This is a simple game for four players in fixed partnerships, with
partners seated opposite each other, and is another good starting
point for new players. As above, you should not underestimate the
game because of its simplicity.
Strictly speaking, Tarocchi is the general name for Tarot games in
Italy but as all the others I’m listing have their own names and
‘Tarocchi for four as played in Piedmont’ is a bit long-winded,
we’ll grant it the name. It is well deserved though, as this is a
classic game and along with Scarto it is the basis for some of our
original games listed afterwards.
Pack: A Loka
of 80
cards is used consisting of four regular suits of 14 cards, a suit of
23
trumps (including 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, save for the
Good and Evil cards which hold equal rank below the 1.
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 consists of four hands.
Deal: First Dealer is chosen at random or by consent with
the role moving to the player on Dealer’s left after each hand.
First Dealer shuffles the cards before but for subsequent hands
they are cut by Youngest (Dealer’s Right) – this is done by
setting the pack face down and then lifting off three or four piles
that are then re-stacked in a different order. On any deal any player
may call for the cards to be re-shuffled.
Dealer hands out 19 cards to each player in a single packet,
taking the last four cards. Dealer must then discard four cards that
may not include Kings, Aces or Honours, these cards will count
towards his/her sides’ tricks at the end of the hand.
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.
Good & Evil: there are a couple of interesting ways
that these cards can be used. Players should agree before play
commences on the option used.
Trumps: If just one of these cards is played to a trick,
then it functions as the lowest trump. If both are played to the same
trick, then if played by members of the same team, then together they
beat everything (whoever played the first of them leads to the next
trick) but if played by opposing teams, then they count for nothing.
The Game of Allegiance: The Good and Evil cards are
still played under the rules governing the play of trumps but the
first to play one can call it “Yours” or “ours”. If “ours”,
then the player claims the points for the named suits (Earth and Air
for Good, Fire and Water for Evil) for their own – this means that
for all their tricks they will only score for cards of those suits
while their opponents will only score for the other suits. They may
on the other hand, call “yours” which imposes that choice on the
opposing team – so if a player puts down Good to the trick and
calls “yours” then that team will only score for evil cards (ie
Fire and Water), while their opponents will now only score for good
cards (ie Earth and Air).
When one of these has been played to a trick, if the other member
of the team has the other card, then they must take it out of play.
If they have not yet played to the trick, then they must play this
card (irrespective of what the rules might otherwise require), though
it will have no effect. If they have already played a card to the
trick, then they must take it back into their hand and play this card
instead.
If the opposing team has the other card, then they may play it at
a future turn according to the normal rules. When the do so, they may
either re-affirm their opponents call, in which case it has no
effect, or they may change the call. In this case, all the tricks so
far played are set to one side and are scored according to the
original allegiance call, while all tricks after this are scored
according to the new call.
Scores: When the hand has been played, players count their
teams’ card points individually and then add 1 point for each trick
(Cards of the discard to not count as a trick). There are therefore
165 card points to be won in the standard game. Whichever side wins 83 points or more wins the difference in game points from the
opponents.
For a game of Allegiance, the maximum number of points that can be
won by a team will vary. Players total their card points according to
the changing allegiances and the number of tricks won. Whichever side
wins the most points wins the difference between the two scores from
their opponents.
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