The Game (Kartenspiel)
The Game (Kartenspiel)
Die restlichen Zahlenkarten kommen als verdeckter Zugstapel an den Tischrand. Solo-Variante: Der Alleinspieler bekommt 8 Karten auf die Hand. Spielablauf. Express-Versand mit Amazon Prime möglich. Amazon Prime bei idealo. Jetzt aktivieren. NSV The Game Kartenspiel. NSV - - The Game - Kartenspiel: china-shinco.com: Spielzeug.The Game (Kartenspiel) Navigationsmenü Video
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Namespaces Article Talk. Views Read Edit View history. After the last trick has been played, the game is scored. Winning conditions for null game are different from suit and grand games.
To win a suit or grand game, declarer needs at least 61 card points in his tricks. If declarer announced Schneider , he needs at least 90 card points in order to win.
The two cards in the Skat count towards declarer's tricks. If declarer announced Schwarz , he must take all ten tricks in order to win. The highest-ranking cards for taking the tricks the jacks are not the highest scoring cards.
The aces and 10s combined make up almost three quarters of the total points; taking as many as possible of them is thus imperative for winning.
On the other hand, taking 7s, 8s and 9s the Luschen or blanks doesn't help or hurt at all, unless Schwarz was declared.
To win a null game, declarer must not take a single trick. There are no card points in a null game. Even with the majority in card points, declarer may still lose if the game value is lower than the value he bid during the bidding.
This is called overbidding. An overbid hand is automatically lost, leading to a negative score for declarer. An overbid hand is scored by determining the lowest possible game value that is a multiple of the base value of declarer's suit or 24 in case of a grand which is at least as high as declarer's bid.
This value is then doubled and subtracted from declarer's score negative score. Unless they manage to play at least Schneider raising the game value to 36 , or make a game other than clubs with a game value of at least 30, the game will be lost.
They can try to minimize their loss by declaring a game in Hearts instead of Clubs base value 10 instead of The score is always assigned to the declarer positive or negative in the classical scoring system.
The score to be awarded is the actual game value. How high the player bid during the bidding is immaterial, as long as the game value is at least as high as declarer's bid see Overbid Hands above.
Note that often the score will be higher than the bidding value, because players typically do not bid as high as their hand would allow.
For a won game, that score is added to declarer's tally. For a lost game, the score is doubled and subtracted from declarer's tally negative score.
Until , lost Hand games did not count double, but this rule was dropped in that year. The reason was that in tournament play nearly all games played were Hand games.
This increased the game level by one, but did not penalize as much as a normal game would have if lost. In league games, 50 points get added for each game that is won by the declarer and 40 points each get added to the tally of the defending team shall they win to lower the chance factor and to stress the skill factor.
In that situation, it becomes far more important for each player to bid his hand as high as possible. Example 1: Declarer bids 20 and declares a grand game.
He then wins with 78 points in tricks. These are awarded to the declarer. Example 2: Declarer bids 30 and declares a Null Ouvert game.
She, however, is forced to take the ninth trick, losing the game. Ramsch "junk" is not part of sanctioned Skat rules, but is widely practiced in hobbyist rounds, and is the variant most often suggested to be officially sanctioned.
It is played if all three players pass in the bidding. There is no declarer in Ramsch ; every player plays for himself, and the goal is to achieve as low a score as possible.
The idea behind Ramsch is to punish players who underbid their hands. To make Ramsch more interesting, an additional rule is often played that adds a second winning condition: the Ramsch is also won by a player if that player manages to take all tricks German : Durchmarsch i.
At first, this seems to be not too difficult, since the other players will initially try to take as few tricks as possible and to get rid of their high-ranking cards.
Once they get suspicious, however, they may thwart the effort simply by taking one trick from the player trying for the Durchmarsch.
Suit ranks in Ramsch are the same as in the Grand game, with only the four Jacks being trumps. Hobby players often add the following rule: 10s are lower in trick taking power than Queens and Kings, but still count as ten points.
Sometimes, they only count one point. There are a couple of variants to the rules concerning 10s, so this should be sorted out before starting the game.
Often, the players are allowed to check and exchange cards with the skat, or decline to do so and pass the skat on to the next player, doubling the score known as Schieberamsch.
Jacks are not allowed to be passed on in this variation. The two cards in the Skat are usually added to the tricks of the player who takes the last trick.
After all ten tricks are played, the player with the highest number of card points or alternatively, every player has their card points amount deducted from their score as negative game points.
Wie bei der Patience geht es darum, bis zum Spielende alle Karten des Spiels in einer vom Spiel festgelegten Auslage unterzubringen. Dabei besteht das Spiel aus vier Reihenkarten Startkarten , je zweimal mit der 1 und der beziffert, sowie 98 Zahlenkarten mit den Zahlenwerten 2 bis Zur Spielvorbereitung werden die vier Reihenkarten in der Tischmitte ausgelegt.
Die gut gemischten Zahlenkarten werden verdeckt an die Mitspieler verteilt, dabei erhält im Spiel mit drei, vier und fünf Personen jeder Spieler 6 Karten und bei zwei Spielern je 7 Karten.
Im Solospiel erhält der Spieler 8 Karten. Die restlichen Zahlenkarten kommen als verdeckter Zugstapel Talon auf den Spieltisch.
Die Aufgabe der Spieler ist es, gemeinsam kooperativ alle Zahlenkarten in die Ablage zu platzieren. Dafür muss er im aufsteigenden Stapel eine Karte legen, die genau 10 Punkte unterhalb der vorhergehenden liegt, und im absteigenden eine Karte, die um genau 10 Punkte höher liegt.
In einem ersten Schritt einigen sich die Spieler auf einen Startspieler, nachdem alle Spieler ihre Karten angesehen haben. Die Spieler spielen im Uhrzeigersinn und jeder Spieler muss in seinem Zug mindestens zwei Karten aus seiner Hand ablegen, kann aber auch mehr passende Karten auf die Ablagestapel platzieren.
Danach füllt der Spieler seine Kartenhand wieder auf und der nächste Spieler ist am Zug. Da es sich um ein kooperatives Spiel handelt, ist die Kommunikation zwischen den Spielern erlaubt, es dürfen allerdings niemals konkrete Zahlenwerte genannt werden.
Weit gefehlt! Sie treten gemeinsam gegen das Spiel an. Dabei müssen sie in diesem kniffligen Kartenspiel untereinander geschickt kooperieren, denn nur so gelingt ihnen der Sieg.
Vielleicht …. Kooperation ist das eine, doch wirklich miteinander sprechen dürfen die Mitspieler dann doch nicht.
Das wäre ja auch zu einfach. NSKN Legendary.. Nürnberger Spie.. Pako Sako Pandasaurus Gam.. Parker Passport Game S..
Petersen Games Phalanx Games phantastischer.. Portal Publishi.. Repos Productio.. Resonym Restoration Gam..
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Sirlin Games Sit Down! Spiele aus Timb.. Spiele von Dori.. Splotter Spelle.. Steffen-Spiele Steve Jackson G.. Stone Blade Ent.. Stonemaier Game..
Story Machine G.. Strohmann Spiel.. Stronghold Game.. Tea Time Produc.. The Creativity.. ThinkFun Thornhenge Thundergryph Ga..
Thunderworks Ga..
Vielseitiger AusfГhrung und decken Das Charlotte Roulette-System die Lieblinge vieler Spieler ab. - Spielzubehör von The Game
Ist ein Spieler an der Reihe, so Paysafecar er mindestens zwei Karten aus seiner Hand auf beliebige Stapel neben beliebigen Kartenreihen ablegen.










3 KOMMENTARE
Ihr Gedanke einfach ausgezeichnet
Nach meiner Meinung, Sie auf dem falschen Weg.
Es ist schade, dass ich mich jetzt nicht aussprechen kann - ist erzwungen, wegzugehen. Aber ich werde befreit werden - unbedingt werde ich schreiben dass ich denke.