Doppelkopf
German 4-player trick-taking card game: partners are hidden until cards reveal them. Take at least 121 of the 240 card points as Re, or hold Re under 121 as Kontra.
Doppelkopf in 30 seconds
- SidesHolders of the Queens of Clubs are Re. Partners are revealed as cards are played.
- PlayFollow the led kind: any trump, or a non-trump of the led suit.
- TakeThe highest trump, or highest card of the led suit, takes the four cards.
- WinRe needs 121 card points and Kontra 120. Total game points over four deals.
At a glance
| Item | This game |
|---|---|
| Players | 4 players |
| Play time | About 12 min |
| Type | Cards |
| Ranked play | Yes |
| Practice against the CPU | Yes |
| Price | Free (no account needed) |
| Rights holder | A public-domain classic game |
| Last updated | 2026-10-08 |
How to play Doppelkopf online with friends
- Tap "Play with friends"A party is created with a 6-character code. No account is needed.
- Send a link or QR codeShare it on LINE, or just read the code aloud.
- Everyone opens it in a browserOnce 4 players have joined, the host taps "Start".
Rule highlights
Setup, play, winning, and house rules
Setup
- Four players use two packs of 9 through A: 48 cards, twelve each. A=11, 10=10, K=4, Q=3, J=2, 9=0: 240 points total.
- Holding both Queens of Clubs automatically reveals a marriage. The first other winner in the first three tricks becomes the partner. If the holder wins all three, it becomes a one-versus-three diamond solo.
How to play
- The player left of the dealer leads. Follow trump with any trump, or a non-trump suit with that suit if you can. Queens and jacks are always trump.
- Trumps: ♥10 > ♣Q > ♠Q > ♥Q > ♦Q > ♣J > ♠J > ♥J > ♦J > ♦A > ♦10 > ♦K > ♦9. Non-trumps: A > 10 > K > 9. First identical card wins.
- Announce your own Re or Kontra with at least eleven cards; a reply may be one card later than the opponents’ deadline. Further promises require ten, nine, eight or seven cards, in order. Clarification on trick two or three shifts the deadlines by one or two cards. Announcements cannot be undone.
Winning
- Play all twelve tricks. Re wins with 121 points and Kontra with 120. When only Kontra announces, Re needs 120 and Kontra 121. Promises require 151, 181, 211 or every trick.
- To the winning side: win 1; beat Re 1; each Re/Kontra announcement by either side 2; each further promise: 1; opponents under 90/60/30 or no tricks: 1 each. Replies and special points are tallied separately for both sides. Fox: capture an opposing ♦A. Doppelkopf: a trick worth 40 or more. Karlchen: win the last trick with ♣J. Each is one point.
- Add the winners’ game points minus the losers’ (never below zero) to each winner and subtract it from each loser. If both fail promises, there is no winner: apply only the difference of replies, achieved thresholds and special points. Solo has no special points and triples the soloist’s share. Most total game points after four deals wins; ties share rank.
House rules
| Name | Description | Default | Changeable |
|---|---|---|---|
| DealsDealsOne deal (a round of dealing) is one game. Points are scored per deal and added up. More deals smooth out lucky hands, but the session grows almost in proportion. | One deal is one game. More deals reduce the effect of lucky hands. The dealer moves one seat clockwise each deal. | 4 (about 12 min) | Yes |
| NinesNinesDoppelkopf is normally played with two packs of 9 to A (48 cards). Choosing no nines uses 40 cards, ten per player and ten tricks, which is shorter and raises the share of trumps. First-time players should keep the standard. | Without nines, each player holds ten cards and plays ten tricks. This shortens the game and increases the proportion of trumps. | With nines (48 cards) | Yes |
| Two tens of heartsTwo tens of heartsSets which ten of hearts (Dulle) wins when both fall in one trick. The standard is the first played. The second-wins option is common in some regions and makes timing risky, since the first ten can be beaten; the last trick still goes to the first. | This rule varies by region. If the second wins, timing a ten of hearts matters. In the final trick the first always wins. | First wins | Yes |
| Promises beyond Re/KontraPromises beyond Re/KontraAfter announcing Re or Kontra, a side may stack promises: hold the opponents under 90, under 60, under 30, or take every trick. Keeping a promise adds points; failing it loses the deal for that side. The standard is off. | After Re or Kontra, promise to hold the other side under 90, 60 or 30, or take every trick. Success adds points; a failed promise loses the deal. | Off | Yes |
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FAQ
How many players?
Exactly four. CPU players fill empty seats.
How long?
About twelve minutes for four deals; roughly 24 for eight, or 36 for twelve.
Who invented it?
A traditional German game with no known individual inventor, from the late eighteenth to nineteenth century. DDV is the tournament rules association.
Can I play on a phone?
Yes. No app is needed — just open it in a browser. You can join the same party as people on a PC or tablet.
Can two people play?
Yes. This game supports 2 or more players.
Rights holder and physical edition
This is a public-domain classic game. The rules follow the standard reference rules.
Related games
Same type (Cards)
Same player count
Last updated 2026-10-08 · Run by Qdan, Inc.