This four player game is a little rough around the edges and I had
long believed the notes to this to be lost. I recently found them
when when sorting through some old university stuff. As it turns out,
it doesn’t look too bad, so I’m adding it to this collection.
Largely based on the French game with the twist that one of the
regular suits is elected through bidding to be a second trump suit.
Pack: A standard tarot of
78 cards is used consisting of four regular suits of 14 cards, a suit
of 21 trumps, and The Fool.
Ranking: Standard ranking
is used...
Pips rank in suit from high to low:
King, Queen, Cavalier, Jack, 10, 9, 8, 7, 6, 5, 4, 3, 2, Ace
There are two trump suits, the regular trumps and the Imperial
Suit. The 1-10 of the Imperials rank as their number, so that the 8
of Imperials will beat the 7 of regular trumps. The Jack ranks 11,
the Cavalier at 12, and the Queen at 13. However, if a regular trump
and an Imperial of the same rank are played to the same trick, the
regular trump will rank the higher of the two. The King of the
Imperial Suit outranks all trumps bar The World (no King is that
great) and The Magician (because the greatest King can still be
felled by the lowest of subjects).
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 |
Aces |
5 points |
All others |
1 point |
A game should be any multiple of four
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 18 cards in packets of 3, with 6 cards - neither
the first or last 6 - being dealt face down to form a stock which is
called The People.
Auction: There is a round of bidding to determine who shall
play as Declarer, pitted against the other players. Starting with
Dealer’s left, players take it in turns to bid or to pass. A bid
consists of three parts.
The first part is the suit the bidder wishes to be
the second trump suit by declaring that suit to be Imperial.
The second part indicates the number of points they
mean to win by:
Skirmish |
55 points |
Battle |
65 points |
War |
75 points |
Regicide |
85 points |
Conquest |
95 points |
With this bid, players must call a multiplier:
With The People |
The value of the hand is unchanged |
Without The People |
The value of the hand is doubled |
Against The People |
The Value of the hand is quadrupled |
An example of a bid might be: “Hearts Royal in Battle Against
The People”
The winning bid will be the one to win the game by the most card
points, regardless of which suit is bid for. However, a player may
outbid another with the same points by declaring a higher multiplier.
Each player may make a bid or pass, and they may bid more than once
(though once they have passed, they may not bid). The first to bid
must bid Skirmish. Each player bidding after that must
make a bid either on higher (ie after Skirmish, they may bid Battle
but not War), or an equal bid but with a higher multiplier.
The third part of the bid does nothing to decide the
auction but is a declaration for bonuses, which may only be announced
as part of a bid.
- The Sparrow: The player commits to win the last trick with The Magician. If the bid is not won, then the announcement is void. 10 points.
- Slam: The player commits to win every trick. Again, if the bid is not won, then the announcement is void. 200 points.
Both of these bonuses can be won unannounced for half points (this
includes announcements made to bids that aren’t won). However, if
announced and the player fails to win the bonus, then the full points
value must be paid to each of the other players.
The remaining bonuses are only scored if the bid is won and are
for holding a given number of trumps. To declare for them, the player
must lay down the cards for the bid.
- A Unit: The player holds 10 trumps.
- A Regiment: The player holds 13 trumps.
- An Army: The player holds 15 trumps.
If the player has more trumps than required by their announced
bonus, they are not obliged to show them.
Bidding ends when three consecutive players have passed.
If all players after Eldest pass, then Eldest may chose to either
keep the bid of Skirmish and play on or to call for a Penalty Play
(see below).
So, an example bid might be:
“An Earth Regicide with the People, The Sparrow
and a Regiment.”
This would mean that the player wishes Earth to be the additional
trump suit, and commits to win the game with 50 or more points, using
the stock to build their hand (see below) and has 13 trumps which
must be displayed as the bid is made.
The People: The stock may be dealt with in three ways
according the bidding.
- With the People: The stock is exposed to the other players and then added to Declarer’s hand, who must then discard six cards into their tick pile. The discards may not include Trumps, Kings, or Honours. If this is not possible, then empty (1 point) trumps may be discarded - though they must be shown.
- Without the People: The stock goes unseen into Declarer’s trick pile.
- Against the People: The stock goes unseen into the Defender’s trick pile.
Play: Eldest (Dealer’s Left) 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. 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.
The Imperial Suit: The imperial suit is subject to normal
rules of play, the rank of the cards determines their rank as trumps
– though when against the trump of the same rank, they will lose.
However, the Imperial King beats all other cards save for The World
and The Magician. If the Imperial King and The Magician are played to
the same trick, then The Magician wins it, irrespective of what other
trumps have been played.
Playing the Penalty: In this instance, The People are set
aside and count for nobody. All play for themselves and there is no
Imperial Suit. The object is to avoid winning any points. The player
to wins the most card points loses as many game points to each of the
other players. A harsh penalty for not bidding!
Scores: Card points are counted individually by each side
plus 1 point for each trick won (cards of The People do not count as
tricks). There are 145 card points in the hand. If a player has won
the points required by their bid, then they win in card points:
Skirmish |
10 points |
Battle |
20 points |
War |
30 points |
Regicide |
40 points |
Conquest |
50 points |
This is multiplied according to the multiplier bid and then the
scores for any won /lost declarations are added/subtracted.
No comments:
Post a Comment