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Rules

Schotten Totten Rules, Explained Properly

How to play, step by step — setup, a turn, the five formations, and the one claiming rule everyone gets wrong.

10 min

What you are fighting for

Schotten Totten is a two-player duel by Reiner Knizia. Nine border stones sit in a line between you and your opponent. On each stone you each build a three-card formation on your own side, and the stronger formation takes the stone.

You win two ways at once:

  • claim five stones anywhere on the line, or
  • claim three adjacent stones in a row.

That second path is the whole game. Three in a row ends it at three claims instead of five, so the nine stones are not worth the same. Threaten a run of three in one place, and force your opponent to defend it while you take a fifth stone somewhere else.

Tap the border stones to claim them. Win with five total — or three in a row.

No stones claimed yet.
ReadThree adjacent stones end the game early — the line has a geometry. Concentrate force; don't spread evenly. For your first games, that reflex and seven more are collected in our Schotten Totten tips for beginners.

Setup, and a single turn

The IELLO box holds 54 Clan cards, 10 Tactic cards, 9 stone tiles, 2 Player Aids and the rulebook (IELLO's 2016 English rulebook, read on 22 October 2026). The deck is 54 Clan cards — values 1 to 9 in six colours, each value once per colour. The base game uses only those; the Tactic cards stay in the box.

Setup is four steps, in the rulebook's order:

  1. Lay the 9 stone tiles in a line between you. That line is the border.
  2. Shuffle the Clan cards into a face-down deck.
  3. Each player draws six cards.
  4. Whoever has most recently travelled near Scotland is the first player — the rulebook's own joke, so any fair choice will do. It matters little: in our 400 measured games the first player wins about half the time.

No box at hand? You can play Schotten Totten with a standard deck: two decks of playing cards rebuild it card for card.

A turn is three steps and nothing else:

  1. Play one card face-up in front of a border stone, on your side. A side can hold at most three cards.
  2. Claim one or more stones, if you can (this step is optional).
  3. Draw one card, if any remain.

Two details from the rulebook settle most first-game questions: a card you have placed can never be moved, and you overlap each new card so that both players can read every formation. When the deck is empty, you carry on playing without drawing. That is not a corner case: in 400 games the site's AI played against itself (base game, fixed seed, counted in October 2026), the deck ran out in 399 of them, and three claims in four came after the last draw (2,180 of 2,903).

That is the entire engine of the base game. All the depth is in which stone, and when you dare to claim. If you know Air, Land & Sea, the shared front line will feel familiar; what changes is set out in Schotten Totten vs Air, Land and Sea.

The five formations

A stone goes to the stronger three-card formation. From strongest to weakest:

FormationWhat it isExample
Colour runthree consecutive values, one colourblue 5-6-7
Three of a kindthe same value in three colours5-5-5
Colourthree of one colour, any valuesblue 1-4-9
Runthree consecutive values, mixed coloursblue 5, red 6, green 7
Sumanything else — just the totalblue 2, red 5, green 9 = 16

Card players double-take at one line: three of a kind beats a colour. In a poker deck a flush is rare — but this deck has only six of each value, so a three-of-a-kind is rarer than a colour here. The ladder is a rarity ranking, not an arbitrary one. How often each one actually comes together is worked out in Schotten Totten formations and their odds.

ReadThe order is exactly how few of each formation the 54-card deck can make. Rarer beats commoner.

Claiming a stone — the rule everyone gets wrong

You do not claim a stone by finishing your three cards. You claim it on your turn by proving your formation beats your opponent's at that stone.

If their side already has three cards, just compare. The subtle rule is the early claim: once your own three cards are down, you may claim a stone whose opponent side is not yet full — but only if you can prove that no cards they could still get would let them beat you. "Cards they could still get" means every card not already visible on the table — even the ones you hold, because your hand proves nothing. Subtract what you can see from the deck of 54, and if nothing left can beat your formation, the stone is yours.

That makes Schotten Totten a deduction game. The tool below runs the real claim check: build a formation, and the engine tells you whether it is provably unbeatable yet. For worked positions, read when to claim a stone.

Try:
7
8
9
✓ Claimable — provably unbeatable
You have: colour run (24)
ReadA claim is a proof, not a race to three cards. If any unseen card could still beat you, you cannot claim yet.

Ties, and who wins them

When two completed formations are the same type, the higher total wins. Colour 9-7-5 beats colour 6-4-2.

If the totals are also equal, the stone goes to whoever completed their formation first. Your third card is a clock: on a formation you might tie, finishing early can win it outright. The closer calls (a tie against an incomplete side, a run that wraps, an empty deck) are settled one by one in the Schotten Totten rules FAQ.

Your first turns, card by card

The rules click faster on real cards. Here is the start of a game, played by the rules above; each claim verdict is the one this site's rules engine gives for the same position. You are the first player, and your opening hand is red 8, red 9, blue 4, green 4, purple 2 and blue 6.

  1. Turn 1 — red 8 at the centre stone. Nothing can be claimed yet; you draw a red 7. Why the centre: the line holds seven possible trios of adjacent stones, and each stone from the third to the seventh sits in three of them, while an end stone sits in one. Your opponent answers with a blue 9 on their side of the same stone.
  2. Turn 2 — red 9 on the same stone. With the red 7 in hand, red 8-9 is one card from a colour run. The price: your opponent can now read your plan. You draw a red 4. They add a blue 8, so blue 8-9 is also one card short — the blue 7.
  3. Turn 3 — red 7, then claim. Your side reads red 7-8-9: a colour run totalling 24, and no formation in the deck is stronger. Their side is incomplete, so you must prove they cannot beat you. Their best hope, the blue 7, would make blue 7-8-9: the same formation and the same total. That tie goes to whoever completed first, and you already have. Claim the stone now, before drawing. You draw a purple 7.
  4. Turns 4 to 6 — three 4s next door. On the fourth stone from your left, beside the one you hold, you lay blue 4, green 4, then red 4: three of a kind. Meanwhile their side there shows purple 5 and purple 6. Can you claim? No. A purple 4 or a purple 7 would give them a colour run, which beats three of a kind, and neither is on the table. The purple 7 in your own hand changes nothing: your hand proves nothing. Play it on another stone and the claim is still refused, because the purple 4 remains unseen; only once both are face-up can you claim it by proof.

Three habits come out of those six turns: fight where trios overlap, check every stone for a claim after each card you play, and count only what is on the table. To try the same moments with a guide at your side, the site's free Learn to play tutorial has a lesson on when to claim a stone.

How to teach it in two minutes

Explaining every rule up front loses a new player before the first card. The base game needs four sentences; the rest is best taught the first time it matters. Say them in this order, because each one gives the next a reason:

  1. "Nine stones between us: win five, or three side by side."
  2. "On your turn, put one card next to a stone on your side, three at most, then draw one."
  3. "Three cards make a formation, and the stronger formation takes the stone." Hand over a Player Aid: the box has two, with the ladder printed on them, so nobody has to memorise it.
  4. "After you play, you may claim a stone where you are sure to win."

Then leave the rest until the table asks for it:

RuleWhen to bring it in
Ties: higher total, then whoever completed firstthe first time two formations of the same type meet
The early claim, proved from the cards on the tablethe first time someone has three cards down against an unfinished side
The empty deck: keep playing without drawingwhen the last card is drawn
Tactic cards and the expert variantafter a few base games

For the very first game, you can also play with both hands face-up and think aloud through each claim. That is a teaching aid, not a rule; drop it from the second game on.

The Tactics variant, briefly

Once the base game clicks, add the 10 Tactic cards. Played instead of a Clan card, they bend the rules: two wild Jokers, a card that makes a stone count by sum only, one that needs four cards a side, plus cards to move, steal, or discard. You may hold them, but you can never get more than one played Tactic card ahead of your opponent — so they are a resource, not a flood. The rulebook also offers the Schotten Totten expert variant: you may only claim at the start of your turn, before you play.

The base rules above are all you need to start. Learn to claim by proof, contest clusters over flanks, and the tactics layer will make sense fast. Every card is covered in the Schotten Totten tactics cards guide, and the Schotten Totten strategy guide takes it from there. If the sequel is the box on your table, the castle siege with its Wall tiles, read the Schotten Totten 2 rules.

The rules in six lines

  • Nine border stones; build a three-card formation on your side of each.
  • Win with five stones total, or three adjacent — the adjacency path ends the game early.
  • A turn is: play one card in front of a stone (max three a side), claim if you can, then draw.
  • Formation ladder, strongest first: colour run > three of a kind > colour > run > sum.
  • Claim a stone by PROVING you win — if the opponent's side is incomplete, only when no unseen card can beat you.
  • Ties break on the higher total, then on who completed the formation first.

Frequently asked questions

How do you play Schotten Totten?

Each turn, play one Clan card in front of a border stone on your side (three cards maximum a side), then draw a card. Build a stronger three-card formation than your opponent at a stone to claim it. Win by claiming five stones, or three adjacent stones.

How many cards are in Schotten Totten?

54 Clan cards: values 1 to 9 in six colours, each value once per colour. You hold six cards at a time and draw back up to six at the end of your turn.

When can you claim a border stone?

On your turn, when you can prove your formation beats your opponent's. If their side is not yet full, you may claim only if no card they could still get — any card not yet visible on the table, even one you hold — could beat your formation.

Does three of a kind beat a colour (flush)?

Yes. In this 54-card deck a three-of-a-kind is rarer than a colour, and the formation ranking follows rarity: colour run > three of a kind > colour > run > sum.

How are ties decided?

Between two formations of the same type, the higher total wins. If the totals are equal too, the stone goes to whoever completed their formation first.

How do you set up Schotten Totten?

Lay the 9 stone tiles in a line between the two players, shuffle the 54 Clan cards into a face-down deck, and each player draws six. In the base game the 10 Tactic cards stay in the box. The rulebook makes whoever most recently travelled near Scotland the first player.

What happens when the deck runs out?

You keep playing without drawing, until someone holds five stones or three adjacent ones. It is the normal ending, not an exception — in 400 games the site's AI played against itself, the deck ran out in 399.

How do you teach Schotten Totten quickly?

Four sentences before the first card: the goal (five stones, or three side by side), the turn (play one card, then draw), the formation ladder (hand over a Player Aid), and the claim. Explain ties, the early claim and the Tactic cards the first time they come up.

An unofficial, plain-language rules explainer for the base game, not the official rulebook. Schotten Totten is designed by Reiner Knizia. The interactive tools on this page check formations and claims with this app's own rules engine.