French Tarot

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French Tarot
A trick-taking game of the European tarot card game family
Oudlers1910.PNG
The 3 oudlers of the French Tarot Nouveau, circa 1910
Origin French
Alternative namesTarot, Jeu de tarot
Type Trick-taking
Players4
Variants for 3 or 5 players
SkillsCard Counting, Tactics, Strategy
Age range12 and up
Cards78
Deck Tarot Nouveau
Rank (high→low)Trump suit 21–1, Excuse
R D C V 10–1
PlayCounter-clockwise
Playing time15 minutes per hand
ChanceModerate
Related games
Droggn

The game of French Tarot is a trick-taking strategy tarot card game played by three to five players using a traditional 78-card tarot deck. The game is the second most popular card game in France and is also played in French-speaking Canada. It should not be confused with French tarot, which refers to all aspects of cartomancy and games using tarot cards in France.

Contents

Background

French Tarot players at the Saint-Ouen flea market Joueurs de tarot.JPG
French Tarot players at the Saint-Ouen flea market

France was one of the first two countries outside of Italy to start playing tarot, the other being Switzerland. While various types of tarot games were played in France since the 16th century, the dominant form now popular is the 19th-century rule set from Bourgogne-Franche-Comté. [1] Historically, tarot games in France were played with the Italian-suited Tarot of Marseilles which had Renaissance allegorical images on the atouts [2] while lacking reversible court cards and trumps and corner indices. For ease of play, the late 19th century French-suited " Tarot Nouveau " or "Bourgeois Tarot" supplanted the Marseilles Tarot with depictions of typical fin de siècle genre scenes of French life and leisure.

In English, the game is referred to as French Tarot or sometimes as French tarot, however, the latter usually refers to tarot cards of French origin or to cartomantic tarot and not to the game. The name French Tarot is used in English to differentiate the card game from other uses of the tarot deck that are more familiar in the Americas and English-speaking countries, particularly the decks used for cartomancy and other divinatory purposes, and also to distinguish it from other card games played with a tarot deck. The unique feature that distinguishes French Tarot from other forms of tarot games is the overtrumping rule. In France it is just known as jeu de Tarot.

History

Cards appeared in Europe towards the end of the 14th century and may have been introduced first through Italy or Catalonia. [3] Tarot cards are first mentioned in the mid-15th century in Italy. Initially called trionfi, meaning "triumph", whence the name "trump" in English, the Italians later called them tarocchi as the idea of trumps spread to other card games. Both the Italian word tarocchi and the French word tarot occur from the early 16th century onwards, although it is unclear whether one was derived from the other. [4] [lower-alpha 1]

Tarot was introduced into France in the early 16th century as a result of the First and Second Italian Wars (1494–1522) and is widely recorded in French literature of that century, the earliest reference being that by Rabelais in Gargantua in 1534. [5] By 1622 it had become more popular in France than chess and the earliest account appeared around 1637 in Nevers. This describes a three-player, 78-card game played with an Italian-suited pack with the Fool acting as an Excuse and the suits ranking in their 'original' order i.e. with numeral cards in the suits of Cups and Coins ranking from Ace (high) to Ten (low). This ranking is retained in all Tarot games today except in France and Sicily. [6] In France, Tarot remained in vogue until 1650, [3] but then its popularity steadily waned to the point where, in 18th century France, it was barely played outside the Provence region. [lower-alpha 2]

The game experienced a revival in the course of the late 18th and 19th centuries. The original Italian-suited cards typified by the Tarot de Marseille came to be viewed as Italian and were replaced by French designs, notably the Tarot Nouveau. [7]

There is some evidence that Napoleon's troops introduced Tarot, in the form of Droggn – a Tarot game with similarities to old French Tarot – into Austrian Tyrol. It is also recorded that French soldiers were issued with Tarot packs during the Franco-Prussian War (1870), First World War (1914–18) and Algerian War (1954–62), leading in each case to the spread of le jeu de Tarot throughout France according to Dummett and Berloquin. [8] In 1973, the French Tarot Federation (Fédération Française de Tarot) was formed and, by the late 20th century, Tarot had become the second-most popular card game in France, only trailing Belote. [7] [9] Part of the reason why French Tarot persisted is the fact that the rules have been very consistent wherever the game is played. [10] However, it is important to note that details of play outside of officially sanctioned tournaments may vary from circle to circle so that the known rules and terminologies are more typical than definitive. [11]

In the late 18th century in France, Tarot cards first became associated with fortune telling, a practice that eventually spread to much of the Western world. However, the cards preferred for divination are the older Italian-suited packs or bespoke modern designs, which have occultic symbology, rather than the packs with scenes of everyday life like the French Tarot Nouveau, German Cego and Austro-Hungarian Industrie und Glück packs.

Deck

Card values in French Tarot Tarot card values.jpg
Card values in French Tarot

The game is played using a 78-card tarot deck. This deck is composed of:

Rank of cards

Three cards known as oudlers (honours) are of particular importance in the game: the 1 of trumps (le petit or "Little one"), the 21 of trumps (le monde or "The World", a holdover from the name of this card in the Tarot of Marseilles), and the Excuse (the Fool). These cards, when captured by the high bidder, lower the point threshold needed to fulfil the contract. In colloquial French, oudlers are often referred to as bouts (ends).

The ranking of the hearts, clubs, diamonds and spades from the top is: King, Queen, Knight, Jack, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1 (Ace).

Excuse

The only card with a special effect is the "Fool", L'Excuse. The Excuse may be played on any trick; it "excuses" the player from following suit. However, it normally doesn't win the trick. The card also normally remains the property of the person who played it, not the winner of that trick; to compensate for this in the scoring count, the owner of the Excuse should instead give the winner of the trick a half-point card (a trump other than an oudler, or a suited number card; see Scoring) from the tricks the Excuse holder has already taken.

Two common exceptions to the above procedure occur when the Excuse is played to the last trick, and what happens depends on whether the side playing the Fool has taken all the previous tricks (see Chelem/Slam below). If the side has taken all previous tricks, the card takes the last trick; if not, it changes hands to the other side, even if the trick is won by a partner or fellow defender of the person playing it.

Rules

Pierre Cahuzac and Ernest Schultz playing French Tarot. (Saison 1958-1959). Foot. TFC - 53Fi6492.jpg
Pierre Cahuzac and Ernest Schultz playing French Tarot.

For 3 or 4 players (5 with a simple variation). The 4-player variant is usually considered the most challenging and is the one played in competitions. The following rules are for 4 players.

Dealing

Players draw for the first deal; the person with the lowest-value card deals first, with suits ordered spades > hearts > diamonds > clubs as a tiebreaker. All trumps rank higher than any suited card; anyone who draws the Fool must redraw. From this point, the deal will pass to the right (anticlockwise) for each subsequent deal.

The player at the left of the dealer cuts the deck. The dealer then deals out the entire deck, anticlockwise, starting with first hand. Each player is dealt their cards in packets of three consecutive cards at a time (they will each receive 6 such packets for a total of 18 cards). In addition, a chien (lit. "dog", alt. "kitty", "talon" or "nest") of 6 cards is dealt one card at a time into the centre of the table, while dealing to the other players. A card may be dealt to the dog at any time, but the dealer may not:

A common valid dealing order is player A → player B → dog → player C → dealer, but this is just one permutation and the dealer is free to choose the sequence while following the above rules.

A maldonne (misdeal) occurs when the dealer makes mistakes in the dealing; if this happens, the hand is redealt, either by the same dealer or the next in rotation. Players inspect, sort and evaluate their hands, and then move on to the bidding round.

Annulment

Before the bidding phase, if one player has a "Petit sec" (only one trump in hand, and it is the Petit, and does not have the Fool), then the player has to announce it and the hand is redealt. If it is discovered later in the game that a player had a "Petit sec", then it is also annulled and redealt by the following dealer. [12]

Bidding

The players look at the cards they have been dealt, and an auction begins, beginning with first hand and rotating anticlockwise. By bidding, a player states their confidence that they will be able to meet a set contract (see below) and sets the terms by which they will try to do so. If a player does not wish to bid, they may "pass" but may not bid after having passed previously. One may only bid higher than the previous bidders. The preneur ("taker", sometimes called declarer as in Bridge) is the one who wins this auction and who must subsequently try to achieve the contract while the other players are the defenders and attempt to prevent the taker from doing so.

The level of bid is based on the strength of a player's hand, usually estimated by counting the points within it. See evaluating one's hand below for a method to determine the points within one's hand.

The bids are, in increasing importance:

If no one bids, the hand is void and the deal passes to the right.

On a prise, pousse or garde, the taker may not set aside a king or a trump, except that if the player cannot discard anything else, they may discard a non-oudler trump. [13] In this case, the taker has to display which trumps they set aside. An oudler may never be set aside.

In earlier rules, still played outside of competitions, in place of the prise and simple garde, there were two bids, in increasing importance: the petite (small) and the pousse (push). The prise is still sometimes known as petite. There are also some players who play without the prise contract, with garde as the minimum allowable bid.

Main phase

First hand leads the first trick, and play proceeds anticlockwise, with every player playing a card to the trick. Tricks are evaluated in a similar fashion as other trick-taking games with a trump suit; the highest trump, if played, takes the trick, and if trump is not played, the highest-value card of the led suit takes the trick. Every subsequent trick is led by the player who took the last trick. The leader of a trick can play any card they like.

Once the leader of a trick has played a card, everyone else must follow suit. If the first card played in a trick is the Fool, the suit which must be followed is determined by the next card. A player who cannot follow suit must play a trump card if able, and additionally, the player is compelled to overtrump if able (The "Petit" or 1 is valued lowest, and the "Monde" or 21 is valued highest). If a player must trump but cannot overtrump, they can play any trump. A player who cannot follow suit or trump may play any card to the trick, however it cannot win the trick.

If a trump is led to the trick, the others must play a trump, and each trump must exceed the rank of all trump previously played in the trick if possible. If this is not possible, a lower-ranked trump, or any card if the player has no trumps, can be played.

The Fool (L'Excuse) may be played to any trick, instead of following suit or trumping. The Fool never wins the trick, unless it is played to the last trick and the side playing it has taken every previous trick. However, it never changes sides, unless played to the last trick and the side playing it has not won every trick. After playing the Fool to a trick, the player who played it simply takes the Fool back, places it into their scoring pile and gives the side who took the trick an "ordinary" card (worth a half-point; see scoring below) from their scoring pile.

The official FFT tournament rules do not cover the public or private nature of the contents of scoring piles during play. Generally in trick-taking games, the contents of players' scoring piles are not public information during play of the hand, except in cases where a revoke is suspected (a player not following suit, trumping or overtrumping when it was possible for them to do so). A player is neither required to divulge the contents of the score pile nor permitted to look through it except as necessary to find a half-point card to replace the Fool.

Scoring

When the last trick has been played, the round ends. The taker counts the number of oudlers and the point value of all cards in the taker's scoring pile. Alternatively, if the taker has taken the majority of tricks, the defenders can pool their scoring piles and count their oudlers and points; the taker has all remaining points.

Value of the cards

Cards for scoring purposes are divided into two groups: "counters" (face cards and oudlers) and "ordinary" cards or cartes basses (any suited pip card, and any trump except the 1 and 21). Cards are paired, with each counter matched to an ordinary card, and remaining ordinary cards are also paired. The values of pairs are then counted and summed:

  • 1 King or oudler + 1 ordinary card: 5 points
  • 1 Queen + 1 ordinary card: 4 points
  • 1 Knight + 1 ordinary card: 3 points
  • 1 Jack + 1 ordinary card: 2 points
  • 2 ordinary cards: 1 point

Each card thus has an individual value; the pairing simply makes it easier to count points. If a card cannot be paired, because there are an odd number in the scoring pile (common with three or five players) or more counters than ordinary cards:

  • Kings and oudlers are worth 4+12 points each;
  • Queens are worth 3+12;
  • Knights are worth 2+12;
  • Jacks are worth 1+12;
  • All other cards are worth 12 point.

Winning

The number of points the taker needs depends on how many of the oudlers (Excuse, Petit, 21 of trumps) are among the tricks won by the taker.

  • With 3 oudlers the taker needs at least 36 card points to win;
  • With 2 oudlers the taker needs at least 41 card points to win;
  • With 1 oudler the taker needs at least 51 card points to win;
  • With none the taker needs at least 56 card points to win.

There are 91 points to be taken in a round, so if the taker has:

  • 3 oudlers, the defenders need at least 55+12 card points to win;
  • 2 oudlers, the defenders need at least 50+12 card points to win;
  • 1 oudler, the defenders need at least 40+12 card points to win;
  • no oudler, the defenders need at least 35+12 card points to win.

Updating the scorecard

Scoring in Tarot is "zero-sum"; when one player gains points, one or more other players lose an equal number. To calculate the basic "hand score" that is to be added or deducted, the scorer starts with a basic score of 25 points, then adds the absolute (non-negative) difference between the points earned by the taker and the threshold, and, if any, the Petit au bout bonus. This quantity is multiplied by the appropriate multiplier for the taker's bid level (see Bidding), and then two additional bonuses may be added if they apply; the poignée or "handful" bonus, and the chelem or slam bonus (see below for descriptions of bonuses). Thus, calculation of the hand score is expressed by the formula

s = (25 + E + P) × M + H + S

where:

  • E = Extra Points (points above the target score, or below if the target score is not hit)
  • P = Petit au bout bonus (see below)
  • M = Multiplier (1, 2, 4, or 6 depending on the taker's bid level)
  • H = Handful bonus (see below)
  • S = Slam bonus (see below)

If the taker beats the target score, this hand score is deducted from the score of each defender. If the taker misses the target score, this score is added to the score of each defender. The opposite of the sum of the defenders' gain or loss is then added to or deducted from the taker's score to balance the scores; with four players, the taker will gain or lose three times the hand score depending on whether the taker made or missed the contract. The sum of all scores for each hand, and thus the sum of the running totals after each hand, should be zero. [14]

For example, a Garde Sans bid with a simple handful won by player A by a margin of 12 points gives the following hand score: ((25 + 12 + 0) × 4) + 20 + 0 = 168 points. This score is deducted from the scores of all defenders and the sum of this loss is added to the taker's score, hence the scorecard:

  • A +504
  • B −168
  • C −168
  • D −168

Some players prefer to round the scores to the nearest 10 points after each game, however care must be taken as the scores should still sum to zero. Rounding each of the above scores independently yields 500 − 170 − 170 − 170 = −10. If rounding is to be done, the defenders' scores should be rounded and the taker's score adjusted accordingly. Doing so in the above example would make the taker's score 510, thus it balances out.

This is not the only scoring method; the alternative is seen below.

Soft shuffling

After each round, the cards are gathered, cut by the previous dealer, and dealt by the person to the right of the previous dealer. The cards are not commonly shuffled other than the "soft shuffling" that occurs as a natural result of playing the cards. By not shuffling, groups of desirable cards are kept together such that one person generally has a favorable enough hand to open the bidding. With shuffling between deals it is unlikely that any one player will be willing to bid on the hand dealt; this leads to multiple redeals before a hand is actually played.

Bonuses

Misère

If a player's hand contains no trumps or no court cards (roi, dame, cavalier, valet), the player can declare Misère, which gives the declarer 30 points and subtracts 10 from the other players scores. This bonus is a common house rule and is not considered "official" by the Fédération Française de Tarot for tournament purposes.

Poignée

If a player has 10 or more trumps in their hand, they can declare a single (10+), double (13+), or triple (15+) "handful" (poignée), right before playing their first card. A single handful adds 20 to the scoring. Doubles and triples add 40 and 60, respectively. The bonus is always added to the hand score, so if a player thinks that his or her side may not win, they might not want to declare a handful, so as not to give the other side points. The declaring player must show at least the number of trump cards for the level of the bonus declared. The Fool counts as a trump for the purposes of declaring handfuls, but if shown it gives information to other players as it usually means that the declaring player has no additional trumps. This bonus is not multiplied according to the contract.

Petit au bout

When the last trick contains the Petit (1 of trump), 10 points is added to or deducted from the hand score before multiplying. Whether it is added or subtracted depends on which would most benefit the side taking the trick with the Petit au bout (One at the End). Usually, when one side (taker or defenders) makes Petit au bout but the other side was successful in either making or breaking contract, the bonus is subtracted; when one side is successful in the contract and also makes Petit au bout, the bonus is added. If the side attempting the Petit au bout wins all the tricks, the player gets the petit au bout bonus if the Petit was played at the second to last trick (and won the trick) and the Fool was played at the last trick. This bonus is multiplied according to the contract; if the contract is Guard Without, the gain or loss for a single hand score is adjusted by 40 points one way or the other.

Chelem

To Slam (in French, chelem) is to take every trick in the round. "Announced" Slam (made while bidding in the auction) gains 400 points if made. It grants the taker the right (and obligation) to start the first trick. Otherwise, a non-announced Slam made by either the taker or the defenders gains 200 points. Failure to fulfill a pre-declared Slam costs the announcer 200 points. This bonus is not multiplied according to the contract.

Petit Slam

"Petit Slam" is a bid to take every trick but three. It is, like the misère, unofficial. An unannounced Petit Slam is worth 150 points, while an announced slam can gain the taker 300 points or lose them 150 if they make or miss.

Variants

Petit imprenable

In Petit imprenable ("untouchable Petit"), a player who has no trump except the Petit can still play, but the Petit is played like the Fool; if it does not take the trick, it is given back to its owner in exchange for a half-point card.

Petit sec

In Petit sec ("dry Petit"), a player who has the Petit but no other trump nor the Fool must announce this; the hand is voided and this round will be redealt by the next dealer. [15] Common house rules also allow a player to declare a maldonne if their hand has no trumps, or fewer than a given number of combined trumps and face cards.

Three-player variant

The dog consists of six cards, each hand of 24 cards, dealt in packets of three. 13 trumps are needed for a single handful, 15 for a double handful, 18 for a triple.

Five-player variant

The dog consists of three cards, each hand of 15 cards, dealt in packets of three. 8 trumps are needed for a single handful, 10 for a double, 13 for a triple. Before calling the dog and scoring the three cards, the taker calls the King of any suit. Whoever has that King becomes the taker's partner, and plays with the taker against the other players. If the taker has all four kings, a queen must be called. If the taker has all four kings and all four queens, a knight must be called. A taker with all kings, queens and knights must play alone.

In the Austrian tarot game of Königrufen, this king-calling mechanism is used so that four-player play two against two.

The King is called before anything is done with the dog; therefore, the taker may call a King that is in the dog. In this case, the taker plays alone; having effectively called him- or herself as partner if the dog's cards are to be integrated into the hand, and in any case no other player has that King in hand.

In scoring, the taker's partner gets one "hand score" added to or deducted if the taker makes or misses the contract. So, if taker beats the target score, each defender loses the hand score, the partner gains the hand score, and the taker gets twice the hand score. If the taker misses, the gains and losses are reversed.

Higher Garde Contre

A popular variant is setting the multiplier for the Garde Contre to 8 instead of 6.

Parole bid

In some social games, and in order to avoid abandoned deals and the redistribution of cards, it is possible to have a bid of Parole: the player does not commit to a contract but reserves judgment until a second round of bidding. Depending on the variants, this allows you to freely choose a bid from Prise to Garde Contre, or just a Prise. This variant is not accepted in tournaments.

Pousse contract

In some regions, there is a Pousse between the Petite and the Garde. Instead of having multipliers, the contracts are then worth fixed amounts of 10, 20, 40, 80 or 160 points. In this case, the single Prise is called the Petite (the player says in this case "Petite"). In this variant the player does not say "I" in the other bids, simply saying "garde" or "pousse" for example. When a player has made a bid and another player outbids, the first player can in turn outbid or leave i.e. it is bidding with immediate hold.

Strategy

Special hands
TermEnglishDefinition
Coupe franchevoidHaving no card in a particular suit
SinglettesingletonHaving one card in a particular suit
Demi-coupe
Fausse coupe
FilanteBeing long in a suitHaving many cards in a particular suit.
Longue
Allonge

Evaluating one's hand

As a guide to bidding, a player can reckon points for various features of the cards held, judging the bid according to the total number of points.

FeaturePts
The oudlersthe 2110
the fool8
the petitwith 1-3 trumps0
with 4 trumps5
with 5 trumps7
with 6+ trumps9
The trumpsfor each trump (oudlers included) unless there are less than 4 of them2
for each major trump (16 to 21)2
for each major trump in a sequence, e.g. 20,21 = 2 points or 16,17,18 = 3 points1
The major suited cardsking and queen of the same suit10
a king without queen6
a queen without king3
a knight2
a jack1
The suits5 cards of the same suit5
6 cards of the same suit7
7+ cards of the same suit9
For garde sans or garde contreno card of a suit6
only one card of a suit3

Each range of point totals suggests a different bid:

less than 40 points: Passe (no bid)
40 to 55 points: Prise
56 to 70 points: Garde
71 to 80 points: Garde Sans
80+ points: Garde Contre

Getting the Petit

It is essential to try to get the Petit if one can. In a 5-player game, if the taker has the 21 of trump, it should always be played so the partner can secure the Petit if held. A taker with many trumps may embark on a chasse au petit (Petit hunt), trying to play trumps so that the Petit owner has no choice but to give it away.

Observation

Every player should know which suits have been played, and which are still to be played. It is useful to count how many trumps, and what kings, have been played.

Statistics

Distribution of suits

The following table shows the maximum number of suits and trumps for a Defender for 4 players.

Number of cards of a suit the Taker doesn't have
45678910111213141516
266.7%37.0%12.4%
329.6%49.4%57.6%48.0%25.6%8.5%
43.7%12.3%24.7%38.4%48.0%48.0%37.3%19.5%6.5%
51.2%4.9%11.5%20.5%30.7%39.7%43.8%40.7%30.5%15.8%5.3%
60.4%1.9%5.1%10.2%17.1%25.0%32.9%38.4%39.5%35.2%25.8%
70.1%1.7%2.2%4.9%8.9%14.3%20.7%27.3%33.1%36.4%
80.3%0.9%2.2%4.5%7.7%12.2%17.1%22.8%
90.1%0.4%1.0%2.2%4.0%6.6%10.2%
100.1%0.4%1.0%2.0%3.6%
110.1%0.2%0.5%1.0%
120.1%0.2%

Example: Suppose the taker has 8 hearts, thus the Defenders have 6 hearts. In 5.3% of the cases, one Defender has 5 or more hearts. Notice that the sum from any column is 100%. If the taker has 9 trumps, thus the Defense has 12 trumps. There is a 1.1% probability that one Defender has 9 or more trumps.

Dog's cards

This applies to 4 players and 6-card dog.

Number of missing cards from a particular suit
12345678910111213141516171819
090.0%80.8%72.5%64.9%57.9%51.6%45.9%40.7%36.0%31.3%27.9%24.5%21.4%18.7%16.3%14.1%12.1%10.4%8.9%
110.0%18.3%25.1%30.5%34.7%37.9%40.1%41.5%42.2%42.3%41.9%41.0%39.8%38.3%36.6%34.7%32.7%30.7%28.5%
20.9%2.4%4.4%6.8%9.5%12.3%15.1%18.0%20.7%23.3%25.7%27.8%29.7%31.2%32.5%33.5%34.3%34.7%
30.0%0.2%0.5%1.0%1.6%2.5%3.5%4.7%6.1%7.6%9.3%11.0%12.9%14.8%16.9%18.9%20.8%
40.0%0.0%0.0%0.1%0.2%0.3%0.5%0.8%1.1%1.5%2.1%2.7%3.5%4.3%5.3%6.4%
50.0%0.0%0.0%0.0%0.0%0.0%0.0%0.1%0.1%0.2%0.3%0.4%0.5%0.6%0.9%
60.0%0.0%0.0%0.0%0.0%0.0%0.0%0.0%0.0%0.01%0.02%0.03%0.04%0.06%

Example: Albert is the taker and has no queen; he thus has a 30.5% chance of getting a queen in the dog, 4.4% of two queens. If Florence is the taker and has 8 diamonds, there are 14-8=6 diamonds left, so she has a 51.6% chance of not getting any diamond in the dog at all. If Bertrand is the taker and has 7 trumps, there are 21-7=14 trumps left, so he has a 43% chance of getting 2 or more trumps.

Signals

The Fédération Française de Tarot has developed a system of conventional leads that lets partners communicate the value and number of the cards in hand. An outline of the system follows.

At the outset (indicated by 1 card)

A card from Ace to 5 signals that the player holds a major honour (King-Queen).
A card higher than the 5 signals that the player does not hold such an honour.
An odd trump signals possession of at least 7 trumps, and requests that partner play trumps.
An even trump played at the beginning of part announces possession of fewer than 7 trumps.

With the Supply (indicated by 2 cards)

Order going down: behavior 5th in the suit invites to play trump (attention not to have the Petit in hand).
The Excuse on starts attacker with the first or with the second turn promises the behavior
Two cards of the same suit played in descending order signal that the player held a doubleton in this suit. The player's partner is implicitly expected to continue playing this suit so that the player can overtrump.

When a player indicates the strength of his or her hand by playing a king or an odd trump, it imposes a line of play to which the partners are duty bound to adhere.

Excuse at the first round of trumps: Player demands an end to trumps.

Related Research Articles

<span class="mw-page-title-main">Trick-taking game</span> Type of card game

A trick-taking game is a card or tile-based game in which play of a hand centers on a series of finite rounds or units of play, called tricks, which are each evaluated to determine a winner or taker of that trick. The object of such games then may be closely tied to the number of tricks taken, as in plain-trick games such as contract bridge, whist, and spades, or to the value of the cards contained in taken tricks, as in point-trick games such as pinochle, the tarot family, briscola, and most evasion games like hearts. Trick-and-draw games are trick-taking games in which the players can fill up their hands after each trick. In most variants, players are free to play any card into a trick in the first phase of the game, but must follow suit as soon as the stock is depleted. Trick-avoidance games like reversis or polignac are those in which the aim is to avoid taking some or all tricks.

<span class="mw-page-title-main">Tarocchini</span> Tarot card games popular in northeast Italy

Tarocchini are point trick-taking tarot card games popular in Bologna, capital city of the Emilia-Romagna region of Italy and has been confined mostly to this area. They are the diminutive form of tarocchi, referring to the reduction of the Bolognese pack from 78 to 62 cards, which probably occurred in the early 16th century.

<span class="mw-page-title-main">Spades (card game)</span> Card game

Spades is a trick-taking card game devised in the United States in the 1930s. It can be played as either a partnership or solo/"cutthroat" game. The object is to take the number of tricks that were bid before play of the hand began. Spades is a descendant of the Whist family of card games, which also includes Bridge, Hearts, and Oh Hell. Its major difference as compared to other Whist variants is that, instead of trump being decided by the highest bidder or at random, the Spade suit always trumps, hence the name.

<span class="mw-page-title-main">Belote</span> Card game

Belote is a 32-card, trick-taking, Ace-Ten game played primarily in France and certain European countries, namely Armenia, Bulgaria, Croatia, Cyprus, Georgia, Greece, Luxembourg, Moldova, North Macedonia, Bosnia and Herzegovina and also in Saudi Arabia. It is one of the most popular card games in those countries, and the national card game of France, both casually and in gambling. It appeared around 1900 in France, and is a close relative of both Klaberjass and Klaverjas. Closely related games are played throughout the world. Definitive rules of the game were first published in French in 1921.

Minchiate is an early 16th-century card game, originating in Florence, Italy. It is no longer widely played. Minchiate can also refer to the special deck of 97 playing cards used in the game. The deck is closely related to the tarot cards, but contains an expanded suit of trumps. The game was similar to but more complex than tarocchi. The minchiate represents a Florentine variant on the original game.

<span class="mw-page-title-main">Trump (card games)</span> Playing card with an elevated rank

A trump is a playing card which is elevated above its usual rank in trick-taking games. Typically an entire suit is nominated as a trump suit; these cards then outrank all cards of plain (non-trump) suits. In other contexts the terms trump card or to trump refers to any sort of action, authority or policy which automatically prevails over all others.

<span class="mw-page-title-main">Troccas</span> Tarot card game

Troccas is a member of the Tarot family of card games. It is a four player game played in the Romansh speaking part of the canton Grisons of Switzerland. It is not known exactly how this game entered Switzerland but it is generally thought to have arrived from Italy during the 17th century.

<span class="mw-page-title-main">Cego</span> Tarot card game

Cego is a Tarot card game for three or four players played mainly in and around the Black Forest region of Germany. It was probably derived from the three-player Badenese game of Dreierles when soldiers deployed from the Iberian Peninsula during the Napoleonic Wars and, based on a Spanish game they had encountered, introduced Cego's distinctive feature: a concealed hand, or blind. Cego has experienced a revival in recent years, being seen as part of the culture of the Black Forest and surrounding region. It has been called the national game of Baden and described as a "family classic".

<span class="mw-page-title-main">Troggu</span> Card game

Troggu is a member of the tarot family of card games. Synonyms for the game's name are: Trogga, Tappu and Tappä. It is played in the area of Visp, Switzerland, in Upper Wallis, especially in St. Niklaus and Grächen. After Troccas, it is the second most played tarot card game in Switzerland.

Smear is a North-American trick-taking card game of the All Fours group, and a variant of Pitch (Setback). Several slightly different versions are played in Michigan, Minnesota, Northern and Central Iowa, Wisconsin and also in Ontario, Canada.

<span class="mw-page-title-main">Glossary of card game terms</span> List of definitions of terms and jargon used in card games

The following is a glossary of terms used in card games. Besides the terms listed here, there are thousands of common and uncommon slang terms. Terms in this glossary should not be game-specific, but apply to a wide range of card games played with non-proprietary packs. It should not include terms solely related to casino or banking games. For glossaries that relate primarily to one game or family of similar games, see Game-specific glossaries.

<span class="mw-page-title-main">Tarot card games</span> Card games played with tarot decks

Tarot games are card games played with tarot packs designed for card play and which have a permanent trump suit alongside the usual four card suits. The games and packs which English-speakers call by the French name Tarot are called Tarocchi in the original Italian, Tarock in German and similar words in other languages.

<span class="mw-page-title-main">Scarto</span> Tarot card game

Scarto is a three player trick-taking tarot card game from Piedmont, Italy. It is a simple tarot game which can serve as an introduction to more complex tarot games. The name comes from the discarded cards that were exchanged with the stock, which is also the origin of the name for the Skat card game.

<span class="mw-page-title-main">Tapp Tarock</span>

Tapp Tarock, also called Viennese Tappen, Tappen or Tapper, is a three-player tarot card game which traditionally uses the 54-card Industrie und Glück deck. Before the Anschluss (1938), it was the preferred card game of Viennese coffee houses, for example, the Literatencafés and Café Central. Even today Tapp Tarock is played sporadically. The exact date when it appeared is not possible to identify; some sources suggest it may have been developed in Austria in the early 19th century, but its mention in caricature operas in 1800 and 1806 suggest it was well known even by then and must have arisen in the late 18th century. The oldest description of the actual rules is dated to 1821. Tapp Tarock is considered a good entry level game before players attempt more complex Tarock forms like Cego, Illustrated Tarock or Königrufen.

<span class="mw-page-title-main">The Fool (tarot card)</span> Major Arcanum

The Fool is one of the 78 cards in a tarot deck. In tarot card reading, it is one of the 22 Major Arcana, sometimes numbered as 0 or XXII. However, in decks designed for playing traditional tarot card games, it is typically unnumbered, as it is not one of the 21 trump cards and instead serves a unique purpose by itself.

<span class="mw-page-title-main">Bauerntarock</span> Card game

Bauerntarock also called Brixentaler Bauerntarock or Brixental Tarock, is a point-trick card game played in the Brixental, Austria. It may have originated in the 19th century either as an adaptation of 54-card Tapp Tarock onto the cheaper and smaller 36-card German pack. Another possibility is that it was adapted from the 78-card Grosstarock or Taroc l'Hombre game as the ratio of trumps to non-trumps is almost the same. It uses the Skat Schedule found in popular regional games such as Jass and Schafkopf. It is closely related to Bavarian Tarock, German Tarok, Württemberg Tarock and especially Dobbm. Like Bavarian Tarock and Tapp, Brixental Bauerntarock and Dobbm do not belong to the true tarot games, but have adopted rules from Tapp Tarock. The most fundamental difference between these games and true tarot games is in the use of German or French decks instead of true Tarot playing cards.

<span class="mw-page-title-main">Trull (cards)</span> The Trull cards (The Fool, the Pagat and the Mond) treated specially in many tarot games

The trull is a trio of three special trump cards used in tarock games in Austria and other countries that have a much higher card value than the other trumps. The individual cards are known as trull cards (Trullstücke). The word trull is derived from the French tous les trois which means "all three".

<span class="mw-page-title-main">Point Tarock</span> Three-player tarot card game

Point Tarock was a three-player tarot card game, played mainly in Austria, which used the 54-card Industrie und Glück deck. It is probably extinct. Furr describes it as being "identical to Tapp but for the addition of a special announcement, allowing a Declarer to capitalize on a very good hand... spicing up the game considerably." Point Tarock is sometimes confused with its close cousin, Illustrated Tarock.

<span class="mw-page-title-main">Droggn</span> Tarock card game for three players

Droggn, sometimes called French Tarock is an extinct card game of the Tarock family for three players that was played in the Stubai valley in Tyrol, Austria until the 1980s. Droggn is originally local dialect for "to play Tarock", but it has become the proper name of this specific Tarock variant. An unusual feature of the game compared with other Tarock games is the use of a 66-card deck and that, until recently, there was no record in the literature of a 66-card game and no current manufacturers of such a deck. The structure of the game strongly indicates that it is descended from the later version of Tarok l'Hombre, a 78-card Tarock game popular in 19th-century Austria and Germany, but with the subsequent addition of two higher bids.

<span class="mw-page-title-main">Dreierles</span> Popular German card game

Dreierles is a three-handed, trick-taking Tarot card game that is popular in the German region of central Baden. It is very old and appears to be a south German cousin of Tapp Tarock, the oldest known 54-card Tarot game. Dreierles is played with Cego cards - the only surviving German Tarot cards still produced. German soldiers fighting with Napoleon almost certainly introduced a Spanish modification to Dreierles that produced Baden's national game of Cego. Its relative simplicity makes it a good introduction to games of the central European Tarot family, usually called Tarock games.

References

  1. Dummett & McLeod 2004, pp. 195–244.
  2. Rockefeller 2016.
  3. 1 2 Depaulis 2004, p. 33.
  4. Depaulis 1984, p. 6.
  5. Daynes 2000, p. 64.
  6. Dummett & McLeod 2004, pp. 4, 17–19.
  7. 1 2 Daynes 2000, p. 6.
  8. McLeod & Geiser 1999, pp. 273/274.
  9. Tarot Hors Ligne - Jeu de Cartes Individuelle at apkpure.com. Retrieved 29 October 2022.
  10. Parlett 1996, p. 300.
  11. Parlett 2008, p. 362.
  12. "1". Réglement FFT (PDF) (in French). Fédération Française de Tarot. p. 4. Archived from the original (PDF) on 2021-11-27. Retrieved 20 January 2022. Un joueur possédant le petit sec (c'est son seul atout et il n'a pas l'excuse) doit obligatoirement l'annoncer, étaler son jeu et annuler la donne avant les enchères. Le voisin de droite du donneur procède à une nouvelle distribution. Si la découverte d'un petit sec chez un joueur (qui ne l'aurait pas signalé) intervient en cours de jeu, la donne est annulée et on passe au donneur suivant.
  13. "Le chien et l'écart". Formation (in French). Fédération Française de Tarot. Archived from the original on 11 February 2019. Retrieved 2008-08-23.
  14. Féderation Français de Tarot, Réglement Officiel du Tarot, France Cartes
  15. "Le petit sec". La distribution (in French). Fédération Française de Tarot. Archived from the original on 2011-07-20. Retrieved 2010-11-25.

Footnotes

  1. On page 6, Depaulis gives 1516 in Ferrara as the first occurrence. Since then, the same author has discovered an earlier example of the word Tarot in 1505 in Avignon.
  2. In 1781, Antoine Court de Gébelin wrote in his Monde primitif analysé et comparé avec le monde moderne that Tarot was "a game unknown it is true, in Paris, but very well known in Italy, in Germany, and even in Provence".

Bibliography