The Game of Tarot

History

To be added.

Basic Tarot

Players

3 or 4.

Deck

A full Tarot deck consists of 78 cards divided into five suits. The first four are either Hearts, Spades, Clubs and Diamonds (French suited), or Cups, Coins, Swords, and Staves (Italian suited). These four suits consist of four Court Cards: King, Queen, Knight, and Jack; and ten Pip cards numbered 1 through ten. The fifth suit consists of 21 Trumps, and one extra card, the ’Scuse or Fool. The XXI and I of Trumps, being scoring cards, have their own names: the Mond and the Pagat. The Mond, Pagat, ’Scuse, and Kings together are called Honours.

Objective

All Tarot games are Point Trick games: the object is to take tricks, and also to take valuable cards. These are the Trull (the I and XXI of Trumps, and the ’Scuse), and the Court Cards.

In the three player game, everyone plays for himself; in the four player game the players sitting opposite each other are partners and count their cards together.

Deal

The Deal and play are counter-clockwise. After shuffling, the Dealer allows the person on the left to cut. The dealer then distributes the cards starting with the person on the right (‘Eldest’). The cards are dealt in packets of 5 (for three) or 5 and 4 (for four) rather than individually. The Dealer takes the remaining cards (the Talon) into his hand, and discards an equal number face down in front of himself, which will count for him at the end. He may not discard an Honour, and may not discard Trumps unless necessary in order not to discard an Honour. The size of the Talon varies with the number of players.

Play

Eldest leads to the first trick. All must follow in turn with a card of the suit led, if possible; otherwise they must play a Trump; otherwise they may play any card. The player of the highest Trump (if any), or otherwise the highest card of the suit led, wins the trick and places the cards face down in front her. She then leads to the next trick.

Most Tarot games rank the cards in the Traditional order: In black or ‘straight’ suits, the numerals follow the Courts in descending order; in red or ‘round’ suits, the numerals follow the Courts in ascending order:

The ’Scuse is the exception to the obligation to follow suit or trump. It may be played at any time and excuses the player. Instead of being collected with the trick, however, it is taken into the player’s own trick pile and another card from the player’s trick pile is given to the winner of the trick instead. Note that if the player of the ’Scuse takes no tricks, he must surrender it to the winner of that trick.

Score

Each player takes the cards that they (or their team) have won, and counts 4 for each Honour, 3 for each Queen, 2 for each Knight, and 1 for each Jack. They furthermore count 1 point for each trick won, and 1 point for the Dealer’s discard. Their score for the hand is their excess or deficit from the average: 26 for three, or 36 for four.

A Game is when everyone has dealt once. Everyone may keep a running total of the difference between their points and the average. At the end of the game, those with a negative score may pay one game point each to those with a positive score; or the lowest may pay everyone a small stake, such as a round of drinks.

The rules here described form the core of all other Tarot games. Games with only slight variations are played in Switzerland and Italy.

Italy

Bolognese

Ottocento

Sicilian

To be added.

early french

Großtarock

The Game of Tarot seems to have made its way from France through Alsace during the settlements following the Treaty of Westphalia in 1648. By 1700, the Italian suited pack had made some inroads on into Germany, but it wasn't until the introduction of a French suited pack by cardmakers in Strasbourg that it truly hit its stride there..

In later times the game began to be called ‘Großtarock’, possibly in contrast with the games played with a shortened deck of 54 that was catching on; in the earlier days it was simply ‘Tarock.’ It is played to this day in Denmark.

Players

2 to 4; 3 is best.

Deck

Großtarock may be played with an Italian or French suited deck, in the Traditional order; the ’Scuse serves as an excuse.

Objective

As the game passed through France, scoring Declarations were added to the basic game. These allow somewhat more skill in the play to aquire Tricks and high-point cards. Finally, taking the last trick with an Ultimo card earns a particular bonus.

The game may be played by 2, 3, or 4 players, but 3 is the basic form. When played by two, the cards are dealt as for three and one hand is left untouched; when played by four, opposite players form a fixed partnership.

Deal

The deal and discard are as in the Basic Game for 3 or 4.

Declarations

Beginning with the dealer, each player may make any of the following declarations, and be payed for them immediately by the other players. All declarations should be shown.

Trumps
‘Ten Trumps’ is worth 10 points; more may be declared for 5 more each. (E.g., ‘Eleven Trumps’ is 15, ‘Twelve Trumps’ is 20, &c.) Anyone who makes a declaration of Trumps must exceed the average in points taken (26 for 2 or 3 players; 36 for their team for 4) or return the payment.
Matadors
‘Three Matadors’ consists of the three cards of the Trull, for 10 points. ‘Four Matadors’ adds the XX of Trumps for 15, ‘Five Matadors’ the XX and XIX for 20 , &c.
Cavalry
A ‘Cavalry’ is a set of all four Court Cards in one suit for 10; a ‘Half Cavalry’ is any three Court Cards in one suit plus the ’Scuse for 5.
Kings
‘Kings’ is all four Kings for 10; ‘Half Kings’ is any three plus the ’Scuse for 5.

Play

Play is as in the basic game, except that if the ’Scuse is played to any of the last three tricks, it is lost to the winner of the trick it is played to.

During the course of play, anyone who wins a trick with either a King or the Pagat is given 5 points by the other two players; anyone who loses a King or the Pagat must pay the other two 5. If a player wins the last trick with a King or the Pagat, this is an Ultimo and the payment is doubled to 10; similarly, if they are lost to the last trick, the player pays 10 each.

Score

Cards are counted as in the basic game, and payments are given or received for one’s deviation from the average amount. E.g., in a three player game, one who takes 20 points will pay out 6; one who takes 30 will receive 4, and one who takes 28 will receive 2. In the four player game, each partner settles with one opponent.

However, if exactly one player takes no cards in tricks, this constitutes a Nil, and in this situation both other players pay him 26, and winning an Ultimo is not scored. (However, losing an Ultimo card on the last trick still is.)

In the two or four player game, Nils are not reckoned. Playing a King or the Pagat to any trick (including the last) and losing it to your partner is not scored.

Variants

Over the three centuries it has been played, rules, declarations and scores have varied some. In an earlier form of the game, only the winning a trick with the Pagat, or losing it, is payed, rather than the Kings as well. In this game, there is no Nill.

Tarock-l'Hombre

Tarock-l’Hombre first introduced the concept of bidding into the game of Tarot, specifically bidding for the right to play alone against the other players. Most subsequent games have retained this feature. The bidding was adapted from the game Ombre, and more especially from a late elaboration of the four-handed adaption Quadrille: The bid adapted into this family was Médiateur, which permitted the soloist to request one card they did not already have. Later games did not retain this exchange or Purchase, instead giving the soloist the Talon, which formerly belonged to the Dealer.

Tarock-l’Hombre appears in Piedmont and Lombardy in the 1750s, and had spread into the German-speaking lands, perhaps from Lombardy through Austria, by the 1770s. It was played still in the early 20th century in Savoy, and is still today in the Stubai Valley of Austria.

Players

3 to 5

Deck

The deck may be Italian or French suited; Traditional or Modern order.

Objective

To bid to play alone (or, with more players, with a partner) against the others combined, and to take more than half the points.

Deal

As in the basic game.

# of Players345
Deal 25 19 15
In groups of 5 5/4 5
With a talon of 3 2 3
Total points 78 72 68
Half 39 36 34

Bidding

Once the dealer has discarded, he announces as much, and a round of bidding begins. The bidding is one round with priority. Beginning with the Eldest, each player may make a bid, or pass. If a later player wishes to bid, he must bid higher than any player that has previosly bid. If he does so, however, an earlier bidder may Hold, or claim that bid by prior right. The later bidder must then bid higher or pass.

If the Declarer wins the bidding with one of the first three bids, he selects any three, two, or one cards from his own hand, and asks for any others that he does not have in exchange. The players who have the requested cards exchange them for the ones he has selected. (A late variant is to pay 5 points for each card, or 10 for the XXI.)

Call a King (4+ players)
This game is not bid, rather it is played when all pass. The Dealer calls for a King that he does not have. Whoever has that King becomes his partner, but does not say so; the partnership will be revealed by the play, or when the King comes out. base + points beyond half
With 3 (3 player)
Purchase 3 cards, and take over half the points. In practice, this bid is always made by Eldest, and, if not overbid, she is payed a simple win and the deal is thrown in. base + points beyond half
With Two
Purchase 2 cards, and take over half the points alone. (base + points beyond half) × 2
With One
Purchase 1 card, and take over half the points alone. (base + points beyond half) × 3
Solo
Play with the hand as dealt, and take over half the points alone. (base + points beyond half) × 6

Play

All as in the basic game, although the Defenders keep their tricks in common.

Score

The base of the score is a value agreed upon called the Consolation, usually set at 10 game points. If the Declarer (or her team) makes exactly half the points, no payments are made. If they make more, the difference between what they took and half is added to the Consolation, and multiplied according to the bid. That amount is payed by each Defender either to the lone Declarer, or to be divided with her partner. On the other hand, if the Declarer is short of half, the difference is added to the Consolation, multiplied according to the bid, and that amount is payed to each Defender.

Variants


French Tarot

The evolution of the game of Tarot in France is somewhat of a mystery. Two instances of rules from the mid 17th century, and one from the mid 18th show a game similar to Großtarock. Between that first instance and the mid 19th century, the game was played mostly along the eastern border, and the writers of card game manuals in Paris were unaware of its continued existence. However, France must have remained an influence in this time, as the German games continued to have a French vocabulary. In the mid 19th century, two forms of Tarot surface once more: a form of Tarock-l’Hombre in Savoy, and a very different one around Besançon. The latter is what developed into modern French Tarot.

French Tarot exhibits a few peculiarities compared to other forms of Tarot: most notably the obligation to, when playing Trumps, play higher than any Trump already played; and the fact that the point target for the declarer is variable, depending on the number of Trull cards the declarer takes.

Since the modern rules of French Tarot are easily accessible, I include here an earlier form that retains the traditional method of scoring (never shown in modern descriptions), and the earlier system of bids, which has been somewhat garbled in its evolution to the present day.

The first game described is properly for three players, but was later adapted to four or five; however, the traditional 4-player game had certain differences which follow.

Deck

The deck may be Italian or French suited; Traditional or Modern order.

Objective

To bid to play alone (or, with five players, with a partner) against the others combined, and to take a target number of points based on the number of Trull cards that were taken.

Deal

Before the first deal, and whenever there are none on the table, the dealer contributes 20, and everyone else 10, game points to a new Pool.

Whenever there is already a Pool on the table, the Dealer adds 5 game points to the largest one.

The Dealer deals the cards to each player in packets of 3. He leaves the last 6 cards (3 with five players) as the Talon, which will go to the eventual Declarer.

Bidding

All the following bids are to become the Declarer, and take the target number of card points, which vary depending on the cards of the Trull one takes.

The bidding is one round, with priority. Eldest opens the bidding. A player may bid or pass; having passed he may not reenter the bidding. The first player to bid says I'll take it (or, I’ll take it with no purchase or with no discard). Any subsequent bidder may “push” the bidding to the next level by saying I’ll push. A earlier bidder may claim prior right to that elevated bid by saying I’ll hold, or may pass by saying, All yours.

Take
The declarer exposes the talon, takes it into his hand, discards an equal number of cards under the usual constraints. He then purchases any suit card that he does not have, giving in exchange for it a card from his hand, and 10 game points (which are split among the Opponents).
No purchase
The declarer exposes the talon, takes it into his hand, discards an equal number of cards under the usual constraints.
No discard
The declarer leaves the talon unexamined, and takes it to count for himself at the end of play.
Slam
A contract to win all the tricks. This may be undertaken under the conditions of any of the earlier bids.

The winner of the bidding becomes the Declarer. He exposes and takes up the Talon, and makes his discard under the usual constraints (if his bid permits).

In the five player game, the Declarer then calls for a King (or a Queen, if he has all four Kings) he does not have to be his partner. The person who holds the called King does not announce this fact. If he wishes to play alone (and thus, for a larger score), he may call a King that he has in his hand.

The Declarer then makes his purchase, if permitted.

Announcements

The Declarer may declare and show 13 trumps (10 trumps in the four player, or 8 trumps in the five player game). For this purpose the ’Scuse may count as a trump; but if he shows it he must have no further trumps. If he succeeds in his contract, the other players each pay him 10 game points; on the other hand, if he fails, he then pays them each 10. If an Opponent makes the declaration, he is paid immediately.

Play

Eldest leads to the first Trick. Play is as usual with two differences. When playing a Trump, it is necessary, if possible, to play a higher Trump than has yet been played, whether to a plain suit or trump lead. The second difference is with the ’Scuse. It serves as excuse, as usual. If played to the last trick, it is usually lost to the side that wins the last trick. However, if a side has so far won every previous trick, they may lead the ’Scuse to the last trick, in which case it serves as the highest trump.

Score

Cards are counted as usual, but in pairs. The number of card points required to win, though, depends on how many cards of the Trull were taken:

With 3, one needs 36 card points.
With 2, one needs 41 card points.
With 1, one needs 51 card points.
With 0, one needs 56 card points.

Pagat Ultimo

However, if the Declarer (and his partner) win the last trick with the Pagat, or capture it in the last trick, the required total is reduced by a further 10 points; on the other hand if the Opponents win the last Trick with the Pagat, or capture it, the required total is increased by ten.

If the Declarer has taken the required amount of points, he takes the largest Pool, and as many game points from each player as he exceeded the target by. (These are split with his partner, if any) If he bid a No Purchase, he also receives 10, or 20 for a No Discard. On the other hand, if he fell short, he (and his partner) pays each other player the amount he was short by, as well as the value of the game. He then (alone) doubles the Pool, if it has not yet been doubled; if it has, he creates a new Pool of the same value.

If a Slam was made (whether bid or not), the Declarer (and his partner) are payed 200 game points by each Opponent, and no other payments are reckoned. If a Slam was bid and failed, each Opponent is payed 200.

Variants

Tarot d’appel

This was the standard four-player form of French Tarot from at least the mid 19th c. until an adaption of the 3 player game supplanted it in the mid 20th. However, it seems likely to have fewer hands passed out, and is interesting in its own right.

The Deck and Pools are as described above.

Deal

The Dealer deals 18 cards to each player in packets of 3. Having counted the six remaining cards, the dealer adds them two his hand, and discards six. He may not discard Kings, the ’Scuse, or the Mond; he may only discard the Pagat if he has no other Trumps. Other trumps may be discarded.

Bidding

The bidding is opened by the Dealer. A player may bid or pass; having passed he may not reenter the bidding. A prior bidder may claim the right to an elevated bid by saying I’ll hold, or may pass by saying, All yours.

Call
The declarer calls for a card he does not have, and whoever holds that card becomes his partner, without announcing it. If the called card is in the dealer’s discard, the dealer becomes his partner.
Purchase
The declarer plays alone against the other three. He purchases any suit card that he does not have, giving in exchange for it a card from his hand, and 10 game points.
Solissimo
The declarer plays alone against the other three, with no Purchase.
Slam
A contract to win all the tricks. This may be undertaken under the conditions of any of the earlier bids.

If all pass, the next dealer redeals.

Declarations, Play, and Scoring

As above.

The bid of Purchase is worth 10 game points; the bid of Solissimo is worth 20. A Slam is worth 200 points, and replaces the points for the bid and cards.

Tapp

The two defining traits of the Habsburg forms of Tarot are the deck of 54 cards (or fewer), and the fact that the ’Scuse serves as trump XXII. The origin of this later feature is not certain, but a game does still exist in southern Switzerland which uses the ’Scuse in what might be a transitional fashion. Tapp Tarock may have originated as a 54-card adaption of this game. In any case, the earliest form of Tapp Tarock was certainly known in southern Germany by the mid XVIIIth century, perhaps first played with an Italian suited deck. By 1800 however, it became known in Austria, and from there spread and evolved quickly throughout the Habsburg territories.

The rules for the modern 3 and 2 handed versions, as well as an adaption for 4, may be found here, but below is described the original form.

Players

3

Deck

The deck may be Italian or French suited; 54 cards in Traditional order.

Objective

To bid to play alone against the other two combined, and to take more than half the points.

Deal

Deal six cards to the Talon, then 16 to each player in groups of eight.

Bidding

The bidding is one round with priority. The Eldest must begin by making a positive bid. Each later player may make a higher bid or Pass. If he bids, however, an earlier bidder may Hold, or claim that bid by prior right. The later bidder must then bid higher or pass.

Tapp
The declarer takes all six cards of the Talon, and discards six under the usual conditions. These will count for him at the end. In practice, the bid is not played out; the Declarer is simply paid for a simple win, and the cards are thrown in. ½ base
Threes
The Declarer takes the top three cards of the Talon without showing them, adds them to his hands, and discards three under the usual conditions. The other three are set aside unlooked at and will count for the Opponents. base + (difference from 35 × 2)
Solo
Play with the hand as dealt, and take over half the points. All six cards of the Talon are set aside for the Opponents. (2 × base) + (difference from 35 × 4)

Announcements

The Declarer may announce a Pagat Ultimo by laying the Pagat face up on the table before the first Trick is led. An opponent may say ‘Kontra’ to double the value.

Play

All as in the basic game, although the Defenders keep their tricks in common.

Score

The base of the score is a value agreed upon called the Consolation, usually set at 50 game points. The declarer must make 36 points to win. If the declarer wins, he scores the value of the game; if he loses, each Opponent scores the value of the game.

An unannounced Pagat Ultimo is worth 1 Consolation in a ‘Threes’ and 2 in a ‘Solo’; these values are doubled if announced, and doubled further if Kontraed. Note that one Opponent taking the Pagat from the other in the last trick incures neither bonus nor penalty.

Any player who, at the start of play, had either the Trull or all four Kings in hand, may note a personal bonus of 1 Consolation. A player may not claim this bonus if the bid of ‘Threes’ was open to him, and he passed.

If a player takes every trick, card points are ignored and he scores 10 × Consolation in ‘Threes’ or 20 in a ‘Solo’

Play continues until any player suggests it come to an end. Nine to eleven more hands are then played; as many as necessary so that each player has dealt the same number of times.

Variants