Willi Stich

Rules

Willi Stich is a trick-taking game for two to six players. The point is not to take as many tricks as possible, but to predict exactly how many you will take.

What is it about?

Hit your call and you score; misjudge it and you lose points. The number of cards in hand changes over 19 rounds: first everyone gets more and more cards, then fewer again. Some rounds also change the rules for trump or bidding.

That is what makes the game exciting: sometimes winning a trick is the clever move. At other times you want to avoid it at all costs, because it would take you past your own call.

The goal

After 19 rounds, whoever has the most points wins. Points are not awarded for many tricks but for accurate calls. If several players share the highest score, they win together.

What you need

Two complete 32-card decks without jokers – 64 cards in all –, a score sheet and a pen. Every card exists twice, so two identical cards can end up in the same trick.

Card ranking, high to low

  1. A
  2. K
  3. Q
  4. J
  5. 10
  6. 9
  7. 8
  8. 7

The 19 rounds

RoundCards eachSpecial
11Standard round
22Standard round
33Standard round
44Standard round
55Trump choice
66Standard round
77No trump
88Standard round
99Standard round
1010Blind bid
119Standard round
128Standard round
137No trump
146Standard round
155Trump choice
164Standard round
173Standard round
182Standard round
191Forehead round

With six players, exactly 60 cards are dealt in round 10; the trump card is then turned up from the rest.

How a round is played

1. Shuffle and deal

Before every round all 64 cards are shuffled anew. The dealer deals each player as many cards as the round calls for.

2. Turn up trump

After dealing, one more card is turned face up from the rest of the deck. Its suit is trump for this round. The card stays visible and is not played. In the special rounds trump is chosen differently or there is none.

Example: If the nine of hearts is turned up, all hearts are trump – not just the nine.

3. Call your tricks

The player to the dealer's left starts and calls how many tricks they will take this round. The others follow clockwise; the dealer calls last. Any number from 0 up to the number of cards in hand is allowed. The calls go on the score sheet.

The dealer rule

The dealer may not call a number that makes all calls add up to exactly the number of tricks. That way, never everyone can be right at once. The rule applies in every round, including the special rounds.

Example with 5 cards: the first three call 1, 2 and 0, three in all. The dealer may not call 2, or the total would be exactly 5.

4. Play the cards

The player to the dealer's left leads the first trick with any card. Then each player plays exactly one card, clockwise.

  • If you have the suit that was led, you must follow suit. Which card of that suit is up to you.
  • If you don't have it, you may play any card – trump too, but you don't have to.
  • There is no obligation to trump and no obligation to win the trick.
  • If you can follow suit, you may not trump instead.

5. Who wins the trick?

  • If there is trump in the trick, the highest trump wins.
  • Without trump, the highest card of the suit led wins. Other suits cannot win without trump.
  • If two cards that could win are equal, the one played first wins.

Whoever wins the trick leads the next one – until all cards are played.

Hearts are led, spades are trump, nobody trumps.

K
leads
A
wins
9
discarded
10
follows suit

The ace of hearts wins.

Hearts are led, spades are trump.

K
leads
A
follows suit
7
wins
9
discarded

The seven of spades wins: even the lowest trump beats the ace of hearts. This assumes the players of the seven of spades and the nine of clubs had no hearts left.

Two identical cards, spades are trump.

A
leads · wins
A
played later
K
follows suit
7
discarded

The ace of spades played first beats the one played later.

Who deals?

Choose the first dealer however you like. After that the deal passes clockwise every round – across games, too: in round 1 of the next game, the player to the left of the last dealer deals.

The end of the game

After the forehead round the totals are compared. The highest score wins; if several share the top, they win together. There is no tiebreak.

Willi Stich is a house variant of the “Oh Hell!” family of games. These rules describe the variant as it is played in the family – they are not a publisher's rulebook.