A game for four players with a bidding round structured to reveal
enough information to make play interesting.
Pack: A reduced
tarot of 63
cards consisting of four regular suits, a suit of 21 trumps, and The
Fool.
Ranking: Standard ranking
is used...
Earth, Water, & Fire rank from high to low:
King, Queen, Cavalier, Jack, 10, 9, 8, 7, 6, 5
Air ranks from high to low:
King, Queen, Cavalier, Jack, Ace, 2, 3, 4, 5, 6, 7
Empty Cards: These are cards have no value.
Honours: The Magician, The World, and The Fool are called
The Honours. They are always among the highest scoring cards.
The Quintet: The top five trumps.
Card Points are:
Honours | 10 points |
XVII, XVIII, XIX, XXI |
5 points |
Kings | 5 points |
Queens | 4 points |
Cavaliers | 3 points |
Jacks | 2 Points |
All other cards have carry no value.
A game consists 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.
Each player is dealt two packets of five cards before three are
dealt to a stock pile. Players are then dealt a final packet of five.
Bargaining: After examining their hands, there is an
opportunity for players to bargain to throw in the hand for a
re-deal. Each player may speak once in this round but in no
particular order. Their options are to call:
- “I throw for___” citing the number of game points they will accept to throw in the hand.
- “I’ll pay ___” citing the number of game points they will give to throw in the hand.
- “I take” to accept an offer to throw in the hand.
- “I hold” to play the hand.
If any player calls to hold, or else if nobody accepts an offer,
then the hand must be played.
Auction: There is then a round of bidding in which players
may bid to become declarer, playing against the others who will be
the Defenders, or to play as declarer in partnership with another
player.
Solo: The round begins with the players in turn –
starting with Eldest and ending with Dealer – may call to play
Solo. The first to do so becomes declarer, showing the cards of the
stock to the other players before taking them into his/her hand.
Declarer must them discard three cards that will count toward his/her
tricks – these may not include any cards worth five or more points,
or, unless there is no option, trumps.
Prop: If no player accepts the offer to play Solo, then
Dealer takes the stock and discards three cards as above that will
count toward his/her tricks at the end. Players in turn – starting
with Eldest and ending with Dealer – may call “Prop” if
they want a partner – however, they may only do this if they have 5
and 10 point cards totalling at least 20 points.
If all players pass, then the hand is thrown in and the deal
passes to the next player. Otherwise, each player in turn –
starting with Declarer’s right – may either call “Pass”
or, if they have 5 and 10 point cards totalling at least 15, then
they may call “Cop” to take the role as Partner to
Declarer.
If all players pass, then if there is at least one King that
Declarer does not hold, then he/she will call “I Rally the King
of________” naming a suit.
The King called must be that of shortest suit (ie the suit with
the fewest cards),excluding void suits (ie suits in which no cards
are held), in which The King isn’t held. If two or more suits
qualify, then the one with the best courts must be called, if two or
more are still equal, then Coins must be called – unless they are
either void with with the King, in which case, any suit may be
called.
If all Four Kings are held, then Declarer will call “I Rally the
Queen of________” under the same rules.
Whoever holds the rallied royal will then be partner but they may
not announce themselves as such – their identity will be revealed
through play.
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. 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: Players keep their own trick piles, combining them
at the end of the hand within partnerships. Card points are counted
individually, adding 1 point for each trick. Along with a bonus of 5
points winning the last trick, there are 102 points in the pack.
Teams win or lose against their opponents a game point for every card
point over or bellow 51
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