How to play Klaberjass


Klaberjass is a two player trick taking game of Germanic origin which is also very popular in the Jewish community. This game also is known by quite a few other names, such as Bella, Klob, Kalabrias, Clob and Clobby. The game uses one 32 card Skat deck (which includes the cards from rank seven to Ace in each suit). The ranking of the cards is different for the designated trump suits than the other suits. For the trump suit, the ranking is as follows (from highest to lowest); Jack, 9, Ace, 10, King, Queen, 8, 7. In the three non-trump suits (each of the suits not designated as the trump suit for the hand), the ranking of the cards is as follows (from highest to lowest); Ace, 10, King, Queen, Jack, 9, 8, 7.

Card rankings in Klaberjass Determination of the first dealer can be performed in a variety of ways, with draw for low card a common method. Each player draw a card from the shuffled deck and the player drawing the lowest card is set as the first dealer. Thereafter the role of dealer alternates amongst the two players.

After the first dealer has been determined, the dealer thoroughly shuffles the cards and offers it to his opponent to cut. After the cut, the dealer then begins dealing the cards in batches of three, starting with his opponent. After each player has a total of six cards, the dealer then places the remainder of the deck in the center of the table, turning up the top card of the stock and placing it face-up partially under the stock. The players then pick up and examine their hand in preparation for the bidding.

The opponent of the dealer has the first opportunity to bid. This player may then make one of three calls: If the non-dealer passes, the dealer than has the same options. If he calls "schmeiss" the opponent may either accept, which ends the hand with no score, or may reject the schmeiss, for which the turned up suit is automatically set as the trump suit for the hand and the dealer is set as Maker for the hand. If the dealer accepts the trump suit, that suit also becomes the trump suit and the dealer is set as the Maker for the hand.

If both players pass on the first round of bidding, a second round of bidding occurs, again starting with the dealer's opponent. This player again has three options: If the non-dealer passes, the dealer then has the same three options. He may name a suit of his choice as the trump suit for the hand (but may not name the same suit as the original turned-up trump card), offer to schmeiss or pass. If he also passes on this second round of bidding, the cards are thrown in and the next dealer in turn deals the next hand. If he offers to schmeiss, his opponent (the non-dealer) must either accept the schmeiss (with the cards thrown in and the next dealer in turn dealing), or he may reject the schmeiss, in which case the player calling the schmeiss must name a trump suit for the hand and he becomes the Maker for this hand.

Once a trump suit has been determined during the bidding, the player who accepted or named the trump suit becomes the Maker for the hand and strives to score more points than his opponent during the hand, while his opponent attempts to prevent him from doing so.

After a trump suit has been determined, leaving the face-up trump card on the table, the dealer deals each player one more packet of three cards, starting with his opponent. He also removes the bottom card from the remaining stock, exposes it such that both players can see it's face and then sets it aside.

If original turned up trump card was accepted as the trump suit for the hand and either player has the seven of the trump suit, he may immediately show it and exchange it for that top trump card, replacing it with the seven and adding it into his hand.

Before play of the actual hand begins, a melding phase takes place. Only the player who has the highest scoring single meld can score for melds during the hand, so each player, starting with the non-dealer will declare the point value of his highest meld.

Meld types in Klaberjass Melds consist of sequence of three or more cards. A meld of three sequential cards of the same suit has a point value of 20 points and a sequence of four or more cards has a point value of 50. The procedures of declaring the melds may seem somewhat elaborate, but the reason for this is to allow the players to communicate the melds they have for determination of the player who will score for them, while, at the same time, prevent unnecessary information from being provided about the specific cards found in that player's hand.

This meld declaration phase begins with the non-dealer who would indicate the specific point value for the highest meld found in his hand. Thus, he might declare a "20 meld", or a "50 meld". If he has no such meld, he would simply state "No melds". After the non-dealer makes his declaration, the dealer would then have an opportunity to respond. If the non-dealer had declared a meld and the dealer does not have an equal or higher meld, he would declare "Good", indicating his acknowledgement that the dealer has the highest meld and would therefore be entitled to score for that and any other melds he has in hand. If the dealer has a meld of higher point value than the non-dealer he would simply state "No good" and the dealer would be entitled to score for all melds in his hand. If the dealer had a meld of the same point value as declared by the non-dealer, he would instead request more information of the non-dealer by stating "How high?". The non-dealer would then respond by naming the rank of the highest card in that meld. The dealer would then respond to this declaration with either "Good", indicating the non-dealer does, in fact, have the highest meld, "No good" if the dealer's meld contains a higher highest card or "Equal" if both of the melds contain the same rank of highest card. In the case of "Good" or "No Good" the appropriate player would score. In the case of this second respond of "Same", the player's both state the suit of the meld. If one of the melds is in the trump suit, that meld is considered the higher such meld. But if neither meld is of the trump suit, the non-dealer is entitled to score for melds during the hand. If the non-dealer had initially stated "No melds", if the dealer has any melds, he may declare the point value of such melds and score for those melds. Thus, as noted, only the player with the highest value or highest ranked meld is entitled to score the for meld, as well as any other legal melds also found in his hand. Note that the ordering of the cards, in regards to forming of these sequence melds is somewhat different than the normal rank of the cards in play of the hand. For purposes of sequence melds, the ranking of the cards are as follows (from high to low); Ace, King, Queen, Jack, 10, 9, 8, 7. The player who is entitled to score for melds during the hand must show the melds after his first play to the first trick of the hand.

After the melding phase, play of the hand begins. The play consists of a series of tricks, with each player contributing one card to the trick. The dealer's opponent leads the first card to the first trick. He may play any card of choice from his hand to start the first trick. His opponent than contributes a card from his own hand to the trick. If he has a card of the suit originally led to the trick he must play it. If he does not have such a card he must play a trump card if he has one. If he also does not have a trump card, he may play any card from his hand. If a trump suit is led to the trick, the opponent must play a higher card of the trump suit if he has one.

The trick is won by the player of the highest trump card to the trick. If the trick contains no cards of the trump suit, the trick is won by the player of the highest card of the suit originally led to the trick. The winner of each trick sets the cards won in the trick aside, out of play, and leads the first card to start the next trick.

If a player has both the King and Queen of the trump suit he may declare "Bella" and add 20 points to his current score for the hand. A player is not obligated to make this declaration and score the points, however, if he does so, he must make the declaration after playing the second of the two cards which form the "Bella" to a trick. In addition to the "Bella" the winner of the last trick of the hand earns a 10 point bonus for his score for the hand.

After all nine tricks have been played and won, the players then examine the cards they managed to win and tricks to determine the points won during the hand. The following chart shows the value of each card in the deck.
CardScoring Value
Jack of trump suit20
Nine of trump suit14
Ace11 each
Ten10 each
King4 each
Queen3 each
Jack of non-trump suit2 each
Nine of non-trump suit0
8, 70
           Card values in Klaberjass
After all points scored for the hand are totaled for each player, it is determined if the maker managed to earn more points than his opponent. If so, both players add to their ongoing game score the total number of points earned during the hand. However, if the opponent of the maker earns the more points during the hand, that opponent earns a number of game points equal to the sum of all points earned by both players during the hand and the maker does not score any points for that hand. If the hand score for both players is exactly the same, the opponent of the Maker scores the total number of hand points he earned during the hand and the Maker scores no points for the hand. The player who earns the most game-points during a hand is set as the dealer for the next hand.

The first player to earn a total of 500 or more game points at the conclusion of any hand is declared the game winner.

       


Variations, Optional Rules and Similar Games




Zensa: Zensa is a Bavarian version of Klaberjass, which also sometimes goes by the name Senserln. The game is played identically to the version of Klaberjass as described above, except that it allows several additional meld types that can be declared during the melding phase.

In addition to the standard sequence melds of length 3 and 4 allowed, Zensa also features the following melds as well: If both players declare a meld of a 100 point value, the Sequence of 5 is considered higher than the meld of Aces, Kings, Queens or tens. If both players highest meld is four of Aces, Kings, Queens or tens, the player having the higher ranked four of a kind is entitled to score for his melds during the hand.

Other than the enhanced melding options available in this variant, all other rules are exactly the same as in standard Klaberjass as described above.

Clobyosh: Clobyosh is another game played very similarly to standard Klaberjass which is said to be very popular with Jewish players. This game also goes by the name Bela.

This game is played identically to standard Klaberjass with the following exceptions: In all other aspects Clobyosh is played identically to Klaberjass as described above.

Darda: Darda is a game from the Czech Republic which is very similar to Klaberjass. In fact, the game is played identically to Klaberjass, with just a few exceptions, as follows: Other than these few differences, Darda is played, in all other aspects, the same as Klaberjass.
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