General
There are four suits: green, yellow (non-trump), red (non-trump, with Beutelschneider as highest), and blue (always trump).
The deck contains four suits of cards. Green and yellow each have 9 cards ranked in ascending order: 1, 2, 3, 4, B (Beggar), S (Barmaid), W (Landlord), 10, K (Merchant/Kaufman). Red also has 9 cards in the same ascending order, except the highest card is NOT the K but the Beutelschneider — the only card in the deck without an identifier in its corners. Blue is the permanent trump suit and contains 5 cards in ascending order: G (Guard), M (Assassin), A (Adventurer), C (Countess), F (Sovereign).
General
The blue suit is always and permanently the trump suit; no bidding or selection is needed.
The blue suit (Guard, Assassin, Adventurer, Countess, Sovereign) is always the trump suit for every hand. It is fixed and never changes. Trump cards beat all non-trump (green, yellow, red) cards regardless of rank.
Setup
With 4 players, deal all 32 cards — 8 each.
When playing with 4 players, shuffle all 32 cards and deal 8 cards to each player. No cards are set aside.
Setup
With 3 players, remove the top 2 cards face-down before dealing.
When playing with 3 players, after shuffling, take the top two cards from the deck and place them aside face-down. These cards are out of play for the hand and are not revealed. Deal the remaining 30 cards to the three players (10 each).
Turn structure
Players must follow the led suit if they have a card of that suit in hand.
On your turn within a trick, you must play a card of the same suit as the card that led the trick, if you have one or more such cards in hand. If you have no cards of the led suit, you may play any card from your hand, including a trump card or any other suit.
Turn structure
Trumps beat non-trumps; within the same suit, higher rank wins.
The winner of a trick is determined as follows: (1) If any blue (trump) cards were played, the highest-ranked trump wins. (2) If no trump was played, the highest-ranked card of the led suit wins. Cards of non-led, non-trump suits never win a trick. The winner of a trick collects all cards played into it and leads the next trick. Special card powers are applied before or during this determination where relevant (see Assassin, Adventurer/Countess seduction rules).
Scoring
Each numbered card (1–4 and 10) captured scores its face value in points.
After a hand concludes, each player counts the numbered cards (1, 2, 3, 4, and 10) among the tricks they captured. Each such card scores points equal to its printed number. Letter cards (B, S, W, K) and blue suit cards score 0 points on their own (unless bonuses apply). Note: the red-suit 10 also scores 10 points if captured.
Scoring
Capturing the Beutelschneider costs the capturing player 20 points (score may go negative).
If a player wins a trick that contains the Beutelschneider (the highest card of the red suit), that player loses 20 points. This penalty is applied after checking whether the Guard (G) cancels it. A player's score may go below zero as a result of this penalty.