6. Scoring and Scorekeeping

After each player has played his or her last card, the hand is over. In a Suit, Grand, or Null game, each side counts up its card points and determines who has won or lost.

In Ramsch the player with the most points loses. The total is subtracted from his or her score. If one of the other players took no tricks, this loss is doubled. If neither opponent has taken a trick, then the player who captured all the cards scores a "forced march" which is valued at +120 points.

In Null the Soloist wins if he or she has taken no tricks. The maximum bid value (Null = 23, Null Hand = 35, …) is scored even if a lower bid was required to get the game.

In Suit or Grand games the card points captured by the two sides is again the deciding factor. An exception is games played "Ouvert." In this case, all tricks must be captured to win. Failing that, the game is lost.

Less than 61 points always means a loss for the Soloist. If he or she captures at least 61 points the game may be won. It can be the case that the Soloist must have reached Schneider or Schwarz to win and this requires correspondingly more card points. In any case, a win scores the maximum bid value even if the bidding was won with a lower value.

What happens when a player overbids? That means that a player makes or accepts a bid with a higher value than the game actually played. How can this happen? One way is to have bid on the basis of achieving Schneider and then not capturing the required 90 points. The other is to discover a high Jack in the Skat when one was bidding "without" so that the multiplier is reduced (e.g., without 3 becomes with 1). In either case, the result is a loss for the Soloist and the loss is doubled.

The amount lost must be the value of a potential game given the cards actually held, including those in the Skat. Example: A player wins the bidding at 30 (without 2, game 3; hearts) and finds the Club Jack in the Skat. The lowest game with a value of at least 30 must be subtracted, but this must also take into account the cards actually controlled by the Soloist. Since the hand is really "with 1," there is no suit game with a value of 30 or more. Grand is possible (with 1, game 2, times 24 = 48), but Null Ouvert (46) has a lower value, so this is the amount that the Soloist loses (doubled, if the Skat was used).

One exception to this is when one plays, "Hand" (without using the Skat). According to the official rules, the point value of lost games played Hand is not doubled, but simply recorded as a single loss.

This has been changed, however, by the new rules effective 1/1/99. According to the new official rules, the value of all lost games is subtracted double. This includes games played, "hand."

If Double or Redouble had been said, then the score as calculated above will be further doubled or quadrupled.

At the end of all of the games, the player with the highest total score wins.

6.1 Performance Rating

In addition to the calculations above, a performance rating may also be figured. This calculation also values the quantity of games won and successful defensive strategy. How does this work? The game values are the same as above, but there are bonus points! If the Soloist wins, he or she receives an additional 50 points over and above the game value independent of the game played. If the Soloist loses, an additional 50 points are subtracted from his or her score. The Soloist's loss also credits the defensive opponents each with 40 points.

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