Tarock (Slovenian)

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Three Player

Deal

Deal 6 cards to the Talon, and 16 to each player in 8s.

Bids

BidValueDescription
(Leasters)-, 70Avoid taking points. Only played if everyone passes. Negative rules apply. The first six tricks receive a card from the talon. One who takes more than 35 points scores -70, one who takes no tricks scores 70; if neither occurs, everyone scores negative the points they took.
Three10+Take the top or bottom three cards from the Talon (the rest going to the opponents, etc) and take over half the points.
Two20+Take the top, middle or bottom pair of cards from the Talon, and take over half the points.
One30+Take one card from the Talon, and take over half the points.
Nill70Take no tricks. Negative rules apply. No bonuses.
Solo80Leave the Talon unseen, and take over half the points.

Announcements

Any bonus (see below) may be announced to double its value won or lost; A kontra, rekontra, subkontra, and mordkontra may be given to any bonus or the game, multiplying its value by 2 each time.

Play

In contracts up to One, the eldest leads; in Nill and Solo, declarer leads.

The Emperor’s Trick

Should it happen that the ’Scuse, Mond, and Pagat are all played to the same trick, the Pagat wins.

Negative rules.

In negative games (Leasters and Nill), you must always beat the cards on the table, if possible; and you may not play the Pagat unless it's the only card you can play (because it's your last card, last trump, or will win the Emperor’s Trick.

Score

Only the declarer scores (except in Leasters, and when loosing the XXI). Any game or bonus won are added; any lost are subtracted.

Besides the Game, the following bonuses are scored.

BonusValueDescription
Pagat Ultimo25Take the last trick with the I.
Slam250Take every trick. (No other score counts)
Trull10Take the I, XXI, and ’Scuse in your tricks.
Kings10Take all 4 Kings in your tricks.
(Lost XXI)-21A personal penalty to anyone who looses the XXI to either the ’Scuse, the Emperor’s trick, or the XXI being in the Talon and going to the opponents.

Wheels

A wheel is added to each player any time

Whenever someone bids, if they have a Wheel, their score is doubled. If they won, their wheel is cancelled. If not, it remains. At the end of the game, each uncancelled wheel is worth a predetermined amount. Usually -100 points, for an evening of play, but -10 might be better for our number of hands.

Ending the Game

When the players wish to end, a ’Scuse Round is played. Whoever was dealt the ’Scuse will be the final dealer.

Penalties

A dealer who misdeals (either by give the wrong number of cards, given them in the wrong order, or exposing any) is penalized 20 points for the first offense, this is doubled on any subsequent offence.

A player who improperly discards or revokes (fails to follow suit, or fails to head the trick in a negative game) is fined the full value of the game.


Four Player

All as above, except:

Deal 6 to the Talon, and 12 to each in 6s.

BidValueDescription
(Leasters)-, 70Avoid taking points. Negative rules apply. The first six tricks receive a card from the talon. One who takes more than 35 points scores -70, one who takes no tricks scores 70; if neither occurs, everyone scores negative the points they took.
(Three)10+Call a King, take the top or bottom three cards from the Talon (the rest going to the opponents, etc) and take over half the points.
Two20+Call a King, take the top, middle or bottom pair of cards from the Talon, and take over half the points.
One30+Call a King, take one card from the Talon, and take over half the points.
Solo Three40+Play alone, take the top or bottom three cards from the Talon, and take over half the points.
Solo Two50+Play alone, take the top, middle or bottom pair of cards from the Talon, and take over half the points.
Solo One60+Play alone, take one card from the Talon, and take over half the points.
Nill70Play alone, take no tricks. Negative rules apply.
Solo Without80Leave the Talon unseen, and take over half the points.
Open Nill90As with Nill, but the Declarer’s hand exposed.
Suit Slam Without125Play alone, no exchange, trumps don’t trump, take all tricks.
Slam Without500Play alone, no exchange, take all tricks.

Bids of Nill and higher have no bonuses. Leasters and Three are only available to Eldest, if everyone else passes. Bids of Solo Three through Solo One may be increased to Suit Slam after exchanging.

After the bidding and before exposing the Talon, the Declarer calls a King to be his partner (if his bid permits). He may call his own, in which case he plays alone; he must do this if he has all four Kings.

If a player is dealt no Trumps, he must immediately show his hand. The cards are thrown in and redealt by the same dealer.

If a player was just dealt no trumps, or if someone’s score reached exactly zero, only Leasters or Solo Without or higher may be played that round.

Scores for the Game and Bonuses are given to the Partner as well as the declarer.

In contracts up to Solo One, Eldest leads; in higher contracts, declarer leads.

BonusValueDescription
Pagat Ultimo25Take the last trick with the I.
King Ultimo10Take the called King in the last trick.
Slam250Take every trick. (No other score counts)
Trull10Take the I, XXI, and ’Scuse in your tricks.
Kings10Take all 4 Kings in your tricks.
(Lost XXI)-21A personal penalty to anyone who looses the XXI to either the ’Scuse, the Emperor’s trick, or the XXI being in the Talon and going to the opponents.

Card Ranks and Values

The cards rank as follows from high to low in each suit:

♣♠♥♦Trumps
KingRR4 ’Scuse*4
QueenDD3 MondXXI4
KnightCC2 XX
JackVV1 XIX
101 ...
92 III
83 II
74 PagatI4

To count the number of Card Points taken, add up the point values from the counting cards (the face cards, the ’Scuse, Mond, and Pagat), and count in addition 1 point for every three cards.