Dutch scoring guide with worked hands and penalties
Dutch scoring is simple once three separate facts stay separate: the raw value of four cards, the result of a Dutch call, and the cumulative match total. The calculator below uses the same canonical values as the scorekeeper and never guesses missing events.
The card-value table
Count every revealed card exactly once. A joker scores −3 and an ace −1. A black king (spades or clubs) scores 0. Cards 2 through 10 score their printed number. Jacks and Queens score 10. A red king (hearts or diamonds) scores 15.
Suits matter only for kings. Powers do not change the value of a Jack or Queen, and using a power does not remove points from a hand unless the card was actually discarded.
- Joker −3; Ace −1; black King 0.
- 2–10 at face value; Jack and Queen 10.
- Red King 15.
Worked hand: a negative total
A hand containing Joker, Ace, black King and 2 totals −3 + −1 + 0 + 2 = −2. Negative scores are valid and should remain negative in the round history and standings. Clamping the result to zero would change the winner.
If this player called Dutch and every opponent had −2 or more, the call succeeds because tied lowest counts. The caller records 0, not −2. Without a Dutch call, the normal −2 is recorded.
Worked hand: failed Dutch penalty
Mina reveals 3, 4, Queen and black King for 17. She called Dutch, but Luis reveals 12. Mina was not lowest, so her 17 doubles to 34. Luis and all other players keep their normal hand values.
The penalty doubles the caller's complete raw hand. It does not add a fixed amount and it does not double the winning player's score.
Ties and the score limit
If a caller reveals 6 and another player also reveals 6, the call succeeds under this ruleset. The caller records 0; the other player records 6. If no Dutch call occurred, both players record 6.
A match does not end when the first person crosses the limit in the middle of scoring. Complete and save the round for everyone, then compare cumulative totals. At a 100-point limit, totals of 42, 101 and 39 make the 39-point player the winner, even though the 101-point player caused the match to end.
Corrections and trustworthy history
Correct the earliest wrong fact: a card value, caller, penalty or player score. Avoid compensating with an invented later round because that makes progression and recap facts misleading. The app's Undo control removes the latest confirmed round; re-enter it with the agreed values.
Old saved matches may not include card-level events. In that case the recap can safely show recorded round totals, standings and round count, but it must not invent a Dutch call, penalty or specific hand.