The Rules of Jass
Jass is played with a 36-card deck – A, K, Q, J, 10, 9, 8, 7, 6 of each suit. The object of the game is to score more points than your opponent via tricks and melds. Most Jass variants share these basic rules and any differences are noted in their respective sections.
Card Rank & Values
There are 152 card points in a Jass deck. The value of a trick is the sum of all card points won. The Jack of trump is called the Bauer (or Puur/Buur) and nine of trump the Nell/Näll.
Rank | Value |
---|---|
Bauer | 20 |
Nell | 14 |
Ace | 11 |
King | 4 |
Queen | 3 |
Jack | 2 |
Ten | 1 |
Nine – Six | 0 |
Note that the K, Q, and J all outrank the 10, even though it is worth more points. The nine is worth nothing unless it’s the Nell, and cards six through eight have no value.
Melds & Values
Players also score points by melding certain combinations of cards. Melds are declared at the beginning of the turn (before playing a card) and are valid if they are equal to or greater than the prior meld. If a player forgets to meld, those points are forfeit. At the end of the round, the player with the best meld may score it and all others they hold. However, that player must take at least one trick to do so.
Players can meld three kinds of combinations: Blatt (three or more consecutive cards of the same suit; a run), Four of a Kind (set of four cards of equal rank; “cards”), and Stöck (the K & Q of trump; a royal marriage).
Rank | Value |
---|---|
Four Jacks | 200 |
Four Nines | 150 |
Five Blatt (+) | 100 |
Four Aces | 100 |
Four Kings | 100 |
Four Queens | 100 |
Four Blatt | 50 |
Three Blatt | 20 |
Stöck | 20 |
A Blatt and Four of a Kind cannot both be melded if a card is shared between them (known as a kreuzweis, meaning “cross-meld”). If the expanded Groß Weis scoring on the following page is used, however, it is permissible to score both kinds of melds if they share a card.
Rank | Value |
---|---|
Nine Blatt | 300 |
Eight Blatt | 250 |
Seven Blatt | 200 |
Six Blatt | 150 |
Four Eights – Four Sixes | 100 |
Players should announce the type or value of their meld and disclose only enough information to determine who has the best meld if contested. Melds are ranked (high–low): no points, no cards, high card, trump suit, and first meld. Some players require the cards to actually be shown before they can be scored.
Example of Kreuzweis
- Meld A: Three Blatt (♦10 · ♦J · ♦Q)
- Meld B: Four Queens (♦Q · ♥Q · ♠Q · ♣Q)
- A∩B = {♦Q : ♦Q ∊ Meld A and ♦Q ∊ Meld B}
Stöck
Holding the King & Queen of trump is called Stöck. This meld is announced when the second card of the combination is played – not at the beginning of the hand – and the order does not matter. Stöck is always scored.†
Example of Melding
- Player A Three Blatt (♥10 · ♥J · ♥Q).
- Player B None.
- Player C Three Blatt (♠J · ♠Q · ♠K).
- Player D Four Aces.
Before playing their first card, Player A declares “20.” Player B does not have any melds to score and plays their card. Player C also has a Three Blatt and says “20.” Players A & C note the highest card of their melds; Player A concedes. Player C then plays their card. Player D announces “Fours” and lays down their card.
Player D claims the best meld and scores 100 points. Spades are trump, so after playing the second of either the K or Q, Player C says “Stöck” and scores 20 points.
Cutting & Dealing
Jass is played counter-clockwise. The dealer shuffles the cards, and the rearhand (player to the left of the dealer) cuts the deck by at least three cards. The cards are then distributed three at a time, beginning with the forehand (player to the right of the dealer).
In the event of a miscount or a flashed card, the hand should be redealt.
Making Trump
Depending on the game type, the dealer turns up trump on the last card, the forehand calls trump, an auction is used to determine the trump suit, etc.
Obenabe & Undenufe
Two no-trump contacts common in the eastern Cantons of Switzerland are Obenabe – “top-down” (A, K, Q, J…) and Undenufe – “bottom-up” (6, 7, 8, 9…). To compensate for the loss of the Bauer and Nell, eights are worth 8 points.
Modern Undenufe rules reverse the value of the Ace and six, making the six worth 11 points. John McLeod & Nick Wedd feel that this makes the game “less interesting.”
Other Contracts
A multitude of other contracts exist as well, though their acceptance varies widely. For example, you can play Zick-Zack (alternating rounds of Obenabe & Undenufe), 3/3/3 (three rounds of trump, Obenabe, and Undenufe each), Misère (score the least amount of points – with or without a trump suit), or Tutti (trump is determined by the suit of the card led for each trick).
In a game like Coiffeur, which is a positive scoring game, Misère might entitle the declarer to swap points with those of the highest scoring player for that round.
Playing the Hand
After trump is determined, the forehand declares their best meld and leads. The other players may meld and then follow suit or play trump. If they cannot follow suit, they may play any other card. The player with the highest trump (or highest card of the suit lead if no-trump) wins the trick and leads. The Bauer is the only card permitted to revoke. This means that a player is never required to play the Bauer – even if trump was led and they have no other trump cards.
Under-Trumping
In positive scoring games like Schieber, when a non-trump card is led and another player has already trumped the hand, players are not permitted to play a lower trump unless they have nothing else. When the objective is to score the fewest amount of points or to meet a certain bid players are allowed to under-trump if they do not have any cards of the suit led.
Scoring
There are 152 card points in a Jass deck. Winning the last trick earns an extra 5 points. If a player takes all tricks in a hand, they win a 100 point bonus (a “match”). 10 The total value of points won then is a possible 257 points before melds. Players can keep score by drawing a big “Z” on a piece of paper or chalkboard:
Tally marks represent 100 points at the top, 50 points along the middle, and 20 at the bottom. Values less than 20 are written on the side in Arabic numerals. The above example shows 717 points: 500 at the top, 150 in the middle, 60 at the bottom, and 7 on the side.
Many games require players to both meet their goal and be the first to claim victory. Claims can be made at any time. But any player who claims victory without having reached their goal loses. If the 20 points from Stöck would take a player past the winning threshold, it may be scored even if neither (or only one) of the cards have been played.
Resolving Disputes
To resolve disputes when two players (or teams) meet their goal within the first trick, determine the scoring order of operations before play. The modern standard is Stöck, Wys, Stitch. The first team to reach their goal per that order of operations wins, regardless of who first claimed victory.
However, if it is agreed that melds cannot be scored without first taking a trick, then Stöck, Stitch, Wys or Stich, Stöck, Wys make more sense. These orders were more widespread in the past, but are still in use today.
Simple Scoring
One method to achieve simple scoring is to drop the ones unit, e.g., 103 = 10 and 27 = 2. This is used in Zuger and sometimes in Coiffeur and Molotov.
Other Scoring
Some games have their own unique scoring. Handjass, for example, uses its own scoring system. Point leaders in each round earn +1 game point (called a rub, line, stroke, or stick). Players who score fewer than 21 points get −1 game point (called a wheel, potato, or apple). Other scoring rules are further explained under their relevant sections.
Jassen
This guide covers 14 popular Jass games and some favorites: Schieber, Kreuzjass, Coiffeur, Sidi-Barrani, Zweier-Sidi, Handjass, Schaffhauser, Bieter, Differenzler, Molotov, Pandur, Guggitaler, Schmaus, and Zuger.
Schieber
Schieber is the most popular Jass variant played in Switzerland. 11 It is a 4 player partnership game, with each partner sitting across from the other. The goal of the game is to be the first team to claim victory and score 1,000 points.
Making Trump: The player with the ♥7 makes the opening lead. Schieber gets its name from the German schieben meaning “to push, shove” – as the lead can either call trump or “shove” the choice to their partner.
Scoring: The goal of the game is to be the first team to claim victory and score 1,000 points. If the losing team did not reach at least ½ the target score, they are Schneider and the winning team gets double any reward on the table.
Le Pique double
Le Pique double is a simple multiplier variant common in France. Point values are doubled across the board in all rounds where spades are trump.
Scoring: This game is played to 1,500 points.
Kreuzjass
Kreuzjass was played in the Netherlands as far back as the 17th century and is the ancestor of Schieber. 1 Unlike Schieber, however, there is no passing and no calling trump – the dealer turns up the last card as trump. Kreuzjass can be played to 750 points.
Coiffeur
This game was brought to Switzerland from France, with Coiffeur being a corruption of quoi faire meaning “what to do?” 7 This game can be played as a 4 player partnership game like Schieber or a cutthroat 3–4 player game. The objective is to score more points than your opponent by strategically naming available contracts.
Melds: Melds and Stöck do not apply.
The Deal: In a 4 player game, each player receives nine cards. With 3 players, the remaining cards become the blind. Players may also choose to deal 12 cards each and forgo the blind.
Making Trump: The forehand chooses one of the available contracts below or passes. Contracts come with a point multiplier and may be chosen only once per player.
Contract | Value |
---|---|
Clubs | ×1 |
Spades | ×2 |
Hearts | ×3 |
Diamonds | ×4 |
Obenabe | ×5 |
Undenufe | ×6 |
Choice | ×7 |
Choice | ×8 |
Anyone familiar with Yahtzee® should feel comfortable playing Coiffeur. “Choice” can be any contract. Contracts can be removed or condensed to create faster games. Additional contracts may be incorporated – with different multiplier values if so desired:
Contract | Value |
---|---|
Clubs | ×1 |
Spades | ×1 |
Hearts | ×1 |
Diamonds | ×1 |
Obenabe | ×2 |
Undenufe | ×2 |
Zick-Zack | ×3 |
Misère | ×3 |
Tutti | ×3 |
Choice | ×4 |
Scoring: Only the declarer of the contract scores their points in a given round; those points are then multiplied by the contract’s value. After all contracts have been fulfilled, the player with the highest total score is the winner.
Sidi-Barrani
Sidi-Barrani is a Schieber variant with bidding like Bridge or Coinché. It is a 4 player partnership game and is played to 1,500 or 2,000 points.
Melds: Melds and Stöck do not always apply in this game; determine their validity before play.
Making Trump: Each player bids to make trump. The lowest bid is 50 or 60 card points (raised in 10 point increments); players may also bid to take all tricks, e.g., match with hearts. There is no ranking of suits and melds do not count towards completing the contract.
After a bid has been made, a player on the opposing team may double it. This ends the bidding round and the declaring team is given an opportunity to redouble. Bids should only be doubled if the defending team believes they can prevent the contract from being fulfilled.
Scoring: If the declaring team makes or exceeds their bid, they score their card points, melds, and the value of their bid. If the contract was doubled, only the value of the bid is doubled (and quadrupled with a redouble). The defending team scores their card points and melds.
When the declaring team fails to make their bid, they score only their card points and melds. The defending team, however, scores their card points, melds, and the value of the declarers’ contract.
Zweier-Sidi
Zweier-Sidi is a 2 player variant of Sidi-Barrani. The winner of the game is the first to 50, 100, or 150 points, depending on how fast you want the game to play.
Melds: Melds and Stöck do not apply.
The Deal: Each player receives six cards for the hand. Six cards are then laid down in a row face down in front of each player, and finally six more cards are laid face up on top of the prior cards.
Making Trump: Each player bids to make trump. The lowest bid is 60 points (raised in 5 point increments).
Playing the Hand: The six cards held are played as normal. All 12 cards in front of each player are a part of their hand, but only face up cards can be played. If any face down card is uncovered, it is then turned face up.
Scoring: The declarer scores the absolute difference between card points won and their bid. However, if they fail to make their bid, the defender scores the difference.
Zweier-Sixty
This is a custom game – from a Schaggi-Haas variant – and applied to Zweier-Sidi. The object of the game is to score 60 points each round.
Scoring: The player whose score is closest to 60 points wins 1 game point; the first player to 9 points wins.
Handjass
Handjass is one of two Jass variants still played in Ohio. It is a 4 player partnership game or a cutthroat game for 2–5 players. Handjass is played to 5 (or 7, 9, etc.) game points. The object of Handjass is to score more points than your opponents and avoid going “in the hole.”
The Deal: With 5 players, remove the ♠6 from the deck and deal each player seven cards. In a 4 player game, each player receives nine cards. In a 3 player game, the remaining cards become the blind. With 2 players, nine cards become the blind and the rest are a dead hand.
A local 2–3 player variant is called “31.” In a 3 player game, deal each player 12 cards. Players need to take 31 points to avoid going “in the hole” instead of 21. In a 2 player game, the extra cards become the blind.
Making Trump: The dealer turns up trump. With 2–3 players, the top card of the blind is turned up as trump.
Playing the Hand: Before play begins, each player must announce whether they’re staying or folding – players can fold to avoid getting a “wheel” (worth −1 game point). Once players for the round have been determined, the forehand melds (if they can) and leads as normal.
In a 2–3 player game, each player is also given the opportunity to exchange their entire hand with the blind. If a player does so, they cannot fold. The player with the six of trump may also rob the turned up trump before play begins.
Scoring: Once a player has won 5 points, they go out of the game. The game is played until there is only 1 player remaining; the loser is the last player to go out. Those looking for a faster game may instead declare the first player to go out the winner.
There are 2 points available each round: 1 for each of the two highest scoring players. If the second highest score is tied, neither win a point. If only one player scores ≥ to 21 (or if all but one player folds), that player wins 2 points. If a player scores < 21 card points, they are “in the hole” and get a wheel (−1 point). In 2 player games, only 1 point is available.
Handjass mit Bessern
2–3 player Handjass can also be played mit Bessern (“with better”) cards for some extra excitement.
The Deal: Each player receives nine cards. The dealer turns up their last card as trump. They then place three cards face down on the table in front of each player. These are the “better” cards. Each player may discard up to three cards and exchange them for the better cards. This is done before players announce whether they’re staying or folding and players that exchange their cards not obliged to stay.*
Schaffhauser
Schaffhauser is a game for 3 players – 1 solo player versus 2 partners. This is the other Jass game still played locally. This game is also referred to as Königsjass, with the solo player being the King and the other players being peasants. The object of the game is to reach your target score before your opponent(s).
The Deal: Each player receives 12 cards and the dealer turns up trump. If a blind is desired, each player is dealt nine cards. The turned up trump can be robbed. All players should have at least one opportunity to deal.
Playing the Hand: The solo player may choose to fold but doing so awards the other team 157 points automatically. Folding can be used to prevent the other team from scoring their melds or making a match (+100 points).
Scoring: Solo players may score melds without taking any tricks and need 350 points to win the game. The other team needs 1,000 points to win.
Bieter
Bieter is a variant of Schaffhauser, which adds a bidding element to the game. It can be played with 3 or 5 players – 1 solo player or a team of 2 versus the rest.
The Deal: In a 5 player game, remove the ♠6 and deal each player seven cards. In a 3 player game, each player receives 12 cards or 9 cards with a blind.
Making Trump: Each player bids to make trump. The minimum bid is 550 points in a 5 player game and 350 otherwise. The bid can be raised in 10 point increments. The winning bid becomes the declarers target goal. The other team needs to score 1,000 points.
In 5 player games, the winning bidder may also “request” a card and the player holding it becomes their partner. The card is not actually given to the winning bidder, and the partner may not reveal themselves until the card is played.
Bieter mit Bessern
Bieter can be played mit Bessern for both 3 and 5 players.
The Deal: Each player receives six cards in a 5 player game and 10 cards in a 3 player game. The dealer then places three cards face up and three face down on the table. These are the “better” cards. After the first round, play continues as normal.
Making Trump: Each player bids to make trump. The winner may discard up to six cards and exchange them for better cards.
Scoring: Bidding starts at 550 points for all games.
Differenzler
Differenzler is suitable for 2–5 players. The object of the game is to make your bid each round.
Melds & Trump: Melds and trump do not apply.
The Deal: Each player should deal at least three times. With 5 players, remove the ♠6 from the deck and deal each player seven cards. In a 4 player game, each player receives 9 cards each, and so forth.
The Bid: Each player predicts how many card points they will take that round and writes them down. Games may be played with public or private bids, and players may not refer to their bid after it has been made.
Playing the Hand: Players are allowed to under-trump if they don’t have any cards of the suit led.
Scoring: The player with the lowest score at the end of the game is the winner. Players score the absolute difference between their bid and points won, e.g., a player who bids 25 and makes 30 would score 5 points (likewise if they made 20). Some players grant a +10 point bonus for players who make their bid exactly – though not for zero bids.
Molotov
Molotov is a game for 3–5 players. Each player should have the opportunity to deal at least twice. The object of the game is to score the fewest amount of points and throw molotov cocktails (metaphorically speaking) at your opponents in the form of “table melds.”
Melds: All standard Meld and Stöck rules apply, but these may only be declared after trump has been made – and are scored as negative points.
The Deal: In a 5 player game, remove the ♠6 from the deck and deal each player seven cards. Players receive nine cards in a 4 player game, and 12 cards in a 3 player game.
Making Trump: The game begins no-trump – the highest card of the suit led wins the trick. The trump suit for the round is determined by the first card played that does not follow suit.
Playing the Hand: Molotov introduces the table meld: if players play cards in a trick in such a way that it creates a meld on the table, the winner of the trick gets stuck with those points (positive points).
Scoring: The object of the game is to not score tricks; the player with the lowest score at the end wins. Melds and Stöck are scored as negative points but the table meld is scored as positive points. Simple scoring is often used.
Pandur
Pandur is suitable for 2–4 players. It likely shares a common ancestor with the Dutch card game Pandoeren. The winner is the first player to score 11 points (or 15, 17, etc.).
The Deal: Pandur is played with a 24 card deck (remove cards 6–8). In a 4 player game, the dealer sits out and is awarded an equal amount of points as the declarer. 10 Each player receives eight cards in all games. In a 2 player game, the remaining cards become the blind.
Older rules incorporate a 32 card deck so that nobody has to sit out a round during a 4 player game.
Making Trump: Players bid the following contracts to make trump:
Contract | Value |
---|---|
Pandur with Trump | 6 |
300 Points | 6 |
Pandur | 5 |
250 Points | 5 |
Misère with Trump | 4 |
Misère | 4 |
200 Points | 4 |
150 Points | 3 |
100 Points | 2 |
Pandur is to take every trick, whereas Misère is to lose every trick. Players may bid, pass, or overbid in 10 point increments (or named contract). Players who have been overbid have the opportunity to counter. Scoring: If the declarer makes their bid, they score the value of their contract (and so does the dealer, if those rules are in play). Otherwise, the other team scores it. The first player to reach 11 points wins.
In a 4 player game, the last 2 points must be won during play, i.e., the dealer cannot win the game while sitting out.
Guggitaler
Guggitaler originated in the Canton of Bern and is a 3–4 player game. The object of the game changes each round, but the goal is to score more points than your opponents.
Melds & Trump: Melds and trump do not apply.
The Deal: In a 4 player game, each player receives 9 cards, and 12 cards in a 3 player game.
Playing the Hand: The first 5 rounds of Guggitaler are all about avoidance:
- Avoid tricks; −5 points per trick taken.
- Avoid hearts; −10 points per heart taken.
- Avoid Queens; −20 points per Queen taken.
- Avoid the ♣King; −40 points if taken.
- Avoid the last trick; −50 points if taken.
Modern Guggitaler rules resolve the game by reversing the above objectives and points in rounds 6–10, i.e., +5 per trick taken, +10 per heart taken, +20 per Queen taken, etc.
The objective of the traditional Guggitaler rules is to be the first player to discard their hand after the 5th round – this is achieved with “Dominoes” rules:
- The 6th round must begin with a player laying down a 10 of any suit. If the forehand does not have a 10, they must pass, and so on.
- Afterwards, each player lays down one card on the table, building on existing cards as in Dominoes.
- Each new suit must begin with a 10.
- If a player is able to discard their hand at once, by legally placing all of their remaining cards, they may do so and call out “Domino!”
Scoring: The winner of the modern Guggitaler is the player with the best score after 10 rounds.
If playing with the older Dominoes rules in a 4 player game, the first player to go out scores 160 points, the second scores 100 points, and the third scores 60 points. In a 3 player game, the distribution is: 150, 100, and 55 points.
Schmaus
Schmaus is the classic 2 player Jass game. The objective of the game is to be the first to score 1,000 points.
Melds: Only one meld per trick may be scored, and players may only meld better combinations, e.g., a player cannot score a Four Blatt one trick and then a Three Blatt the next with the same cards.
The Deal: Each player receives nine cards, with the remaining cards forming the blind.
Making Trump: The top card of the blind is turned over to make trump and placed partially underneath the blind. The player with the six of trump may rob the turned up trump so long as at least two cards remain in the blind.
Playing the Hand: Players are not required to follow suit so long as cards remain in the blind. However, once it is depleted players must follow suit or play trump. The winner of the trick draws first from the blind and the loser second.
Scoring: The first player to reach 1,000 points wins.
Zuger
Zuger is a cutthroat game of temporary alliances for 2–4 players. The object of the game is to have the most points before the total score reaches 100.
Melds: Meld and Stöck rules apply. The Groß Weis is standard and kreuzweis is valid.
The Deal: If 4 players are participating, the dealer sits out the round (and receives 10 points in exchange). Each player is dealt 12 cards, with the last card turned up as trump.
Playing the Hand: Before play begins each player must announce whether they’re staying or folding. Players may also announce “maybe” – meaning they play only if another player folds.
If 2 players stay, they may agree to share 7 points each and split the meld points. Melds worth ≤ 50 points are typically shared, but many players opt to keep higher scoring melds for themselves (and Stöck is rarely shared).The second player can be bribed with or demand a greater share of the trick points, divvied up from a total of 15 (157 points = 15) – especially if the other player is being selfish, e.g., the second player receives 10 points and the first player scores 15 points (5 from the split and 10 from their meld). If no agreement can be made, they must play out the round. If all 3 players remain, they can negotiate as above, but only if the third player agrees or has gone “in the hole.”
The player with the fewest points may force all players to stay if another player is within 14 points of winning.
Scoring: A player who folds cannot score any points, but avoids a −10 point penalty for going “in the hole.” If all but one player folds or if one player scores a match (takes all tricks) they score a 10 point bonus. In a 3 player game, if one player fails to win a trick, the player holding the Bauer scores an 8 point bonus.
The game is over when the sum of all points equals 100. Simple scoring is used, e.g., 127 = 12, a 100 point meld is worth 10 points, etc.
Glossary
- 3/3/3 A contract with three tricks of Obenabe, Undenufe and trump each.
- Auction Phase of the game where players bid to make trump.
- Attacker See Declarer.
- Bauer The Jack of trump; permitted to revoke; Puur or Buur.
- Bessern, mit “With better” cards.
- Bid Announced intent to win a certain number of points; the winner of which makes trump.
- Blatt Three or more sequential cards of the same suit, e.g., ♣10 · ♣J · ♣Q; a run.
- Blind Remaining cards after the deal that may be exchanged for; also known as the stock, talon, widow, or kitty.
- Bock* Best remaining card of a particular suit.
- Cards* An Ohio colloquialism referring to Four of a Kind (as it relates to Jass), e.g., “cards in Aces.”
- Card Points Points derived from the value of cards won in a trick – as opposed to points from melds or game points.
- Contract Agreement to play a named style of game, e.g., Obenabe, or to a certain number of points.
- Cutthroat No partnerships; every player for themselves.
- Dead Hand Remaining cards that are not the blind – these cards are considered out-of-play.
- Declarer The winner of an auction (team or individual) attempting to win a contract.
- Defender Opposite of the declarer.
- Fold To turn down your cards and abstain from play.
- Follow Suit To play a card that is of the same suit as the card led.
- Forehand The player to the right of the dealer; Jass is played counter-clockwise. The forehand opens the round.
- Four of a Kind Four cards of equal rank, e.g., ♦9 · ♥9 · ♠9 · ♣9. This applies only to A, K, Q, J, 10, and sometimes 9 unless otherwise agreed upon (see Gross Weis).
- Game Points Points derived from meeting the winning conditions of a round; used to determine the winner of a game. Also called a rub, line, stroke, or stick.
- Go Out The act of exiting the game when winning conditions have been met.
- Groß Weis Expanded meld scoring; more modern rules that offer increased point values for Six Blatt, etc. and permit melding Four of a Kind for 6s, etc. The Groß Weis usually entails acceptance of the Kreuzweis.
- In the Hole A player who fails to score ≥ 21 points is considered to be “in the hole.” This player usually gets a Wheel.
- Kreuzweis “Cross-meld,” e.g., scoring two kinds of melds (Blatt and Four of a Kind) with a card shared between them. Not permitted unless using the Groß Weis.
- Match Winning all of the tricks in a round; +100 point bonus; slam.
- Meld Declaring or announcing a certain combination of cards for points at the beginning of the turn. See also Blatt, Four of a Kind, and Stöck.
- Misère A contract to score no points or the least amount of points in a round; bettel or null.
- Nell/Näll The nine of trump, being the second highest trump.
- No-trump A contract without naming a trump suit. See also Obenabe and Undenufe.
- Obenabe A “top-down” no-trump contract – A, K, Q, J, 10, 9, 8, 7, 6. The eight is valued at 8 points to compensate for the lack of the Bauer and the Nell.
- Rearhand The player to the left of the dealer; Jass is played counter-clockwise.
- Revoke To play a card without following suit if you have that suit in your hand. The Bauer is the only card legally permitted to revoke.
- Rob To exchange the six of trump with the turned up trump.
- Schneider Failing to score at least ½ points available in a game.
- Simple Drop the ones unit, e.g., 157 = 15 and 72 = 7.
- Scoring
- Slalom See Zick-Zack.
- Stitch See Trick.
- Stöck The King and Queen of trump; a royal marriage. This is declared and scoreded after playing the second card of the combination – the order does not matter.
- Table Meld A meld created via the cards played in a trick on the table; used in Molotov.
- Trick Where each player plays one card; in Jass players must follow suit unless they hold the Bauer. The winner of a trick leads into the next.
- Trump The highest ranking suit; the act of playing a trump card.
- Tutti A contract that begins no-trump and where trump is determined by the first player who is unable to follow suit.
- Undenufe A “bottom-up” no-trump contract – 6, 7, 8, 9, 10, J, Q, K, A. The eight is valued at 8 points to compensate for the lack of the Bauer and the Nell.
- Under-trump The act of playing a lower trump card after trump has already been played. This is permitted only if the player has nothing but trump in their hand or (in negative scoring games) if they have none of the suit led.
- Weis/Wys See Meld.
- Wheel Worth −1 game point. See also In the Hole.
- Zick-Zack A contract that alternates between Obenabe and Undenufe (as determined by the declarer).