The Taroux of Six is, obviously, for six players but in a
satisfying arrangement of three fixed partnerships, all seated
alternately so that partners are opposite with two opponents on
either side of each of them.
Pack: A Loka
of 78
cards is used consisting of four regular suits of 14 cards, a suit of
21
trumps (excluding
the Good & Evil cards),
and The Fool.
Ranking: Rational ranking
is used...
Pip cards rank in suit from high to low:
King, Queen, Cavalier, Jack, 10, 9, 8, 7, 6, 5, 4, 3, 2, Ace
Trumps rank by their number, 21
high, 1 low.
Empty Cards: These are cards that have values of 1 point or
less.
Honours: The magician, The World, and The Fool are called
The Honours. They are always among the highest scoring cards.
Card Points are:
Honours | 5 points |
Kings | 5 points |
Queens | 4 points |
Cavaliers | 3 points |
Jacks | 2 points |
All others | 1 point |
A game consists of six hands
Deal: First Dealer is chosen at random or by consent with
the role moving to the player on the left after each hand.
Players are dealt twelve cards in three packets of three, with six
cards (neither the first six, nor the last) being dealt to the stock.
Auction: There is then a round of bidding to decide which
partnerships shall take the role of Declarers, playing against the
other four who shall be the Defenders. Players bid in turn starting
with Eldest (Dealer’s left) and moving to the right. Each bidder
must bid higher than any previous bid or pass with bidding continuing
until five pass – so players may increase their last bid on their
next turn (which includes making a bid after initially passing).
There are five possible bids, though the first two are essentially
dummy bids – they cannot win the auction but they can be made to
communicate a little information between partners. From low to high,
they are...
Prop: a dummy bid indicating only that they player could
help prop up their partner. However, they may only make this bid if
they hold at least one of the Honours.
Stand: a dummy bid indicating that player thinks he could
make a stand with a little help. However, they may only make this bid
if they hold at least one of the Honours.
We’ll Take: If
won, the stock is exposed and the winning bidder chooses either the
first three cards or the second three to take, while bidder’s
partner then takes the remaining three cards. Each partner then
discards three cards that may not include King, Honours, nor, unless
they have not choice, trumps – in which case they must be shown to
the other players. These will count toward their tricks unless they
fail to win any, in which case they belong to the Defenders.
We’ll Take Without The Stock: If won, the stock remains
unseen and will count toward the Declarers’ tricks at the end
unless they fail to win any, in which case they will belong to the
Defenders.
We’ll Take Against The Stock: If won, the stock remains
unseen and will count toward the Defenders’ tricks at the end
unless they fail to win any, in which case they will belong to the
Declarers.
Contras: Instead of bidding, a player may on their turn
call “Contra to ______”, naming the bid they are
challenging. This doubles the value of the winnings and losses should
that bid win. In response – and out of turn – the bidder being
challenged, or their partner, may call “Re-contra” to
double the value again. However, to call either a contra or a
re-contra requires that the player has at least one Honour,
therefore, this is not just a way of upping the ante but also of
communicating information.
Declarations: Before play commences, players have the
opportunity to declare for bonus points.
Abundance: If players have six or more trumps in their
hand, then they may declare them for bonus points by laying them face
up for the other players to see. There is no obligation to declare an
Abundance and a player who does so need not declare all they can –
just the minimum to score. However, they can only score for what they
declare.
Abundance
|
Number of Trumps
|
Points
|
Small
|
6
|
20
|
Middling
|
8
|
30
|
Grand
|
11
|
40
|
The Sparrow: When announced, the player contracts to win
the last trick with The Magician, scoring 20 points against the other
side (Declarer scores against each of the Defenders, the Defenders
each score against Declarer). However, if announced and failed, a 20
point penalty is due instead.
Slam: When announced, the player contracts to win every
trick for 400 points scored against the other side. If failed, then a
400 point penalty is due instead.
Bonuses: Players may win bonuses for unannounced
achievements (The Sparrow and a Slam) but they score fewer points.
The Sparrow: Won unannounced in the Declarations round,
this will only score 10 points.
Slam: Won Unannounced in the Declarations round, this will
score 200 points.
Play: The Bidding 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 trumps have already been played to the
trick, then if they can, they must play a higher trump than any
already played. If they cannot follow suit or play a trump, then 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. 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.
Scores: Card points are counted in pairs of cards,
subtracting 1 point for every pair. There are therefore 91 points in
the pack. The number of points that Declarer needs to win the hand
depends upon how many Honours are in his/her trick pile.
No Honours
|
56 points needed to win
|
One Honour
|
51 points needed to win
|
Two Honours
|
41 points needed to win
|
Three Honours
|
36 points needed to win
|
As The World and The Fool cannot be lost, winning or protecting
The Magician is a priority in this game.
Once the winner is determined then points can be calculated.
First, 25 points are scored for winning the hand, then add to this
the difference between the number of card points needed to win
against the number of points The Declarers actually took, then add
points for winning The Sparrow. Now multiply the result according to
the bid being played:
I’ll Play
|
x1
|
Solo
|
x2
|
Solo without
the stock
|
x4
|
Solo against
the stock
|
x6
|
Finally, points for a Slam can be added. If the Declarers won,
then the result is won against each of the Defenders, if lost
however, it must be paid to each of them.
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