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Use any information you can pick up in the course of the game and take probabilities of certain hands into account to give yourself an edge!
You can find several analyses and probability calculations online that might improve your game. Tip 3: Finding your partner early on is vital!
The earlier you find your Doppelkopf partner, especially with strong hands, the better your odds will be. There are plenty of opportunities to do so, for example with signal cards.
Tip 4: Stay keen! If you want to become a pro at Doppelkopf , you have to give yourself time to understand the game.
If more than one player has the same Vorbehalt - for example more than one wanting to play a Solo, then the first of these players in the bidding order plays their game.
In the normal game, when everyone says "Gesund", the cards rank as above and the two players who hold the queens of clubs known as the old women are partners against the other two.
The players with the queens of clubs do not say who they are except sometimes by means of specific announcements during the play, which are explained later , so during the play you sometimes do not know who your partner is.
If a player has both of the queens of clubs but says "Gesund", along with everyone else, that player plays alone against the other three players in partnership, though the other players will not realise initially that they are all together.
This is called a silent solo. Usually a player who has both queens of clubs will not be strong enough to play a silent solo, and will want a partner.
This is achieved by saying "Vorbehalt" during the bidding, and announcing a Hochzeit marriage. If no one has a better Vorbehalt, a normal game is played except that the first player other than the holder of the marriage who wins a trick becomes the marriage holder's partner.
However, this must happen within the first three tricks - if you announce a marriage and then win the first three tricks you play on your own against the other three players.
A person with three or fewer trumps can say "Vorbehalt" reservation and then announce Armut poverty. If no one has a better Vorbehalt, the person announcing Armut places three cards face down on the table.
These three cards must contain all the Armut player's trumps. A player who wishes to become the Armut player's partner has the right to take these three cards without seeing them first and then discard any three cards, which are returned to the Armut player.
The returned cards may contain trumps and may include cards originally passed. The player to the left of the player who says Armut has the first chance to become the partner; if this player does not wish to, the opportunity passes around the table to the left - each player may pass or accept, and the first player to accept takes the three cards and becomes the partner.
If nobody wants to partner the player with Armut, all the cards are thrown in and shuffled and the hand is redealt by the same dealer.
A solo is a game played alone, against the other three playing as a team. There are several types:. The play is in tricks of four cards, with the winner of each trick leading to the next.
The player to the left of the dealer leads to the first trick. You must follow suit if you can; if you cannot follow suit, any card may be played.
If there is a trump on the trick, the highest one wins, otherwise the highest card in the suit led wins. If there are two identical highest cards played, the first one played wins.
The trumps are a suit of their own for suit following purposes - for example, in a normal game, the queen of spades is a trump, not a spade.
You cannot play the queen of spades when spades are led unless you are out of genuine spades, in which case you can play anything. Similarly, if the queen of spades is led, everyone must if possible play trumps not spades.
In a normal game, the team with the queens of clubs are called the Re team. In case of a Vorbehalt, the Re team is the team of the player who specifies the game the marriage holder, the team who exchange cards in Armut, or the lone player in a solo.
The basic aim of the Re team is to take at least card points in the cards they win in their tricks. The opposing team is called the Kontra team ; their basic aim is to take cards worth at least points.
A member of the Re team may at any time while they have 11 or more cards in their hand announce "Re", which increases the score for the game.
Similarly, a member of the Kontra team may while they have 11 or more cards in their hand announce "Kontra". If Re or Kontra has been announced by the appropriate team, a member of the other side can announce Kontra or Re while they have 10 or more cards in their hand.
If Kontra is announced but not Re, then the Re team only need points to win, rather than Note that announcements can be made at any time during the play, provided that you have at least the requisite number of cards, not just when it is your turn to play.
If one side fails to make 90 points the other side wins an extra bonus for "no 90", similarly there are bonuses for "no 60", "no 30" and Schwarz all the tricks.
Each of these bonuses can be increased in value by announcing it in advance. To make an announcement, the player must have at least the number of cards shown below:.
An announcement can only be made if the team has already made all the previous announcements including Re or Kontra , so for example "no 90" can only be announced by a team that has said "Re" or "Kontra", and the declarer's side cannot announce "no 60" unless they have already announced "Re" and "no 90".
When an announcement has been made, the other side can announce "Re" or "Kontra" as appropriate if they have not already done so , so long as they still have a number of cards in their hand which is 1 fewer than the number of cards required to make the announcement.
For example if the Re team announce "Re", "no 90" and "no 60", a player of the Kontra team can announce "Kontra" as long as they still hold at least 8 cards.
If a player has announced a marriage, no announcements can be made until after the end of the trick on which the partnership is determined, and the number of cards required to make a bid is reduced by the number of tricks taken to determine the partnership.
For example, if person with the club queens wins the first trick but not the second, then the partnerships are determined at trick 2, so Re or Kontra can be declared from the end of trick 2, for as long as you have at least 9 11 - 2 cards in hand.
A player announcing "no 90", "no 60", etc. This may be necessary, for example, if both "Re" and "Kontra" have already been announced, and a third player wishes to announce "no 90".
It is possible, though unusual, for both teams to announce "no 90" on the same deal. In the ensuing description, the more common card version is assumed.
The rules for the card variant are the same, the only difference is that the Nines are removed. If German-suited cards are used, the suits are: Bells , Hearts , Leaves and Acorns.
The Ace is replaced by the Deuce or Daus A , the Queen by the Ober O , and the Jack by the Unter U. In every game, there are two parties, called Re and Kontra.
To win, the Re team normally has to achieve points or more; Kontra wins when Re fails to do so. Each player is dealt twelve cards, or ten in the card variant.
After the cards are dealt, the kind of game is determined. In non-tournament play, it is assumed that a normal game will be played and any player desiring a different game simply says so.
In tournament games, a more complicated method is used to prevent players from gaining information about their opponents' hands. The types of contract that can be played only differ in which cards are considered trumps.
When a player declares a game other than the normal game, s he alone is Re and has to play against the other three players who form Kontra.
These non-standard games are, therefore, called Solo games. In these games, the actual teams are not known from the start. In case a player has both Queens of Clubs or Obers of Acorns, s he declares a Marriage Hochzeit.
The player to the left of the dealer, forehand , leads to the first trick; the other players follow in a clockwise direction.
Each player must follow suit, that is, play a card of the led suit. If he is unable to do so, he can play a trump or any other card. The player playing the highest trump or the highest card in the led suit wins the trick and leads to the next trick.
Since each card exists twice, there is the possibility of a tie; in that case, the first-played card wins the trick. During the first trick, each player may make announcements which increase the value of the game.
After all the cards have been played, the point values card points of the tricks are counted and each player in the winning team gets the game value game points added to his score, while the losing players have that value deducted.
This is sometimes referred to as the auction or as bidding in some variants - when this is referred to as bidding the section below on bidding is referred to as announcements.
If one or more players have said "Special", they each in turn say what type of game they wish to play. Whoever has the highest ranking "Special" plays their game the first player in bidding order winning in case of a draw.
The Ten of Hearts often called the Dulle is the highest trump in every normal game as well as any Suit Solo. Except for Hearts solo, there are actually more trumps than non-trump cards.
One noteworthy result of this rule is that there are only six non-trump cards left in Hearts, making this suit more likely to be trumped in the first trick it is played.
The normal game in a version suitable for children and beginners was released in under the name Doublehead Kids in cooperation with the German Doppelkopf Association.
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Reviews Add Review. Zählweise: Keine 1 Punkt, der andere Punkt ist sozusagen im Re inkludiert , keine 90 angesagt 2 Punkte , keine 60 1 Punkt , macht 4 Punkte.
Re verdoppelt alles, Kontra verdoppelt nochmal also vervierfacht macht also insgesamt 16 Punkte. Solo : Beispiel: Der Solospieler sagt "Re keine 90" an und gewinnt; die Gegenpartei verliert mit 89 Punkten.
Zählweise: Keine 1 Punkt , keine 90 angesagt 2 Punkt , Solo gespielt 1 Extra-Punkt , Re gesagt Verdopplung , macht 8 Punkte als Grundwert.
Die bekommt der Solospieler von jedem der Mitspieler. Endergebnis: 24 Pluspunkte für das gewonnene Solo und jeweils 8 Minuspunkte für die drei Verlierer.
Werden angesagte Re- und Kontra-Spiele verloren, gibt es keinen Strafpunkt wie beim Skat. Bock-Runde : hier werden wie beim Skat die Spielergebnisse für eine Runde verdoppelt.
Solo-Spiele innerhalb einer Bockrunde "verlängern diese um 1 Spiel. Folgende Auslöser sind gibt es: Verlorenes Re, verlorenes Kontra und 0-Spiele Beispiel: Re gewinnt ohne Ansage mit keine 1 Punkt , Kontra hat aber einen Fuchs - 1 Punkt gefangen.
Doppel-Bockrunden sind wegen der Punkte-Inflation ungünstig. Bockrunden werden aneinander gereiht und mit einem "B" gekennzeichnet , bis sie vorbei sind.
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