The Tarocchini are a small family of games played with a reduced
tarot pack of 62 cards that is sometimes known as The Tarocchino.
What distinguishes these games from others of the tarot family from
Italy is that the emphasis is less on winning card points and more on
scoring points from winning combinations and patterns
of cards.
The three player member of the Tarocchini, this game has bidding
to decide who will play alone as Declarer against the other two
playing in partnership as Defenders.
Pack: A reduced
tarot pack of 62 cards is
used consisting of four regular suits of 10
cards, a suit of 21 trumps, and The Fool.
Ranking: Standard ranking
is used...
Pips rank in suits from high to low:
King, Queen, Cavalier, Valet, 10, 9, 8, 7, 6, Ace
Empty Cards: These are cards that have values of 1 point or
less.
Honours: There are Four
Honours in the Tarocchino family of games, they are The Magician, The
World, The Angel, and The Fool. They are always among the highest
scoring cards.
The Quartet: The High Priestess, The Empress, The Emperor,
and The Heirophant are called The Quartet and while numbered, they
are treated as being of equal rank in these games.
Card Points are:
Honours |
5 points |
Kings |
5 points |
Queens |
4 points |
Cavaliers |
3 points |
Jacks |
2 points |
All others |
1 point |
Counting Card Points: The
card points are counted in pairs of cards, subtracting 1 point for
every pair. There is then an additional 6 points awarded for winning
the last trick bringing the total to 93 points.
Combinations: Points may
be won for possessing combinations of cards. These are...
Honours |
36 points for 4 cards |
18 points for 3 cards |
Kings |
34 points for 4 cards |
17 points for 3 cards |
Queens |
28 points for 4 cards |
14 points for 3 cards |
Cavaliers |
26 points for 4 cards |
13 points for 3 cards |
Jacks |
24 points for 4 cards |
12 points for 3 cards |
If three or more combinations are
scored at the same time, then their value is doubled.
Patterns: Scoring for
these is a little more involved as The Fool and The Magician
have the privilege of acting like wild cards, used to either complete
or even extend them.
Each wild card may only be used once within a single pattern but
may be used in more than one pattern at a time. If the pattern is
naturally complete (that is to say that the pattern is completed
without wild cards), then they may be added to the end to extend it
and increase the score.
Because of this, The two wild cards
are easily the most important cards in the pack and while having The
Fool in your hand is a matter of luck, winning or protecting The
Magician is a strategic priority.
- Trumps: A pattern of trumps must be three or more starting with The World down. To use a wild card, the pattern must also contain at least one of The World, The Sun, or The Moon. Wild cards may not replace two consecutive cards in the pattern. For example – a trumps pattern may run The World, The Fool, The Sun, The Star.
- Suits: A pattern of suits must be three or more cards of the same suit starting with The King down. To use a wild card, the pattern must also contain The King and at least one other court card.
- A Quartet: A collection of three or more of the Quartet trumps. It must contain at least two of these trumps before a wild card is added. Note that because these are treated as being of equal rank, they require no staring point or order to score a pattern.
- Aces: A collection of three or more Aces. This must include at least two Aces before a wild card can be added.
- Pattern Scores: Each pattern scores 10 points for three cards and a further 5 points for each additional card. If three or more patterns are scored at the same time, their value are doubled. The maximum score for most of them is therefore 40 points. In theory, a pattern of trumps could score as much as 220 points.
Deal: First Dealer is chosen at random or by consent with
the role moving to the player on the left after each hand with a game
consisting of three hands.
Each player is dealt two packets of six cards, then a final packet
of seven. The last five cards are set aside as the stock.
Auction: Their follows a quick bidding round to determine
who will play alone as Declarer against the other two who shall play
together as Defenders. Each player, starting with Eldest (Dealer’s
right), has the opportunity to pass or bid either “I’ll Play”
or “Solo”. Bidding ends if Solo is bid (as it wins) and if all
pass, then the hand is thrown in and deal moves to the next player.
- I Play: If the auction was won with “I’ll Play”, then Declarer takes the stock into his/her hand and must discard three cards back to the stock. These will count toward Declarer’s tricks at the end unless no tricks were won, in which case they are forfeit to the Defenders.
- Solo: If the auction was won with “Solo”, then the stock is set aside unseen until the end of the hand, when they shall count toward Declarer’s tricks. However, if Declarer takes no tricks, then the cards are forfeit to the Defenders.
Declarations: Staring with Declarer and moving to the
right, players take turns to declare and score for any Combinations
or Patterns they have in their own hand, laying out the cards for the
other to see. There is no obligation to do this and players do not
have to declare for maximum scores (for example, they may have 4
Kings and The Fool and choose to declare and score for a sequence of
3 by showing two Kings and The Fool).
Play: Declarer leads to the first trick by placing a card
face up on the table. Each player in turn, moving to the left, must
play a card from their hand of the suit led – this is called
following suit. If they do not have any cards of the suit led, it is
called being void in that suit and they must play a trump card
instead. However, if they have no trumps, they may then play any
other card, though it will not win. Whoever plays the highest trump
to the trick wins it, or if trumps are not played, then whoever
played the highest card of the suit led wins it.
If the three cards of the trick contain either a Combination or a
Pattern, then the player that wins the trick immediately scores for
it.
The winner takes the cards and places them face down in their
trick pile to be counted at the end.
The player that wins the trick then leads to the next one and play
continues until the hand has been played out.
If The Fool is held, then it may be played at any time instead of
a card that the rules might otherwise require and although it will
not win, it is seldom lost. When played, The Fool is returned to to
its player who then places it face up beside them until the end of
the hand when they must pay the player who won the trick with a card
from their trick pile (obviously, they will choose an empty card if
they can). However, if they have taken no tricks, then they must
surrender The Fool instead.
If more than one card of the Quintet is played to the trick, then
the last one played to it is treated as having trumped the others –
unless a trump of VI or above is also played.
Scores: After a hand has been played, scores are then
calculated for card points won in tricks and then for any
Combinations and Patterns that can be formed from cards in the trick
pile. The job of doing this is shared between the two teams.
Declarer counts his/her card points and the difference from 93
will also tell them their opponent’s total.
The Defenders, meanwhile, pulls out from their trick pile all of
their trumps, court cards, aces, and any wild cards. They then lay
these out in rows, leaving gaps where they are missing cards.
On the top row, they will set out the trumps starting the the
World, then below them, they lay out four rows of suit cards, each
starting with the King, then Queen, Cavalier, Jack, and Ace. From
this arrangement, they can see right away what Combinations and
Patterns they can score – and from the gaps, they can also tell
what their opponents can score.
The highest score at the end wins. The winning side then rounds
their score to the nearest multiple of 50 (if they are within four
points of rounding up, they do so, otherwise, they round down), then
divide by fifty. If Solo was bid, then they double their score and if
all the tricks were won, then they win a bonus of 40 on top of that.
If Declarer has won, then this is total is won from each of the
Defenders, if Declarer has lost, then this is what Declarer loses to
each Defender.
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