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From Tom Leihn Web
Site at: http://www.greatnorthern.net/~thl/cards/banatcards.htm
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Donauschwaben Cards
The Wilhelm Tell deck
For the details please see
http://www.spotlightongames.com/genealogy/cards.html
Customs: Card Games of the Donauschwaben
18th and 19th century Hungary

The Wilhelm Tell Deck
The Wilhelm Tell deck of cards became popular in Hungary in the 19th
century. Perhaps the Tell legend struck a chord with Hungarian
nationalists, as a symbol of resistance to Austrian domination. The deck
consists of 32 cards ranking Ace, King, Ober, Unter, X, IX, VIII, VII in
suits of Grüne (Green), Schelle (Bells), Eichel (Acorns) and Herz.
There are pictures
of each card at the website of Tom Leihn.
Images
of some of these cards may also be found on the website of their most
famous manufacturer, Piatnik,,
headquartered in Vienna, Austria with branches all over the world. They
call their deck "Doppeldeutsche 33 Blatt." They are called Doppeldeutsch
to distinguish them from the older Einfachdeutsch (single German)
cards, which are still the main kind of cards used in Vorarlberg
(extreme western province of Austria) and can also be found in some
parts of Tyrol. Einfachdeutsch cards have just one copy of the picture
and pips, taking up the whole length of the card. Doppeldeutsch cards
have the design squeezed into half the length of the card and repeated
upside down at the other end. Doppeldeutsch cards began to be used in
the 19th century some time, and have steadily gained ground, but not yet
quite supplanted the single-ended ones. Of course, double cards are more
practical because you don't need to turn them around in your hand to see
what you have, but some people who are used to the single ended cards
don't mind the inconvenience, and find them more attractive. Characters
from the Tell legend on the cards are
- Wilhelm Tell - the hero (Eichel Ober)
- Hermann Geszler - the evil Imperial governor (Herz Ober)
- Walter Fürst - Tell's father-in-law (Grüne Unter)
- Ulrich Ruden - (Grüne Ober)
- Stüssi d. Flurschütz - (Schelle Ober)
- Itell Reding - (Schelle Unter)
- Rudolf Harras - (Eichel Unter)
- Kuoni d. Hirt- (Herz Unter)
In addition, the Aces each represent one of the seasons. Other cards
depict scenes from the Tell legend:
- Schelle X: probably Tell's home
- Schelle IX: hat on a stick which the Swiss were to bow to and
which Tell's refusal to do triggered the famous apple shooting
incident
- Schelle VIII: the end of the story as Tell re-unites with his
family
- Schelle VII: Tell's hunting crossbow and the Piatnik horse rider
logo
- Herz X and IX: castles of the Imperial overlords
- Herz VIII: Tell piloting the boat after escaping being taken to
prison across the lake
- Herz VII: Geszler on horseback in pursuit of Tell
- Grüne VIII: pastoral scene of Switzerland, perhaps the prison
across the lake where Tell was being conveyed before he escaped
- Grüne VII: pastoral scenes of Switzerland
- Eichel VIII and VII: pastoral scenes of Switzerland
You can read and see more about this type of deck at Andy's
Playing Cards.
You can read more information about the William
Tell legend and the 2004 bicentennial celebration.
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Preferansz
History:
This game must be derived from the French game Preference,
probably played in Alsace and the Rhineland and taken over by
Donauschwaben settlers to Hungary. Others disagree
with this theory of origin. See also these rules for Austrian
Preference.
Players: 3
Deck: The German Wilhelm Tell pack of 32 cards ranking A (high), K, O,
U, X, IX, VIII, VII in suits of Grüne (Green), Schelle (Bells), Eichel
(Acorns) and Herz (Hearts).
The Deal:
After shuffle and cut, dealer deals five cards to each player
including himself and then lays two cards aside, unseen, to form the
widow. Five more cards are dealt to each player to exhaust the pack.
The Bidding:
The player to the dealer's left is the first player or Vorhand. He
must make the initial bid. Bidding proceeds clockwise around the table,
each succeeding player having the right to make any bid, so long as it
exceeds the previous one. Vorhand alone has the ability to say "Dass
kann ich" and therefore duplicate the previous bid without
exceeding it.
Legal bids are as follows:
| Bid |
Suit |
Required Number of Tricks
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| 2 |
Grüne |
7 or more |
| 3 |
Schelle |
6 or more |
| 4 |
Herz |
6 or more |
| 5 |
Eichel |
6 or more |
| 6 |
Bettl |
0 (exactly) |
| 7 |
Durchmarsch |
10 (i.e. all) |
After bids have been settled and all but one player has passed, the
dealer now reveals the two cards in the widow. If these cards are of the
same rank, the player who won the bid plays the dealer two units for
"Kunstwerk".
The player takes these two cards into his hand, discards two cards,
declares the game he intends to play, which may be any game so long as
it is as high or higher than his winning bid and play proceeds, with
Vorhand leading.
Should a player have such an extraordinarily strong hand that he
feels he may win without benefit of the widow he may, before bidding
begins, make a special bid, "aus den Haenden" (playing out of
the hand only). This bid takes precedence over all other bids except for
other aus den Haenden bids of higher value. An aus den Haenden bidder
does not receive the widow cards -- they are set aside until the end of
the hand. An aus den Haenden player must win one more trick than
required if he bids 2 - 5.
The Play:
Play is always characterized by the player (he who won the bid)
contesting the other two. In games 2-5, the player's chosen suit becomes
the trump suit and this suit defeats all other cards except for other
trumps, which take precedence in normal order. Players must attempt to
follow suit of the first card in each trick played, including trumps,
and may not play a trump unless he no longer has any of the suit
required, in which case a trump must be played.
Players are not compelled to beat cards already played to the trick;
they may play a lower card if they wish.
Players are not allowed to communicate about what suits they may be
out of.
The winner of each trick is the next to play.
In bettl, the player is attempting to win no tricks at all; there are
no trumps in this game.
In durchmarsch, the player is attempting to win all the tricks; there
are no trumps.
Scoring:
The player is considered to have won if he wins all the required
tricks. In all games, he is paid the number of the game being played by
each of the other players. In addition, for games 2-5, he is paid one
extra for each trick he takes in addition to the number required.
Should the player lose, he pays each of the other players the number
of the game, plus one more unit each for each trick short of the
required number for games 2-5.
After the player has announced his game, but before the first card
has been played, either of the other two players may say
"Contra!", indicating a strong disagreement with the player's
ability to win that game. This doubles the stakes for that hand. The
player is also allowed to say "Contra!" in reply, thereby
quadrupling the stakes for that hand.
After the hand is finished, deal passes to Vorhand.
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Rufmariasch
History:
In the 17th century or earlier, there was a French game called Mariage.
As you might expect, Mariage means "marriage" which
occurs in the game by the combination of king and queen. In Rufmariasch,
the marriage or meld is not with king and queen, but with king and ober,
showing that the game was originally played using French cards.
A similar game, Marias, is also played in the Czech Republic.
One of the most popular games in Hungary now is Ulti, which is a
version of Talonmarias, for three players. The term "Ruf"
from the German word rufen, to call, is used in Austria for call,
in 4-player games where you call a card to choose your partner. Thus,
Rufmariasch is a 4-player version of Marias with variable partnerships
determined by the bidder calling a card. In Hungarian, this game's name
is spelled Ruffmáriás.
Here is more
information on the Marriage family of games. Another related game is
Schnapsen
so called because playing for money was illegal in Austria, but playing
for Schnaps was not.
Players: 4
Deck: The German Wilhelm Tell pack of 32 cards ranking A (high), X,
K, O, U, IX, VIII, VII in suits of Grüne (Green), Schelle (Bells),
Eichel (Acorns) and Herz (Hearts).
The Deal:
After shuffle and cut, dealer deals four cards to each player
including himself and pauses. During this time, the player immediately
to the dealer's left, known as "der Spieler", must
"call". Following the call, the dealer distributes the rest of
the cards to each player, four at a time to exhaust the pack.
The Call:
The player to the dealer's left is "der Spieler" and must
make "the call" based only on the information from the first
four cards dealt. The call is the naming of any one card in the deck,
although probably not one already in his hand. Some groups permit this
however (and it is anyway difficult to verify). The naming of the card
has two results: all cards of the same suit are now trump and the person
who is dealt this card is, secretly, the partner of "der Spieler".
Melding:
Melding occurs at the start of the game and only if a player holds
the King and Over of the same suit. When this occurs, the player lays
both cards on the table to declare the Meld. As long as the player takes
at least one trick during play, this player earns 20 points for his
team. If the melded cards happen to be of the trump suit, the value is
doubled to 40 points.
Melding may occur at any time until the play of the fourth card in
the first trick; after that, it does not count.
The Play:
Play is begun by "der Spieler" who plays out first. Players
must attempt to follow suit of the first card in each trick played and
may not play a trump unless he no longer has any of the suit required,
in which case a trump must be played. In addition, if a player is
holding a card which is able to take the trick as it currently stands,
it must be played, excepting the rules about following suit.
The winner of each trick is the next to play.
Scoring:
At the end of the game, each player examines the stack of tricks they
have taken. Each Ace and X taken in trick counts 10 points. Being the
player to take the last trick also counts 10 points. Players who had
melds receive their points for them now if they took at least one trick
during the course of play. The players add their scores and the team
with the higher total is considered the winner. The losers pay the
winners an amount equal to the difference in scores.
Strategy:
There is much discussion around the tactic of the call. Traditional
theory is that if one has only low cards, the Ace of the most prominent
suit held should be called. If one has the Ace, then tradition has it
that one calls for the X. If both of these are held, one is thought to
call the King, etc. Some players value melds highly however and angling
for the 40 points which are provided by a trump meld, always call a
King, who is therefore called "der Vierziger" (the fortier).
The tactic of der Spieler's partner is usually to lie in wait,
throwing in X's when der Spieler seems sure to take the trick, a process
known as "schmiering". While the partner is the only one in
the know, he may have a certain power over the opponents who are left to
wonder what is happening and cannot help one another.
For this reason, der Spieler usually does not lead trump so as not to
expose the partner.
This is especially the case when der Spieler winds up being his own
partner by calling a card which he subsequently receives in the second
half of the deal. In this case, der Spieler should usually try to keep
his plight as secret as possible unless the hand is very strong.
Variant:
Some groups permit two calls, one for the match card and another a
call of the trump suit. Some groups force these two calls to be of
differing suits. |
Ramsli
History:
This game may derive from the similar French game Rams, etymology
uncertain. The -li suffix appears to signify a diminutive as in German
"-lein".
Players: 2-6
Deck: The Wilhelm Tell pack of 32 cards ranking A (high), K, O, U, X,
IX, VIII, VII in suits of Grüne (Green), Schelle (Bells), Eichel
(Acorns) and Herz (Hearts).
The Deal:
The dealer places four units into the center of the table, to form
the kitty. After shuffle and cut, dealer examines bottom card on the
deck. He then deals two cards to each player including himself and then
either turns up the top card in the deck or turns up the bottom card in
the deck. Then two more cards are dealt to each player.
Bidding:
If the dealer chose the trump card from the top of the deck, each
player, starting with the deal has the opportunity to become the player.
This is denoted by knocking. The knocker commits to winning at least two
tricks in the coming hand. At this time, all other players in turn,
starting with the player to the knocker's left, have the right to play
along, thereby committing to winning at least one trick.
If the dealer is the knocker, he may, if he chooses to do so before
any other player, knock on the actual trump card, giving him the right
to take this card into his hand as his own.
If the dealer does not take the trump card, any player holding the 7
of the same suit may exchange it for the trump card.
If no player chooses to knock, a second card is turned up as trump
from the top of the deck. If this card is of the same suit, another card
is turned up immediately -- players are never given the chance to knock
more than once on a suit. If three cards go without a knocker, the hand
fails and deal passes to the player on dealer's left.
If the dealer chose the trump card from the bottom of the deck, he
must knock on this card.
If no other players are willing to play along, the knocker wins the
kitty outright and the deal passes to the next player.
If there are only four units in the kitty, the game is a
"muss" (must) and each player must play. The suit used is
always the first card turned up. Any player may knock, but a knock is
not required and is of no particular use except perhaps for the dealer.
Further Deals:
Each player, starting with the knocker, is given the chance to
receive more cards. The players discards the number he does not want and
receives this number from the pack. A player may request an all new hand
by discarding all four of his cards and receives four cards face down
and one face up. A player may request "eins auf"; in this
case, he need not discard any card, but receives one face up which he
may exchange for a card in his hand.
The Play:
The knocker plays out first. Play proceeds clockwise, with the trump
suit taking precedence over all other suits. A players must follow suit
if they are able, playing trump if all cards of the required suit have
been exhausted from his hand. The winner of the trick plays first in the
next round.
Scoring:
After the four trick have been played, payment and winnings occur.
Payment must come from each player who failed to win the committed
number of tricks. Knockers who fail to take two tricks must pay twice
the amount that was in the kitty. Others who fail to take a single trick
must pay the amount which was in the kitty. At the same time, the
existing kitty is divided four ways and each player payed a share for
each of the four tricks he won.
To prevent the kitty from becoming too large, players may agree to
set up a bank. The bank is used to hold funds whenever the kitty exceeds
a particular pre-set level (which should be a multiple of four). When
after payments the kitty is below this level, it should be supplemented
with funds drawn from the bank.
After the hand is over, the player to the dealer's left becomes the
new dealer. |
Players: 4
Deck: The Wilhelm Tell Deck
The Deal:
Deal out 5 cards face-down to each player so that no player can see
them.
During the first hand only, follow the special procedure described in
the following paragraph to assign suits. During subsequent rounds, keep
the same trump suits which were assigned in the first game.
The first player to the left of the dealer turns up one of his cards
at random. The suit of this card is his "trump" for the rest
of the evening. The second player to the left turns up a card. If it is
a different suit from the one already turned up, it becomes his
"trump" for the rest of the evening. If this suit has already
been seen, keep turning up cards until a new suit is found, which
becomes the trump suit. If all 5 cards are turned up and no unique suit
is found, the player may choose any trump suit he likes other than those
already revealed. The third player to the left chooses his suit in the
same way. The dealer automatically receives as trump the last unchosen
suit.
Finally, the dealer places the pack at the center of the table and
turns up the top card and places it beside it.
The Play:
Play begins with the player to the dealer's left and proceeds
clockwise around the table.
Each player in turn must "beat" the current up card, either
by playing a higher card in the same suit. If he cannot beat it this
way, he may play one of his trump cards. The trump cards beat cards of
any other suit. If the up card is one of his own trumps, the player must
play a higher trump.
Then, in addition to this card, the player plays one more of his
cards onto the stack of up cards.
Finally, if there are any cards left in the deck the player takes the
top one into his hand.
If the player cannot beat the up card, of if he chooses not to, he
takes the entire stack of up cards into his hand. In this case he is not
allowed to play one more card or to take a card from the deck.
Note that the up card stack must be kept square and is not
inspectable during play.
Winning the Game:
The goal of the game is to get rid of all one's cards and, in
particular, not be the last one holding cards. The person who thus loses
must deal the next hand. |
Esel
A game for children.
Players: 4
Deck: The Wilhelm Tell pack of 32 cards in suits of Grüne (Green),
Schelle (Bells), Eichel (Acorns) and Herz (Hearts).
The Deal:
Shuffle, cut and deal out 8 cards to each player.
The Play:
The first player to the left of the dealer chooses one of his cards
and passes it to the player on his left, without letting any of the
other players see it. Upon receiving the card, this player in like
fashion passes any of his cards to the player on his left. This
continues around the table until any player manages to collect all 8
cards of a single suit. Upon achieving this, the player passes a card
and then immediately throws down his hand and shouts "Esel!"
Scoring:
When a player shouts "Esel", all other players must also
throw down their cards and do the same. The last player to do so is
designated the Esel (ass) and must deal the next hand, unless the first
player to do so actually failed to collect all 8 of the cards of the
same, in which case he instead is the Esel. |
Old Maid
A version of Old
Maid also was played. One Unter was removed from the deck and the
Schelle Unter used as the Old Maid card which cannot be matched with any
other card. A game for children. |
Source: Rich Hell's Website http://www.spotlightongames.com/genealogy/index.html

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