Jasvel

How to deal and seat players in Jass

Seat partners opposite, deal counter-clockwise in groups of three, and let the player on the dealer’s right choose the contract and lead.

· Merey Tleugazin

Where should players sit at a Jass table?

Jass uses four players in two fixed teams, with each partner sitting opposite the other. The seats stay fixed throughout the match. The dealer changes after each round, but players do not exchange places.

Jass play runs counter-clockwise. The player on the dealer’s right is therefore the next player in the rotation and is called the forehand. The forehand chooses the contract and leads the first trick.

Set the table in this order:

  • confirm the four players and two fixed teams;
  • place each partner opposite the other;
  • identify the dealer;
  • locate the player on the dealer’s right;
  • name that player as the forehand;
  • prepare to deal counter-clockwise.

The dealer’s right-hand neighbour is not a minor seating detail. That seat determines who receives the opening choice and who leads the round. Players familiar with clockwise trick-taking games often look to the dealer’s left by habit, but that position is wrong for Jass.

The direction of play also governs every later trick. After the forehand leads, play continues around the table counter-clockwise. The winner of a trick leads the next one, but the direction never changes. No player turns the order around after winning a trick.

The fixed seats support legal partner play. A teammate may benefit from the cards already played and from the position of the trick, but partners may not give information that directs a choice or declaration. The limits on communication appear in the rules for partner play.

Figure caption: Jass seating, with partners opposite each other and the forehand to the dealer’s right.

The dealer handles the pack but does not automatically choose the contract or lead. Those duties belong to the forehand. The dealer’s role is to deal the hands and then pass the dealing role on after the round.

A correct table gives every player a fair rotation of positions. After one round, the dealer changes, so the forehand position changes with the dealer’s new seat. No player keeps the opening choice for the whole match.

Before touching the cards, point out the dealer and forehand. A clear verbal check prevents the most common setup error: starting from the dealer’s left and giving the contract to the wrong player.

36 CARDS 9 each You forehand Dealer deals 3 at a time Partner Opponent play runs this way
Partners sit opposite. Cards are dealt three at a time and play runs counter-clockwise, so the forehand — the player to the dealer’s right — both chooses the contract and leads the first trick. Free to reuse with a link to this page.

How do you form and place Jass partnerships?

Jass requires two fixed teams of two, with partners seated opposite each other. The supplied rules do not prescribe one universal method for choosing partners or selecting the first dealer. Use the table’s agreed local method, then place the teams before dealing begins.

The partnership decision must be complete before the first hand. Once the teams are known, put each pair in opposite seats. Partners sitting side by side produce the wrong table structure because the turn order and the partner relationship no longer match the rules.

Check the arrangement as follows:

  • confirm the four players;
  • form two teams;
  • place each partner opposite the other;
  • choose the dealer by the table’s agreed method;
  • identify the dealer’s right-hand player;
  • treat that player as the forehand.

The rules do not assign a special scoring value to the way teams are formed or to the identity of the first dealer. Local tables can use their own established procedure. The important result is a fixed partnership and a correct opposite-seat arrangement.

Do not redraw teams when the dealer changes. The dealer rotates each round, while the teams and seats remain in place. A player’s relationship to the dealer changes because the deal moves around the table, not because anyone changes chairs.

The seating explains the pass known as schieben, meaning passing the choice to a partner. In the Schieber format, the forehand may push the contract choice across to the partner exactly once. The partner sits opposite and must choose; the partner may not push the choice back. Read the broader format rules on Schieber.

Schieben changes the identity of the player who chooses, but it does not change the forehand’s seat. The forehand still leads the first trick after the contract has been chosen. The partner who receives the choice cannot pass the responsibility onward.

A simple example makes the distinction clear. The dealer’s right-hand player is the forehand. That player may choose the contract directly. Alternatively, the forehand may use schieben once, after which the opposite partner must choose. In both cases, the forehand leads the opening trick.

Keep the partner draw separate from the card rules. Forming teams does not count as a declaration, does not alter the deal, and does not determine the direction of play. Once the teams are opposite and fixed, the dealer’s position supplies the remaining setup information.

How should you deal the cards in Jass?

Jass uses a 36-card pack. Deal three cards at a time in the counter-clockwise direction, giving each of the four players nine cards. Each player then has the cards needed for nine tricks in the round.

Start with the player on the dealer’s right. That player is the forehand. Continue around the table counter-clockwise, giving the next group of three cards to the next player in the rotation. Repeat the same path until all four hands contain nine cards.

The dealing sequence is:

Dealer, player on the dealer’s right, next player, next player; repeat the same counter-clockwise route until the 36 cards are gone.

This sequence separates two details that new players can confuse. The dealer gives cards in groups of three, while each hand contains nine cards. The round also contains nine tricks. The packet size, hand size, and trick count fit together, but the dealer still deals by repeated groups rather than one card at a time.

The supplied rules define the 36-card pack and the groups of three. They do not define one universal cutting procedure. If the table cuts the pack before dealing, follow the local procedure already agreed by the players. A cut must not change the deal’s direction, the number of cards in a hand, or the forehand’s identity.

The dealer should announce the direction before the first card moves. A visible starting point helps the table avoid an accidental clockwise deal. The first recipient is not the dealer’s left-hand neighbour. The first recipient is the player on the dealer’s right.

The score begins with the completed deal. The pack contains 152 card points, and the last trick adds 5 points, giving 157 points in a round. Winning all nine tricks, called a match, adds 100 points and brings the round total to 257 points. The card values page sets out the card-point rules.

If the hands are not dealt correctly, stop before the contract is chosen. Restore the deal according to the table’s agreed correction practice rather than continuing with uncertain cards. The supplied rules give no separate penalty value for a misdeal, so the players must agree the correction before play resumes.

After the round, the dealer changes. The next dealer is determined by moving the deal around the table in the same counter-clockwise direction. The new dealer again starts with the player on the dealer’s right, preserving the same relationship between dealer, forehand, and opening lead.

Swiss
French
One game, two decks. These are the same three cards under different signs: the Under becomes the jack, the Ober the queen, and the acorns become clubs. The score does not notice. Free to reuse with a link to this page.

Who is the forehand in Jass?

The forehand is the player on the dealer’s right. Because Jass runs counter-clockwise, that player is next in the rotation. The forehand chooses the contract and leads the first trick.

The forehand’s position comes from the dealer’s seat, not from the partnership arrangement and not from the player who eventually chooses the contract. A player remains the forehand even when schieben passes the choice to the opposite partner.

The opening order is:

  • the dealer completes the deal;
  • the forehand chooses the contract, or passes the choice once to the partner;
  • the partner chooses if the choice was passed;
  • the forehand leads the first trick;
  • play continues counter-clockwise.

For example, the dealer’s right-hand player can select the contract without passing. That same player then leads. If the forehand uses schieben, the opposite partner makes the contract decision, but the forehand still leads because the opening lead belongs to the seat, not to the final chooser.

The forehand may push the choice to the partner exactly once. The partner must choose and may not push the choice back. This restriction keeps the choice procedure definite. The table cannot pass the decision around repeatedly or return it to the forehand.

A table should identify the forehand before discussing the contract. That short check prevents two errors at once: assigning the choice to the dealer’s left and allowing the wrong player to lead. The dealer’s right-hand seat provides the answer without a further draw.

The word schieben means passing the choice across. In Schieber, the pass forms part of the contract procedure. The pass does not move a player, alter the deal, or reverse the direction of play. It only transfers the duty to choose.

The partner relationship also has limits. Partners may not remind each other about a declaration, including the declaration of Stöck. The partner-play rules explain why opposite seating gives a team a fixed position without allowing spoken guidance.

The forehand leads the first trick after the contract is settled. The next player follows in the counter-clockwise direction. The winner of that trick leads the next one, but the forehand’s opening role is not reassigned merely because the contract passed to a partner.

152 card points + 5 last trick = 157 a full round + 100 = 257 with a match The same total in every contract — trump, Obenabe and Undenufe alike.
Every round contains exactly 152 card points. The last trick adds 5, so a complete round is 157; a team that takes all nine tricks adds 100 more for 257. If your two columns do not add to 157, something was miscounted. Free to reuse with a link to this page.

What must the table decide before the first Jass trick?

Before the first trick, the table must know the teams, the dealer, the forehand, the direction of play, and the contract. The forehand chooses the contract or passes the choice once to the partner. The forehand then leads, and the remaining play proceeds counter-clockwise.

The table should also know the scoring target. Practice targets are 1000, 1500, 2500 and 3000. The app offers 1000 and 2500. The target affects when the game ends, but it does not change the seating, dealing method, forehand, or direction.

A standard round contains 157 points before the all-tricks bonus: the pack supplies 152 card points and the last trick supplies 5 points. Winning all nine tricks, a match, adds 100 points, making 257 points for the round.

A Weis, meaning a declared combination of cards, is scored in its own part of the round’s accounting. When a team crosses the target, count points in this order: Weis first, then Stöck, then tricks. A team crossing the target in an earlier block wins.

Stöck means the king and Ober of the trump suit held in one hand. Stöck is worth 20 points and belongs to that team regardless of the Weis comparison. Stöck does not exist in Obenabe or Undenufe, the regional contract variants without a trump suit in the ordinary sense.

Declare Stöck while playing the second of the two cards. Do not declare it when playing the first card. If the next player has already covered the second card before the declaration is spoken, the team loses the 20 points. A partner may not remind the player to declare Stöck.

Use this setup check before the lead:

  • partners sit opposite each other;
  • the dealer is identified;
  • the player on the dealer’s right is the forehand;
  • cards were dealt three at a time;
  • every player has nine cards;
  • the contract has been chosen;
  • the forehand will lead;
  • play will run counter-clockwise;
  • the scoring target is agreed;
  • any local procedure for forming teams or cutting the pack is settled.

The Jassgrenze rules explain the target boundary and the final comparison. Regional rules can differ, so do not treat one scoring table as universal when the table has agreed another recognised variant. The stated Stöck rule applies to trump contracts and not to Obenabe or Undenufe.

Once the checks are complete, the first trick can begin. The dealer’s position remains the reference point for the forehand, while the chosen contract determines the relevant card order and scoring rules.

Questions

Can partners sit next to each other in Jass?

No. The standard arrangement places each partner opposite the other. The partnership and seats remain fixed while the dealer changes after every round.

How is the first dealer selected?

The supplied rules do not prescribe one universal method for selecting the first dealer. The table should use its agreed local procedure before the first deal.

Does the forehand always make the contract choice?

The forehand has the choice, but may pass it to the partner exactly once. The partner must then choose and cannot return the choice.

Which direction does a Jass deal travel?

The deal travels counter-clockwise, beginning with the player on the dealer’s right. The same direction governs play during the tricks.

What is the total score in a round when one team wins every trick?

The round contains 157 ordinary points: 152 card points and 5 for the last trick. Winning all nine tricks adds 100, giving 257 points before any Stöck or Weis declarations.

Can a player declare Stöck after the second card has been covered?

No. Stöck must be declared while the player plays the second of the king and Ober of the trump suit. If the next player has already covered that card, the 20 points are lost.

Jasvel — Schieber against three computer opponents, offline. Coming soon