If no-one has a flush, the game proceeds to the trick-taking phase. Forehand leads to the first trick and the winner of the trick leads to the next. Players must follow suit ("Farbzwang") if they can, trump if they cannot follow ("Trumpfzwang") and must head the trick if possible ("Stichzwang"). For each trick taken, the player earns a fifth of the pot. If a player takes no tricks, they must pay the basic stake as a penalty. The feature of this member of the Rams family is the Mistigri, the Jack of Clubs or Unter of Acorns, which is always the highest trump regardless of the trump suit. The player holding this card may play it and, at the same time, announce any suit of his choice as trumps. The Mistigri also counts as a wild card in that, if a player has 4 cards of the same suit, he may count the Mistigri as the 5th in order to make a flush. Mönch, as described by Kastner and Folkvord, has a few slight variations or refinements. A 36-card or 52-card pack, depending on the number of players, is used and each player has 25 chips, the basic stake being five. Exchanging is limited to 4 cards maximum and there is provision for the discards to be shuffled and used for further exchanging if the talon is exhausted. In the event of two players having a flush, the player with the lower flush does not have to pay a penalty nor does the player with the Mönch. The pot has a limit of 40 chips, any excess going into a side pot which tops up the main pot when it drops below 40. If all players pass, the dealer gets 5 chips from rearhand. Game may be a fixed number of points, e.g. 50, or a set number of deals. If forehand plays the Trump Ace to the first trick, he can insist that the Mönch 'keeps still' ("still hält" - see "Pam be civil" in Loo) and is not played to that trick. Finally, if Clubs are the trump suit, players may not drop out (see 'club law' in Loo).