suits.
- Hearts: Avoid penalty cards to minimize your score.
- Whist: Win tricks through pure strategy and memory.
Finla Thoughts
You now have a solid grip on the rules of Skat, which means you’re ready for the real fun: the bidding, the bluffing, and the beautiful chaos of playing alone against a team. Remember that whether you’re aiming for a high-value trump game or the nerve-wracking challenge of Null, the heart of Skat is in the gamble and the strategy. Grab a deck, settle in with two friends, and prepare for a game that will keep you thinking long after the last trick is played. Enjoy the challenge!

