Klabberjass
Number of Players:
Klabberjass is played with three to four players.
Objective:
To score points in Klabberjass by declaring sequences and by winning high counting cards in tricks.
The Cards:
A 32-card deck. The rank of trump cards is different from the other suits. Card rank in trumps: J (high), 9, A, 10, K, Q, 8, 7. Card rank in the other suits: A, 10, K, Q, J, 9, 8,7.
How To Play:
For Klabberjass deal six cards to each player, one at a time, and turn over an up card to propose trump. Save the rest of the cards for further dealing.
Non dealer speaks first, saying "pass," "take," or "schmeiss’’ (pronounced "shmice"). "Take" means non dealer accepts the suit turned up as trump, becoming the "maker," or player responsible for making the higher score. "Schmeiss" is an offer to throw the hand in. If dealer accepts, the cards are thrown in for a new deal. If the dealer refuses, the schmeisser must become the maker with the up card suit as trump. If non dealer passes, dealer then must pass, accept, or schmeiss.
If you both pass on the first round, non dealer names a new trump suit or passes again. If the later, dealer now names a new trump suit or passes. If both pass twice, the hand is thrown in, with no redeal; the deal alternates in klabberjass.
Once a suit has been settled on for trumps, each player is then dealt another three cards, bringing the hands to nine cards. At this time it’s also customary in Klabberjass to turn up the bottom card of the deck.
If the original up card was accepted as trump, either player with the 7 of trump may now exchange it for the up card.
Sequences Rules:
Before playing out the tricks, determine which player, has the highest sequence. Only the player with the highest ranking sequence may score for sequences. For sequences only, each suit follows the order A through 7. Three or more cards in a row, all of the same suit, form a sequence.
A three-card sequence is worth 20 points; a four-card or longer sequence is worth 50 points. A 50-point sequence is higher than a 20-points; a four-card or longer sequence is worth 50 points. A 50-point sequence is higher than a 20-point sequence. Between sequences of equal value, the one with the higher top card is higher. If the sequences tie in rank, a sequence in trump beats one not in trump. If neither is trump, non dealer’s beat the dealer.
Non maker begins the dialogue, claiming "20", "50" or "no" sequence. Maker now answers, either declaring "no sequence," or agreeing that non maker’s meld is "good" or, if the sequences have equal value, by asking, "How high?"
The
Klabberjass player whose sequence is high may also declare any other sequence, regardless of its value or rank. To score sequences, you must show them before playing to the second trick. The other player scores no sequences.
Once the sequences dialogue is over, play starts. No matter who the maker is, non dealer always makes the first lead. Afterwards, the winner of a trick leads to the next one.
Tricks in Klabberjass are won by the higher trump or, if it has no trump, it is won by the higher card. You must follow suit if able. If unable to follow suit, you must trump if possible; otherwise, you may discard. If a trump is led, you must play a higher trump if able.
Bella:
If you hold the K-Q of trump, declare 20 points for "Bella" when you play the second of them to a trick.
Klabberjass Scoring:
Each player earns points by taking certain cards in tricks.
| Jack of trump ("Jass," pronounced "yahss") |
20 |
| 9 of trump ("Menel," pronounced "Muh-NIL") |
14 |
| Each Ace |
11 |
| Each |
10 |
|
Each King |
4 |
| Each Queen |
3 |
| Each Jack (not trump) |
2 |
| Last jack (not trump) |
10 |
Klabberjass players combine this score with any melds or Bella. If maker’s total is more than defender’s, then both record their points. If maker and defender tie, defender’s score only is recorded. If defender scores more than maker, credit defender with both scores. First player to 500 points wins.