Sheepshead Helper v1.9 Beta

Five-handed training wheels: pick/pass, bury & call, and the opening lead.
Wisconsin-style house rules
Your six cards 0 of 6
Tap cards to select them. Hearts and diamonds are red. “T” marks trump.
Choose six cards below.
Point Counter
Pull out only the point cards from the captured pile — A, 10, K, Q, J — then tap them here. Leave out 9s, 8s and 7s. If this is the picking side, include the two buried cards.
Photo counting is a good future use of the camera, especially if players first sort out only the point cards. This beta keeps the reliable tap entry.

Five-handed game

32-card deck. Six cards each, two-card blind. Picker takes the blind and buries two cards back to six.

If everyone passes, play a leaster.

Picking side

Picker + called-ace partner play against the three Defenders.

Picking side needs 61+ points. At 60–60, the Defenders win.

Calling an ace

Callable aces are A♣, A♠ and A♥. For a normal call, the picker must retain at least one fail card in that suit.

If the picker had no fail card of that suit in the eight-card hand, the ace can be called “unknown” using your table procedure. It is still a club, spade or heart ace call.

Go alone

The picker still takes the blind and buries two before going alone. If the picker has all three callable fail aces in the eight-card hand, your house rule requires going alone.

Leaster

Normal card strength, trump order, follow-suit rules and point values. Lowest points wins, but the winner must take at least one trick.

The blind goes to the last trick. “Two tie = all tie.”

Point values

A = 11 · 10 = 10 · K = 4 · Q = 3 · J = 2

9, 8 and 7 are zero.

Trump order — high to low
There are 14 trump total.

Control beats raw count

Q♣ is boss. Q♠ is near-boss. Black queens are much more valuable than red queens. Four or six trump can still be shaky if the top end is weak.

Boss trump are tools

Do not automatically save black queens. Leading one early can strip opponents' trump and promote your weaker queens, jacks and diamonds.

Watch the runway

A hand can start Q♠–Q♥–J♣ and then fall off a cliff to 7♦. Ask what happens after the first two or three strong trump are gone.

Deep trump changes the bury

With a deep trump wall, preserve diamonds that can become boss cards later. A♦, 10♦, K♦ — even a low diamond — may be worth more than its printed points.

The partner move

If you are the partner and have trump, the default first lead is your lowest trump into the picker. Everyone with trump must follow; the picker decides whether to take control or play low.

Partner with no trump

Feed a fail suit the picker is likely void in. Holding several cards in one fail suit is evidence. Picker position matters: a picker on the end can often trump cheaply; a picker immediately after you may have to spend a high trump.

Defender opening lead

If you have a fail card in the called suit, leading it is a strong default. It forces the called ace, exposes the partner, and may create a suit your side can trump later.

Position changes the cost

When the picker is last, they know what must be beaten and can use the cheapest winning trump. When the picker acts early, later players can overtrump.

Weak-hand job

Do not pretend a weak hand can control the game. Focus on getting your aces, tens and kings home on tricks your side is likely to win.

Training wheels, not autopilot

This helper stops after the opening lead. The rest of the hand is where you read the table, make mistakes, argue about them, and learn.

Normal picker + partner
Picking-side pointsPickerPartnerEach Defender
120+6+3−3
91–119+4+2−2
61–90+2+1−1
31–60−4−2+2
0–30, at least one trick−8−4+4
No tricks−12−6+6
Go alone
Picker pointsPicker
120+12
91–119+8
61–90+4
31–60−8
0–30, at least one trick−16
No tricks−24
Leaster

Lowest point total among players who took at least one trick wins one chip from each of the other four players: winner +4, everyone else −1.

Two tie = all tie. No chips change hands.
Copied