Karniffel
Karniffel or Thuringian Karnöffel was a trick-taking card game for four players, playing in pairs, the rules of which were recorded in some detail in a German periodical of the late 18th century where it was described as being played by the Thuringian peasantry. Karniffel was a descendant of the original Karnöffel.
History
Karniffel was a descendant of the original Karnöffel, which itself originated in Bavaria in the first quarter of the 15th century and is thus the oldest identifiable European card game in the history of playing cards with a continuous tradition of play down to the present day. Research in recent decades has identified a number of other card games played in Switzerland, with Swiss-suited cards, and in north Germany and the Baltic region, with French-suited cards, but the rules of Karniffel are recorded earlier than any of the other members of the family and it is one of only two variants known to use German-suited cards, the other being the Austro-Bavarian game of Watten.Although games variously known as Karniffel, Karniffeln, Karnöffel or Karnöffeln, were played in much of German-speaking central Europe from around 1425, the earliest detailed description of a set of rules comes from an article in the periodical, Teutsche Merkur, dated 1783. This version, "Karniffel", was a derivative of 15th-century Karnöffel that became popular in Thuringia. Like its parent, it featured a highly unusual hierarchy and cards with special properties. However, it also differed significantly in that it used a 36-card pack and had the "surprising feature" of two chosen suits. Another oddity is that each side had a 'director' who instructs his partner on the cards to play.
Relatives of Karniffel that are still played today include Swedish Bräus, German Knüffeln and Faroese Stýrivolt.
Features
Karniffel had the following features that are unusual in card games:- Three permanent top cards known as the 'beasts'
- Two 'chosen ' or 'selected' suits
- Chosen cards with special powers - the Sevens and the free cards: the Eights and Nines
- Chosen cards with no trumping power at all - the Deuces, Kings and Tens
- One player on each team is the 'director' and instructs his partner on what to play
Cards
Karniffel was played with the 36 cards of a standard German-suited pack i.e. King, Ober, Unter, Ten, Nine, Eight, Seven, Six and Deuce in the suits of Acorns, Leaves, Hearts and Bells. However, the card ranking was highly unusual.Beasts
There were three permanent top cards or matadors, known as the 'beasts':- - the Tolle or Alter Thier
- - the Roter Thier
- - ''Gelber Thier''
Chosen suits
- - the Oberkarniffel or Landsknecht
- - the Unterkarniffel or Büttel
- - the Papst
- - free card
- - free card
- - Deuces
- - Kaiser
- - Banner or Pannier
- - die böse Sieben. When led to a trick, a chosen Seven automatically won, but it could not be led to the first trick.
Unselected suits
Although Wieland states that cards of the unselected suits rank in the same order: O > U > 6 > 8 > 9 > D > K > 10 > 7, he suggests earlier that this ranking only applies to the selected suits and that accords with all other descriptions of the rules of Karnöffel and its descendants, where unselected suits rank in their natural order: D > K > O > U > 10 > 9 > 8 > 7. An Ober was known as Fauler Schlingel, originally Fauler Fritz, because it was unable to win anything until all the beaters had been exhausted.Rules
The following rules are based Wieland except where stated.Aim
The aim is to win three or more tricks in each deal.Preliminaries
The game is played by four or six players in two teams of two or three respectively. One player in each team is nominated as the 'director' or captain who may view the cards of his team and concede the game if it looks as if they will lose.The dealer shuffles the cards, offers them to rearhand for cutting and deals five cards to each player and turns the next two over to determine the selected suits. If the second card is of the same suit, another card is turned and, if necessary, more until a different suit appears. Any player with a 'Banner' may now exchange it for the trump upcard of the same suit.
Playing
leads to the first trick. There are no constraints on play to a trick. The trick is won, in order, by:- Trump 7 if led
- Free card if led, unless beaten by a beast or Oberkarniffel
- Highest beast
- Highest O U 6 of selected suit
- Highest card of led suit
Scoring
The team that wins three or more tricks wins the stake for the game.Literature
- Wieland, Christoph Martin, ed.. in Der Teutsche Merkur, Vol. 58, Weimar, pp. 62-87.
- Dummett, Michael. Reviews of "Der Nidwaldener Kaiserjass Und Seine Geschichte" and "Der Kaiserjass, Wie Er Heute in Nidwalden Gespielt Wird" in The Playing Card, Vol. 9, No. 4, May 1981.
- Dummett, Michael. The game of Tarot: from Ferrara to Salt Lake City, Duckworth, London.
- Smith, Anthony, "Voormsi" in The Playing Card, Vol. 26, No. 2, 1997.
- Vollbeding, Johann Christoph. , Volume 2. Schwickertschen Verlage, Leipzig, pp. 267-269.
- Voss, Ernst. in Transactions of the Wisconsin Academy of Sciences, Arts and Letters, Vol. XXV, ed. by Chancey Juday.