A great resource for the rules and some tips for playing Sheepshead can be found at sheepshead.org. There are some additional options available on get61 that are not mentioned on sheepshead.org.

There are three ways of choosing how possible points per hand will multiply: blitzes and cracks, double on the bump, and neither. Double on the bump means that if the picking team loses and gets schneider, the picker loses four points and the partner loses 2. Blitzes and cracks mean that if the picker has both red or both black queens, they can choose two double the stakes of the hand by blitzing in. If a non-picking and non-partner (hereafter referred to as a defensive player) feels their hand is good enough to beat the picker, they can crack to double the stakes. If that defensive player has both red or black queens, they can blitz crack to quadruple the stakes of the hand.

In the event that a defensive player cracks, the picker or partner can crack back to double the current stakes of the hand. For example, suppose a defensive player cracks and the partner recracks. The hand is now at base 4 since the crack doubled the stakes and the recrack quadrupled them. The game is currently limited to one crack and one recrack.

Each occupied table will have a host. The host has administrative ability for the table. The host can choose whether the table is call an ace or jack of diamonds partner. They choose whether there are blitzes and cracks, double on the bump, or neither. Finally, they can make the table private and invite indivuals in the room to join the table, and they can boot unwanted players at the table.