Three to six players, queens and jacks are trump, and the picker takes
the blind.
Play with other people
Anyone can join a table with its code. There are no accounts and nothing to
install. Empty seats are played by the computer, so a table works with two people or six.
Your table code
Send the link to whoever you want to play
with. It opens the game with this table already chosen; they still pick their own
name. If it is easier to read the code out, that works too.
Send the code to the people you want to play with, wait
for them to appear in the seats above, then start. Any seat still empty is played by the
computer, so you can start whenever you like.
Seats
Every seat at this table, who is in it, and whether they are
ready. Empty seats are played by the computer.
Seat
Who
Status
Action
New game
Game
Review
Play
Records
Settings and help
Your turn
Your hand
Current trick
Last completed trick
The blind
Players
Each player's role, cards remaining, and tricks and card points taken this hand, followed by their running game score. Card points always total 120 across the hand; game scores always total zero.
Player
Role
Cards
Tricks
Card points this hand
Game score
What has happened G
Newest entry first. Press G to jump here, then Up and Down to move entry by entry, Home for the newest and End for the oldest. This region is never spoken automatically, so you can read back through it at your own pace.
How to play Sheephead
The rules of the game. For keyboard and screen reader guidance, use the
Accessibility hints button at the bottom, or press ?.
The idea
Sheephead is a trick taking game about capturing card points. One player, the picker, takes
on the rest of the table, usually with a secret partner. The picker's side needs more than
half the points in the deck to win the hand.
The deck
Thirty-two cards: seven, eight, nine, ten, jack, queen, king and ace in each suit. At four
players the seven and eight of diamonds come out, leaving thirty, so that everyone still gets
a full hand with a two card blind. Both are worth nothing, so a hand is 120 points at every
table size.
Trump is a single fourteen card suit made of all four queens, then all four
jacks, then the whole diamond suit. From highest to lowest: queen of clubs, queen of spades,
queen of hearts, queen of diamonds, jack of clubs, jack of spades, jack of hearts, jack of
diamonds, then ace, ten, king, nine, eight and seven of diamonds.
Fail suits are clubs, spades and hearts, ranked ace, ten, king, nine, eight,
seven. Two things surprise new players: the ten sits above the king, and the queens and jacks
are not in their fail suits at all, they are trump. So the highest club is the ace of clubs,
not the queen or the jack of clubs.
Card values: ace 11, ten 10, king 4, queen 3, jack 2, and nine, eight and seven nothing. That
is 120 points in the deck.
The deal
Everyone gets a hand and a small blind is set aside. Starting to the dealer's left, each
player may pick up the blind or pass. Whoever picks takes the blind into their hand and buries
the same number of cards face down; those buried cards count for the picker's team at the end,
so it pays to bury points you could not otherwise protect.
With four, five or six players the jack of diamonds is the secret partner card. Whoever holds
it plays with the picker but says nothing until the card hits the table. If the picker holds it
or buries it, the picker plays alone against everyone.
None of that is announced. The sides only become public when the jack of diamonds is actually
played: if somebody else plays it they are the partner, and if the picker plays it themselves
that is the moment everyone learns the picker is alone. If the picker buried it, nobody finds
out until the hand is scored. You are told your own situation, whether you picked or hold the
jack, but never anyone else's.
With three players there is no partner card and the picker is always alone, which everyone
knows in advance.
Play
The player to the dealer's left leads. You must follow the suit that was led if you can.
Remember that trump is its own suit: if a queen, jack or diamond is led, every queen, jack and
diamond in your hand must follow it, and a queen of clubs does not follow a lead of clubs.
Highest trump takes the trick; if no trump is played, the highest card of the led suit takes
it. If you cannot follow, you may play anything, including trump.
Winning the hand
The picker's team needs 61 of the 120 points. A normal win pays one unit, 91 or more pays two
(a schneider), and taking every trick pays three. If the picker's team falls short they pay
double, and more if they are held to 30 points or fewer, or take no tricks at all. Each
opponent settles for two units times the multiplier; the picker takes roughly two thirds of
that pot and the partner one third.
Leaster
If everyone passes and you chose the leaster option, there is no picker. Everyone plays for
themselves, the blind goes to whoever wins the last trick, and the player with the
fewest points wins. You must have taken at least one trick to be eligible, so ducking
every single trick loses.
Two different numbers on the table
The players table shows two things that are easy to mix up. Card points this
hand is what you have taken in tricks out of the 120 in the deck; those always total
120 across everyone, plus whatever the picker buried. Game score is the
running total in scoring units across all the hands you have played; those always total zero,
so one player being well ahead means the others are behind by the same amount. The Total row
at the bottom tracks points taken so far, and once the last trick is played it shows the full
accounting, taken plus buried, which should come to 120.