How to play Klaverjassen: rules of the Dutch card game
Rules in short: four players in two partnerships each get eight cards from a 32-card pack. One player chooses trumps. In trumps the jack is the highest card and the nine comes next. You must follow suit; if you can’t, you must usually trump. The eight tricks hold 162 points, and runs or sets that land in one trick score extra roem. The side that chose trumps must take more than half of all the points, or it goes nat (wet) and the other side scores everything.
The pack Card values The deal Choosing trumps Playing Rotterdam and Amsterdam Roem Scoring and nat Score sheet Example Variations Strategy FAQ
Quick answers
- Players
- Four, in two partnerships. Partners sit opposite each other.
- Cards
- 32: seven to ace in each suit. Eight cards each.
- Trump order
- J, 9, A, 10, K, Q, 8, 7.
- Other suits
- A, 10, K, Q, J, 9, 8, 7.
- Points per deal
- 152 in the cards plus 10 for the last trick: 162, plus any roem.
- Goal
- The side that chose trumps must take more than half of the points.
- Game
- 16 deals; the higher total wins. Snug Table also has an 8-deal game.
The pack
Klaverjassen uses a 32-card pack: a standard deck with the 2s to 6s taken out. Each suit has seven, eight, nine, ten, jack, queen, king and ace.
Card order and values
| Trumps | Points | Other suits | Points |
|---|---|---|---|
| Jack | 20 | Ace | 11 |
| Nine | 14 | Ten | 10 |
| Ace | 11 | King | 4 |
| Ten | 10 | Queen | 3 |
| King | 4 | Jack | 2 |
| Queen | 3 | Nine | 0 |
| Eight | 0 | Eight | 0 |
| Seven | 0 | Seven | 0 |
The cards are worth 152 points in all. Whoever takes the last trick gets 10 more, for 162.
The deal
The dealer gives each player eight cards, in packets of three, two and three, starting with the player on their left. The deal passes to the left after every hand. The player to the dealer’s left always leads the first trick, whoever chose trumps.
Choosing trumps
Tables choose trumps in different ways. Snug Table offers two, picked when you start a game:
- Compulsory (the default): the player to the dealer’s left must choose trumps after looking at their hand. It is the simplest way, often called the “Utrecht” rule.
- Free: starting with the player to the dealer’s left, each player may choose trumps or pass. If all four pass, the player to the dealer’s left must choose.
Whoever chooses trumps “plays” the deal, together with their partner.
Playing the tricks
The leader may play any card. The others play one card each, clockwise. You must follow suit if you can. A trick is won by the highest trump in it, or, with no trumps, by the highest card of the suit led. The winner leads the next trick.
When trumps are led, everyone who follows must play a higher trump than the highest one already in the trick, if they can, even over their partner. If they can’t, they still play a trump.
Rotterdam and Amsterdam rules
The two rule sets differ in what you must do when you can’t follow suit:
| Rotterdam (default) | Amsterdam | |
|---|---|---|
| Can’t follow suit | You must trump, even if your partner is winning. | If an opponent is winning, you must trump. If your partner is winning, you may play any card. |
| Trumps already in the trick | You must overtrump if you can; if you can’t, you must still play a lower trump. | If an opponent is winning with a trump, overtrump if you can. You may play a lower trump only if your hand holds nothing else. |
| Partner winning with a trump | As above: overtrump if you can. | Play any card, but not a lower trump unless your hand holds nothing else. |
| No cards of the suit and no trumps | Play any card. | |
Roem: bonus points
Roem is scored for combinations of cards that land together in one trick. It goes to the side that wins the trick, whoever played the cards. Only the four cards in the trick count, not the cards in anyone’s hand.
| Combination in one trick | Roem |
|---|---|
| Run of three in one suit (for example 9, 10, J) | 20 |
| Run of four in one suit | 50 |
| King and queen of trumps (“stuk”) | 20 extra |
| Four kings, four queens, four aces or four tens | 100 |
| Four jacks | 200 |
Runs follow the order A, K, Q, J, 10, 9, 8, 7 in every suit, trumps included. So a run of three with the king and queen of trumps is worth 20 + 20 = 40, and a run of four with them 70. Taking all eight tricks, the pit (or mars), adds 100.
Scoring and going nat
At the end of the deal each side adds up its card points, the 10 for the last trick and its roem. The side that chose trumps must have more than the other side. With no roem anywhere, that means at least 82 of the 162 points; 81 to 81 is not enough.
If it succeeds, both sides score what they took. If it fails, it goes nat (wet, also called beet): it scores nothing, and the other side scores all 162 points plus the roem of both sides.
The score sheet: Wij and Zij
A Dutch klaverjas sheet has two columns, Wij (us) and Zij (them), each with a narrow roem column beside it. Every deal gets one line. A side that went nat gets “nat” instead of a number. After 16 deals, four rounds of the table, the columns are added up and the higher total wins. On Snug Table the Scores button shows the sheet as you go.
An example trick
Hearts are trumps. West leads the 9♠. North, your partner, plays the 10♠, East the J♠, and you, with no spades, must trump: you play the 7♥ and win. The trick holds 0 + 10 + 2 + 0 = 12 points, and the 9, 10 and jack of spades are a run of three: 20 roem for your side.
Variations
- Who chooses trumps: besides the compulsory and free ways, some tables let the dealer choose first, or turn up a card from a second pack to propose a trump suit. Snug Table has compulsory and free.
- Claiming roem: at a real table, roem has to be claimed by the side that wins the trick, and players sometimes keep quiet about it when their side is about to go nat. Snug Table counts all roem automatically.
- Stuk: some tables count the king and queen of trumps only when one player holds both and announces them as the second is played. Snug Table counts them, like all roem, when they land in the same trick.
- Game length: clubs often play three sets of 16 deals with changing partners, and some home games play to 1500 points instead.
Strategy
- Choose trumps with the jack or nine. Those two cards are worth 34 points between them and beat everything. Three or four trumps with one of them is usually enough.
- Draw trumps. If your side chose trumps, lead them early so the opponents can’t trump your aces later.
- Give points to a winning partner. If your partner’s card is sure to win the trick, add your ten or ace of another suit.
- Don’t lead a bare ten. If the ace of that suit is still out, a ten leads straight into it.
- Watch for roem. Playing a king onto the queen and jack of the same suit hands roem to whoever wins the trick. Make sure that is your side.
- Count trumps. There are eight. Once you know where they are, you know which side cards are safe.
Klaverjassen FAQ
Is it klaverjassen or klaverjas?
Both. Klaverjas is the game and klaverjassen is playing it; most people use the words interchangeably.
Why are the jack and nine so high?
Klaverjassen belongs to the jass family of card games, like Belote in France and Jass in Switzerland, where the jack and the nine of trumps are the two top cards.
Do I have to trump my partner’s winning trick?
Under Rotterdam rules, yes, if you can’t follow suit. Under Amsterdam rules, no. You pick the rules when you start a game.
What happens at 81 to 81?
The side that chose trumps has not taken more than half, so it goes nat.
Does the computer see my cards?
No. Each computer player decides only from what a player in its seat would know: its own cards, the trump suit, who chose it and the cards played so far. Each deal is sealed before it starts, and you can verify the shuffle when the deal ends.