Doppelkopf: Rules and How to Play

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.

Objective

You are one of two sides: Re (holding the Queens of Clubs) or Kontra. Your partner stays unknown until cards reveal them, and you take at least 121 points as a side, or hold the other side under 121.

Setup and sides

Playing cards

Scoring and ending

Defaults on this site

Anything the party can change is listed in the house rules table.
ItemDefault on this site
Players4 players (set automatically by the party size)
Turn time limitNone by default (the host can set 30 or 60 seconds)
If someone drops mid-gameReopening on the same device returns you to your seat. If you do not return, the CPU plays in your place.
DrawsIn ranked play, a draw counts as halfway between a win and a loss for your rating.
Source of the rulesBased on the standard reference rules

Rules supervised by Qdan, Inc. (based on the standard reference rules)

House rules

Defaults follow the standard reference rules. The party can change these.

Default is this site’s setting. Changeable shows whether the party can change it.
NameDescriptionDefaultChangeable
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 winsYes
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.OffYes

Terms

Marriage (Hochzeit)
Holding both Queens of Clubs; settle a partner within three tricks.
Dulle
Ten of hearts, the highest trump.
Karlchen
A special point for winning the last trick with ♣J.
Schwarz
A promise to take every trick.
Card points / game points
Compete for 240 card points; winning and special points produce game points.

FAQ

What is a marriage?

Holding both Queens of Clubs. The first other winner in the first three tricks becomes the partner.

Does ♠Q follow spades?

No. It is a trump; when you hold non-trump spades you must play one of those.

How do card and game points differ?

Card points total 240, such as eleven for an ace. Game points are the difference of side tallies for winning, announcements and special tricks, accumulated across deals.

Which rules are omitted here?

Voluntary solos, poverty, piglets, compulsory solos and five-player tables. A failed marriage still becomes a diamond solo.

Play now with these rules

Last updated 2026-10-08 · Run by Qdan, Inc.