What is Jass?
Jass is a Swiss family of trick-taking games for four players, using a 36-card pack, fixed partnerships, contracts and nine tricks.
What kind of card game is Jass?
Jass is a Swiss family of trick-taking card games played by four players in two fixed teams. Partners sit opposite each other, and each player receives 9 cards from a 36-card pack. The teams compete to win tricks under a contract chosen for the round.
A round contains 9 tricks. The contract determines how the suits rank and how the cards behave, so one pack supports several forms of play. The best-known contracts include trump play, Obenabe, meaning “above-down”, and Undenufe, meaning “below-up”. Obenabe and Undenufe use their own card orders rather than a trump suit.
The contract changes the order of strength, but the central task remains familiar to players of other trick-taking games. One player leads a card, the other players follow the applicable rules, and the strongest eligible card wins the trick. The trick winner then leads the next trick.
Jass rewards card memory, partnership judgement and timing. You must assess the cards in your hand, notice which important cards have appeared and decide when a lead will help your team. A card can win a trick, draw out a dangerous card or preserve an entry for a later lead.
A worked example shows why the contract matters. Suppose the chosen contract is trump play and a player leads a side-suit card. The player who holds the suit’s trump may be able to win the trick by playing that trump, subject to the detailed rules of the contract. Under Obenabe or Undenufe, no trump suit changes the result; the relevant high-to-low order decides the winner instead.
Jass therefore has a compact framework but a demanding decision pattern. Players must combine the chosen contract with the information revealed by each trick. The card values and trick order explain the shared mechanics, while the variants determine which wider format the table is using.
Figure 1. The 36-card pack and its four Swiss-German suits.
The word Jass covers several formats rather than one table’s complete local practice. A careful explanation names the contract, the variant and any regional scoring rule instead of treating one description as universal.
How does a Jass round begin and proceed?
A Jass round begins with a deal of 36 cards, given three at a time to four players. Each player receives 9 cards, and play proceeds counter-clockwise. The dealer rotates each round, so the dealing responsibility moves around the table.
The player to the dealer’s right is the forehand, meaning the player who chooses the contract and leads the first trick. Forehand may push the choice across to the partner exactly once. This action is called schieben, or passing the choice. The partner must then choose the contract and may not push the choice back.
After the contract has been chosen, forehand leads the first trick. The remaining players play in counter-clockwise order. The contract determines which card wins the trick, and the winner leads the next trick. The same process continues until all 9 tricks have been played.
Consider a round in which forehand holds an uncertain hand but expects the partner to have stronger cards. Forehand can use schieben to transfer the decision once. The partner then carries the responsibility for naming the contract; the transfer is not an exchange that can travel back and forth.
The seating plan gives the partnerships their shape. Partners sit opposite each other rather than side by side, so each player has an opponent on either side. A lead can expose a suit, protect a partner’s likely winner or force an opponent to commit a valuable card. A later discard can also provide information when the contract permits it.
The deal does not settle the round by itself. A hand may contain a strong trump, a long side suit or a useful sequence without making every trick certain. Players must plan from the contract, count cards as they appear and keep enough strength for the later tricks.
The positions change from round to round even though the teams do not. The dealer rotates, and the forehand is always the player to the dealer’s right. This movement gives each player opportunities to deal, choose, pass the choice and lead without changing the fixed partnerships.
The Schieber rules give the passing procedure its full context. The essential sequence is precise: forehand chooses or schiebt exactly once, the partner chooses if the choice is passed, and forehand leads the first trick.
Which Jass variants should a new player know?
The main Jass variants are Schieber, Coiffeur, Differenzler and Handjass. These formats share the 36-card pack and the basic trick-taking structure, but they can organise contracts, scoring and decisions differently. No single variant represents every table in Switzerland.
Schieber is the partnership format built around passing the contract choice. Forehand may schieben to the partner exactly once, and the partner must then choose. The procedure gives a partnership a controlled way to handle an uncertain hand while keeping the decision within the team.
Coiffeur is a planned format in which the players work through a programme of contracts. The format therefore differs from an ordinary Schieber session, where the choice arises through the forehand procedure. The Coiffeur guide explains that format separately rather than folding its programme into a general description of Jass.
Differenzler centres on predicting or targeting a result and comparing the outcome with that expectation. The exact scoring and contract selection depend on the rules in use. Players should agree the local version before treating a particular prediction or scoring method as standard.
Handjass is a more direct form of play around the hand and table rather than through a fixed programme. The name identifies a format, but local practice can still affect the precise contracts and scoring. The Jass variants reference sets out these differences without presenting one regional table as the only correct one.
The choice of variant matters before the first deal. If one player says “Jass”, that word may identify the game family without identifying the contract schedule or scoring method. Experienced players often recognise the intended format from the setting, but a mixed group should state the variant before play begins.
The contracts also have regional variation. Trump play names one suit as trumps. Obenabe and Undenufe use special orders without a trump suit. A rule description should therefore identify both the wider variant and the contract rules that apply within the round.
A useful comparison is to separate format from contract. Schieber describes the way the choice can pass between partners. Obenabe describes a card order. Coiffeur describes a planned programme. These terms answer different questions, so they should not be treated as interchangeable labels for one ruleset.
Regional practice can affect declarations, scoring blocks and the selection of contracts. The common foundation remains recognisable, but a reader outside Switzerland should confirm the table’s local rules before applying a value from another format.
Which cards and decks does Jass use?
Jass uses a 36-card pack divided into 4 suits, with 9 cards in each suit. Switzerland has two equivalent deck traditions: Swiss-German cards in the east and French-suited cards in the west. The artwork and names change between the decks, but the underlying score system does not.
The Swiss-German suits are Schellen (bells), Schilten (shields), Rosen (roses) and Eicheln (acorns). They correspond exactly to the French suits: Schellen to diamonds, Schilten to spades, Rosen to hearts and Eicheln to clubs.
The court cards use different names in the two traditions. Swiss-German cards have Under, Ober and König. The French deck has jack, queen and king. The Under of the trump suit is the Puur, a key Jass term for a trump card. The Jass glossary gives these terms their short meanings.
The scoring multiplier follows the suit’s position, never the picture printed on the card. Choosing the French deck therefore changes nothing about the score. A player who already knows a French-suited pack can transfer the general card knowledge directly, but must learn the Swiss names and the contract-specific order.
A simple translation example prevents a common mistake. A French diamond is the equivalent of Schellen, not a new suit with a separate multiplier. A French jack corresponds to the Swiss-German Under, while a French queen corresponds to the Ober. The picture changes, but the position in the Jass system remains the same.
The two deck traditions meet at the Brünig-Napf-Reuss line. Swiss-German cards are used to the east of the line, and French cards to the west. The line describes a regional division in deck use, not a division between unrelated games.
The compact pack shapes the information available at the table. Every player holds 9 cards, and the tricks gradually reveal which suits and important cards remain unseen. Terms such as Puur and Nell make Jass sound different from many other trick-taking games, even when the player already understands leads, following suit and winning tricks.
Figure 2. Swiss-German and French-suited names for the Jass deck.
The deck choice is therefore a matter of regional tradition and recognition, not a choice between different scoring engines. Learning the equivalent names lets players move between the two card traditions without changing the basic account of the round.
Why is Jass important in Swiss culture?
Jass has a recognised place in Swiss social life because people play related forms of the game in restaurants, clubs, the army and on television. Those settings give Jass a public presence beyond one household. The game functions as a shared reference even when players prefer different variants or decks.
That cultural role does not mean that every Swiss table uses identical rules. Jass is a family of games, and local players may differ over contracts, declarations, scoring details or the preferred deck. The common identity comes from the recognisable pack, vocabulary, partnership structure and trick-taking foundation.
The language of the table carries part of that identity. Terms such as Puur, Nell, Stöck and schieben identify cards, declarations and actions that may be unfamiliar to a reader who knows only French or English card-game terminology. Learning those words helps a player understand how people discuss Jass, not merely how to translate its rules.
Regional identity appears in the deck traditions. The Brünig-Napf-Reuss line divides the country into an eastern area associated with Swiss-German cards and a western area associated with French cards. Both traditions belong to the same Jass family, and the suit positions retain their scoring relationship across the divide.
A practical example shows how the shared identity survives local difference. One table may use Swiss-German cards and Schieber, while another uses French-suited cards and a planned Coiffeur programme. The players may use different names, contracts or scoring sequences, yet both settings remain recognisably Jass because the underlying trick-taking culture connects them.
Jass also works across generations and settings. A family round, a club session, a restaurant table and a televised match can preserve the same broad structure while retaining local habits. The common core is strong enough for recognition, but the variants leave room for regional practice.
For readers outside Switzerland, the useful conclusion is measured rather than absolute. Jass is widely associated with Swiss life and has a vocabulary familiar at many Swiss tables. That does not make one local ruleset binding everywhere. Players should identify the variant and contract before relying on a particular scoring custom.
The Jass boundary reference explains the regional divide in deck traditions. A regional account should distinguish the geographic pattern from a universal rule: the line helps explain why a table uses one deck tradition, but local preferences can still matter.
How are Jass points and special declarations counted?
A Jass round contains 152 card points, plus 5 points for the last trick, making 157 points in the round. Winning all 9 tricks adds 100 points for the match, bringing the round’s possible total to 257 before a special declaration is considered.
The principal special declaration is Stöck, 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 because those contracts have no trump suit.
Timing controls the Stöck declaration. The player declares it while playing the second of the two cards, not while playing the first. If the next player has already covered that second card before the declaration is spoken, the 20 points are lost. Partners may not remind each other, so the player holding the cards must recognise and declare the combination personally.
Imagine a player holds the king and Ober of trumps. Playing the king does not yet permit the Stöck declaration, because the second card has not been played. When the player plays the Ober, the declaration must be made at that moment. If an opponent covers the Ober before the player says Stöck, the team receives no 20 points for the combination.
Weis means a recognised card combination declared under the applicable rules. Weis forms part of the scoring order, but the combinations and comparisons can vary with the contract or regional rules. Stöck remains credited to its team regardless of the Weis comparison.
Practice targets include 1000, 1500, 2500 and 3000 points. The app offers 1000 and 2500. When a round takes a team past the target, the points are counted in this order: Weis first, Stöck second, then tricks. A team crossing in an earlier block wins.
The order affects the result, not merely the record-keeping. A team can have enough points in the round as a whole, yet the order of the counted blocks decides which team crosses the target first. Players must track declarations and tricks as they occur rather than wait for one final total.
The card-values reference explains the card points and trick order in detail. The terms describe separate parts of the score: card values produce points, Weis records combinations, Stöck records one qualifying trump holding, and tricks determine the round’s result. Regional rules can alter the wider scoring method, so the table’s agreed variant remains decisive.
Questions
Does every Jass table use the same contract and scoring rules?
No. Jass includes Schieber, Coiffeur, Differenzler and Handjass, and regional practice can change contracts, declarations and scoring. Players should agree the variant before the deal.
Why are French-suited cards valid for Jass?
French-suited cards correspond exactly to the Swiss-German suits. The suit position, multiplier and score system stay the same, so the different artwork does not create a different game.
Who chooses the contract in a Jass round?
Forehand chooses the contract. Forehand is the player to the dealer’s right and may schieben exactly once, after which the partner must choose without passing the decision back.
What is the difference between Obenabe and Undenufe?
Obenabe and Undenufe are contracts without a trump suit. Each uses its own card order, so neither contract has Stöck.
When must a player declare Stöck?
The player must declare Stöck while playing the second of the king and Ober of the trump suit. A declaration made after the next player has covered that card loses the 20 points.
How many tricks does a Jass round contain?
A round contains 9 tricks. Each of the four players receives 9 cards, so every card is played during the round.