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Pick the blind, call a partner, and take 61 card points. Highest individual ledger after ten hands wins.

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Find your partner.

Play five-handed Sheepshead free against four computer opponents with no download or sign-up. Pick or pass, bury two, call an ace to find your secret partner, and take 61 of the 120 points. Called ace or Jack of Diamonds, leasters or doublers, three computer levels, and a printable cheat sheet in the guide.

Called-ace Sheepshead · 5 seats · 61 of 120 wins

Updated

New to Sheepshead? Learn the rules

HOW TO PLAY

Sheepshead rules

Five hands, a blind and a secret partner. Count card points to win the hand; keep an individual ledger to win the match.

Play a practice hand ↑
01

Learn the trump suit

Remove the 2s through 6s: 32 cards remain. All four queens, all four jacks and every diamond make one trump suit. Queens and jacks no longer belong to the suit printed on them. Trump beats fail; within a fail suit, ace is highest, then 10, king, 9, 8, 7.

Queen of clubs, highest trumpJack of clubs, below all queensAce of diamonds, below all jacks

Queens, then jacks, then the other diamonds.

02

Pick or pass, then bury two

Deal three to each player, two to the blind, then three more to each. Beginning left of the dealer, each player may take the blind or pass. The first picker commits to taking 61 card points with their side, adds the blind to make eight cards, then buries any two privately.

An ace is worth eleven card pointsA nine is worth zero card points

Eight cards become six in hand and two buried.

03

Call an ace to find your partner

Call clubs, spades or hearts only if you keep a fail card of that suit and do not hold or have buried its ace. The ace's holder is your partner, but the table learns who only when it is played. The partner must play it on the first lead of the suit, including when leading that suit themselves. Save the ace and the picker's last hold card while another legal card remains. A sole final card is always playable.

The picker holds a club to call its aceThe ace of clubs identifies the partner

The partner knows their role from their own ace.

Go alone whenever you choose, or when no ace is callable. With the Jack of Diamonds option, skip the call: its holder is the secret partner. If the picker holds or buries that jack, they play alone.

04

Follow suit and count the points

The dealer's left neighbour leads the first trick. Follow the effective suit when possible. If clubs is led and you hold the club queen and club 7, play the 7: the queen is trump. When void, choose a trump or another fail card. Highest trump wins, otherwise highest of the led suit. The winner leads next; six tricks finish the hand.

Ace, eleven card pointsTen, ten card points

Aces 11 · tens 10 · kings 4 · queens 3 · jacks 2.

Last trick opens the previous five cards. Claim the rest only on your lead when every card is unbeatable against everything unshown, including a hidden bury. The table checks that proof.

TEN HANDS · INDIVIDUAL LEDGER

Sheepshead scoring

Card points decide the hand; ledger points carry between hands. The picker side counts its tricks plus the two buried cards and needs at least 61 of 120. A 60–60 tie goes to the defenders. This table uses no double-on-the-bump.

A normal partner win pays picker +2, partner +1 and each defender −1. A loss reverses those numbers. At 91 or more, or at 30 or fewer for the picker side, the payment doubles for schneider. If the losing side takes no trick, it triples instead. Going alone pays the picker four shares and each defender the opposite single share. Every hand sums to zero.

After ten played hands, the highest ledger wins; equal highest shares the win. Doublers, cracks, re-cracks and a declared blitz multiply the hand's payment. They change no card's point value.

Normal partner win
+2 picker +1 partner
Schneider
×2
No tricks
×3
Alone, normal win
+4 picker

KEEP BESIDE THE TABLE

Printable Sheepshead cheat sheet

Five players · 32 cards, 7–Ace · six cards each, two in the blind · ten played hands.

Trump, high to low

Q♣ Q♠ Q♥ Q♦ · J♣ J♠ J♥ J♦ · A♦ 10♦ K♦ 9♦ 8♦ 7♦

Fail clubs, spades and hearts: A 10 K 9 8 7. Always follow the effective suit; when void, trump or discard.

Card points
CardPoints
Ace11
1010
King4
Queen3
Jack2
9, 8, 70

Order of a hand

  1. Pick/pass from dealer's left. Picker takes the blind and buries two.
  2. Call a fail ace outside your hand and bury, keeping a card of its suit, or go alone. J♦ option: its holder is partner unless held or buried by the picker.
  3. Left of dealer leads; six tricks. Called ace appears on its first suit lead; reserve rules never prevent a sole final card.
  4. Picker side needs 61 including buried points. Highest individual ledger after ten hands wins.
Partner-game ledger, before optional multipliers
Picker sidePickerPartnerEach defender
61–90+2+1−1
91+, defenders took a trick+4+2−2
Defenders took no trick+6+3−3
31–60−2−1+1
0–30, picker side took a trick−4−2+2
Picker side took no trick−6−3+3

Alone: picker ±4/8/12; each defender ∓1/2/3. Default leaster: blind ignored, at least one trick to qualify; fewest card points wins +4, others −1. Break a points tie by fewer tricks; if still tied, no change. Doublers keep the same dealer and compound ×2, ×4… on the next played hand. Optional crack/re-crack and picker queen-pair blitz each double.

CARD POINTS ARE NOT CARD STRENGTH

Sheepshead strategy

Protect a way to take the lead

A queen is worth only three card points but can win a trick full of aces and tens. Count the trumps already played. Spending a high trump for an empty trick can leave your points exposed later.

Bury toward a void

Two buried cards count for your side even if they never win a trick. A short fail suit can become a void, giving you a choice to trump next time. Keep protected aces and enough of a fail suit to call its ace when you want a partner.

Learn who is on your side

The partner knows from their own called card. Everyone else must wait for its play. A trump lead or a high-point discard may suggest an ally; neither proves it. The computer levels use the same private information boundary.

Change aims for a leaster

Avoiding every trick cannot win. Take one cheap trick when you can, then try to lose your points on someone else's. With ties broken by fewer tricks, a second cheap trick is still a cost.

COMMON QUESTIONS

Sheepshead FAQ

How many players does Sheepshead need?

This table plays the five-handed version with a picker and secret partner against three defenders, or a picker alone against four. Other deals exist for three, four and more players; those versions are outside this table.

What is the trump order?

Queens in clubs, spades, hearts, diamonds order; jacks in that same order; then diamonds ace, 10, king, 9, 8, 7. Every queen and jack counts as trump. The Trump order control and printable cheat sheet keep it available.

How do called ace and Jack of Diamonds partners work?

Call a fail ace outside your hand and bury, keeping a card of its suit. Its holder is the secret partner until it is played. With Jack of Diamonds selected, that jack identifies the partner without a call. A picker who holds or buries it plays alone.

What happens if nobody picks?

By default, play a leaster with the blind set aside. Take at least one trick to qualify, then have the fewest card points. A points tie is broken by fewer tricks; a remaining tie scores nothing. The winner gets +4 and everyone else −1. Options offer a multiplying doubler with the same dealer, or a dealer forced to pick.

What is schneider?

On this table, picker-side totals of 91 or more, or 30 or fewer, double the ledger payment. If the losing side takes no trick, use triple instead. Home tables differ at the boundaries and on double-on-the-bump; this table's rules are shown here and in Options.

How is Sheepshead scored?

Count card points first: ace 11, ten 10, king 4, queen 3, jack 2, others zero. Picker side needs 61 including the bury. A normal win moves ledger points +2 to the picker, +1 to the partner and −1 to each defender; a loss reverses it. Highest ledger after ten hands wins. No money or chips are used.

Is Sheepshead the same as Schafkopf?

They are related games. This American five-handed version uses diamonds, queens and jacks as trump, a two-card blind and a secret partner. Other Schafkopf games use different deals, trump suits and partnerships.

What do cracking and blitzing change?

A non-passing defender may crack once; only the picker may re-crack here. Both double the payment. The secret partner gets a quiet pass in the same offer order, so the offer cannot reveal their identity. The optional picker blitz shows both black or both red queens after pickup and before burying, once, for another double.

Can I play free with friends, without an app?

Practice against four computer opponents is free in this browser with no account or download. Choose Easy, Standard or Expert in Options. To play with friends, open a HopLobby lobby and send one link: our party games run in the browser too.

What can I bury?

Any two of your eight cards, privately. Their points count for the picker side. A buried ace cannot be called, and burying your only card of a fail suit removes that call. Under and ten rescue calls are not used; go alone when no ace is callable.

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Sheepshead: pick, bury, find your partner

  1. Five players get six cards each; two cards form the blind. From the dealer's left, pick the blind or pass.
  2. The picker buries two of their eight cards. Those points count for their side. Call a fail ace you do not hold or have buried, keeping a card of that suit, or go alone.
  3. Play six tricks. All queens, jacks and diamonds are trump. Follow the effective suit when you can; if void, trump or discard. The called ace must appear on its first suit lead.
  4. The picker side needs 61 of 120 card points. The ledger pays picker +2, partner +1, defenders −1 for a normal win; a loss reverses it. Schneider doubles, no tricks triples. Highest ledger after ten played hands wins.

If everyone passes, the default is a leaster: take at least one trick, then have the fewest card points. The blind is ignored. Options include multiplying doublers with the same dealer, a forced dealer pick, Jack of Diamonds partnership, cracking and a picker-only queen-pair blitz. No double-on-the-bump is used.

Save the called ace and the picker's last card of its suit while another legal card remains. A sole final card is always playable. Keep stakes and partner identities separate: the ledger is individual.

Keys: . Tab and Space select two cards for a bury; Tab to Bury and press Enter. G goes alone; A arranges.

Read the full rules · Printable cheat sheet