A trick-taking game of the European tarot card game family | |
The 3 oudlers of the French Tarot Nouveau, circa 1910 | |
Origin | French |
---|---|
Alternative names | Tarot, Jeu de tarot |
Type | Trick-taking |
Players | 4 Variants for 3 or 5 players |
Skills required | Card Counting, Tactics, Strategy |
Age range | 12 and up |
Cards | 78 |
Deck | Tarot Nouveau |
Play | Counter-clockwise |
Card rank (highest first) | Trump suit 21–1, Excuse R D C V 10–1 |
Playing time | 15 minutes per hand |
Random chance | Moderate |
Related games | |
Droggn |
The French game of tarot, also jeu de 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 known in French-speaking Canada.
France is one of the first two countries outside of Italy to start playing tarot, the other being Switzerland. Historically, the tarot card game was played with the Italian suited Tarot of Marseilles deck [1] which lacked reversible face cards and trumps and corner indices. For ease of play, a deck style known as the " Tarot Nouveau " or "Bourgeois Tarot" is used in the modern times. This deck, which began to appear around the late 19th century, uses French suits and replaces the traditional Renaissance allegorical images of the atouts with depictions of typical fin de siècle genre scenes of French life and leisure.
In English, the game is referred to as the French tarot. This is done 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 over-trumping rule.
Tarot became the second-most popular card game in France since the latter part of the 20th century, trailing only the Belote. Part of the reason why the French tarot game persisted is the fact that the rules have been very consistent wherever the game is played. [2]
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. [3] However, it is important to note that details of gameplay outside of officially sanctioned tournaments may vary from circle to circle so that the known rules and terminologies are more typical than definitive. [4]
The game of tarot is played using a 78-card tarot deck. This deck is composed of:
Three cards known as oudlers ("honors") 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 fulfill 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).
As an aside, the trumps and Fool can be removed to yield a 56-card deck very similar to a 52-card French deck but with the additional Cavalier (knight, lit. horseman) court card in each suit. This deck configuration, plus the Fool, was copied using culture-neutral card designs and values to create the deck for the Rook game.
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 his or her score pile.
Two common exceptions to the above behaviors are seen when the Excuse is played on 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.
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.
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 (counterclockwise) for each subsequent deal.
The player at the left of the dealer cuts the deck. The dealer then deals out the entire deck, counter-clockwise, starting with the player on their right. 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 center 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 possible permutation and the dealer is free to invent his own 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.
A player in possession of the Petit (1 of trump) but neither any other trump nor the Fool must announce this fact; the hand is voided and this round will be redealt by the next dealer. [5] 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.
The players look at the cards they have been dealt, and an auction begins, starting from the player to the right of the dealer, as all action proceeds counter-clockwise. 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; they must try to meet the contract while all other players form the "defense" and attempt to prevent the taker from doing so.
The level of player's bid is based on the strength of their 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 of the current dealer.
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. [6] 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.
The player to the right of the dealer leads the first trick, and the play proceeds counter-clockwise, with every player playing a card from his hand 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 (play a card of that same suit, if they have one). If the first card played in a trick is the Fool, the required suit to follow is determined by the following card. If a player cannot follow suit, he must play a trump card if able, and additionally, the player is compelled to play a higher trump than any existing trump in the trick if he is 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. If a player cannot follow suit or trump, he may play any card to the trick, however any card they play in such a situation cannot win the trick.
If the trick is led with a trump, all other players 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 his score pile, nor is he permitted to look through it except as necessary to find a half-point card to replace the Fool.
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 his 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.
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:
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:
The number of points the taker needs depends on how many of the oudlers (Excuse, Petit, 21 of trumps) are among his won tricks.
There are 91 points to be taken in a round, so if the taker has:
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
where:
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. [7]
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:
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.
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 for any one player to be dealt a hand he is willing to bid on; this leads to multiple redeals before a hand is actually played.
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.
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.
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 defense) 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.
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 defense 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" 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.
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In Untouchable One Of Trumps variant, the 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.
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.
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 his three cards, the taker calls the King of any suit. Whoever has that King becomes the taker's partner, and plays with him against the other players. If the taker has all four kings, he calls a queen. If the taker has all four kings and all four queens, he calls a knight. The taker must play alone if he has all kings, queens and knights.
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; he has technically called himself 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 taken from his score if the taker makes or misses his 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 he misses, the gains and losses are reversed.
In this variant, there is no score multiplier but the base score (25) is variable:
Another popular variant is setting the multiplier for the Garde Contre to 8 instead of 6.
A simple way to keep score, and to gamble in tarot, utilizes a number of poker chips or similar tokens. The bid levels correspond to 1, 2, 4, and 6/8 chips or units. Each player bids or raises by increasing the number of chips, similar to Poker but without the option of folding. Each player's wager remains in front of him, and the taker adds an extra matching stack for each defender. If the taker wins, he gets all the chips on the table. If the taker loses, the defenders divide the chips evenly.
Rules on what happens when someone runs out of chips or cannot cover the current wager vary. Most often the player who is short cannot win more than was wagered; if the taker is short and wins, he only wins an equal stack from each defender. If he loses, the defenders split his chips as evenly as possible. If a defender is short, the taker can only win, and must only cover, the amount the defender has remaining. The game may end when someone runs out, in which case the person with the most chips wins. Alternatively, play may continue, with the chip values of each bid level increased. The player who has run out must still play, and may or may not be able to win chips by helping to set the taker.
Term | English | Definition |
---|---|---|
Coupe franche | void | Having no card in a particular suit |
Singlette | singleton | Having one card in a particular suit |
Demi-coupe | ||
Fausse coupe | ||
Filante | Being long in a suit | Having many cards in a particular suit. |
Longue |
As a guide to bidding, a player can award points for various features of his hand, judging his bid according to the total number of points.
Feature | Pts | ||
---|---|---|---|
The oudlers | the 21 | 10 | |
the fool | 8 | ||
the petit | with 1-3 trumps | 0 | |
with 4 trumps | 5 | ||
with 5 trumps | 7 | ||
with 6+ trumps | 9 | ||
The trumps | for each trump (oudlers included) unless there are less than 4 of them | 2 | |
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 points | 1 | ||
The major suited cards | king and queen of the same suit | 10 | |
a king without queen | 6 | ||
a queen without king | 3 | ||
a knight | 2 | ||
a jack | 1 | ||
The suits | 5 cards of the same suit | 5 | |
6 cards of the same suit | 7 | ||
7+ cards of the same suit | 9 | ||
For garde sans or garde contre | no card of a suit | 6 | |
only one card of a suit | 3 |
Each range of point totals suggests a different bid:
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, he shall always play it so his partner can secure the Petit if he's got it. If the taker has many trumps, he can perform a chasse au petit (Petit hunt), trying to play his trumps so that the Petit owner has no choice but to give it away.
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.
The following table shows the maximum number of suits and trumps for a Defender for 4 players.
4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | |
2 | 66.7% | 37.0% | 12.4% | ||||||||||
3 | 29.6% | 49.4% | 57.6% | 48.0% | 25.6% | 8.5% | |||||||
4 | 3.7% | 12.3% | 24.7% | 38.4% | 48.0% | 48.0% | 37.3% | 19.5% | 6.5% | ||||
5 | 1.2% | 4.9% | 11.5% | 20.5% | 30.7% | 39.7% | 43.8% | 40.7% | 30.5% | 15.8% | 5.3% | ||
6 | 0.4% | 1.9% | 5.1% | 10.2% | 17.1% | 25.0% | 32.9% | 38.4% | 39.5% | 35.2% | 25.8% | ||
7 | 0.1% | 1.7% | 2.2% | 4.9% | 8.9% | 14.3% | 20.7% | 27.3% | 33.1% | 36.4% | |||
8 | 0.3% | 0.9% | 2.2% | 4.5% | 7.7% | 12.2% | 17.1% | 22.8% | |||||
9 | 0.1% | 0.4% | 1.0% | 2.2% | 4.0% | 6.6% | 10.2% | ||||||
10 | 0.1% | 0.4% | 1.0% | 2.0% | 3.6% | ||||||||
11 | 0.1% | 0.2% | 0.5% | 1.0% | |||||||||
12 | 0.1% | 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.
This applies to 4 players and 6-card dog.
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | |
0 | 90.0% | 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% |
1 | 10.0% | 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% |
2 | 0.9% | 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% | |
3 | 0.0% | 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% | ||
4 | 0.0% | 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% | |||
5 | 0.0% | 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% | ||||
6 | 0.0% | 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: If the taker has no queen, he has a 30.5% chance of getting a queen in the dog, 4.4% of two queens. If the taker has 8 diamonds, thus there are 14-8=6 diamonds left, he has a 51.6% chance of not getting any diamond in the kitty at all. If the taker has 7 trumps, thus there are 21-7=14 trumps left, he has a 43% chance of getting 2 or more trumps.
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)
With the Supply (indicated by 2 cards)
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.
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 Whist, Contract bridge, Spades, Napoleon, Euchre, Rowboat, Clubs and Spoil Five, or to the value of the cards contained in taken tricks, as in point-trick games such as Pinochle, the Tarot family, Mariage, Rook, All Fours, Manille, Briscola, and most evasion games like Hearts. The domino game Texas 42 is an example of a trick-taking game that is not a card game. 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.
Tarocchini are point trick-taking tarot card games popular in the Bologna 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.
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.
Pedreaux is an American trick-taking card game of the All Fours family based on Auction Pitch. Its most popular variant is known as Cinch, Double Pedro or High Five. Developed in Denver, Colorado, in the 1880s, it was soon regarded as the most important member of the All Fours family. Although it went out of fashion with the rise of Auction Bridge, it is still widely played on the western coast of the United States and in its southern states, being the dominant game in some locations in Louisiana. Forms of the game have been reported from Nicaragua, the Azores, Italy and Finland. The game is primarily played by four players in fixed partnerships, but can also be played by 2–6 individual players.
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.
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 can refer to any sort of action, authority, or policy which automatically prevails over all others.
Troccas is a member of the Tarot family of card games. It is 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.
Cego or Baden Tarock, also called Ceco, is a tarot card game played mainly in the Upper Rhine valley, the Black Forest, the adjacent Baar lowland and around Lake Constance in Switzerland and Austria. The game is similar to Königrufen and Tapp-Tarock. It is distinguished by a large skat, or talon, called "the Blind".
Troggu is a member of the tarot family of card games. Synonyms for the games 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 the Upper Peninsula of Michigan, Minnesota, Northern and Central Iowa, Wisconsin and also in Ontario, Canada.
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 apply to a wide range of card games. For glossaries that are specific to one game, see Game-specific glossaries.
Tarot games are card games played with tarot decks, that is, decks with numbered persistent trumps parallel to the suit cards. The games and decks which English-speakers call by the French name Tarot are called Tarocchi in the original Italian, Tarock in German and various similar words in other languages. The basic rules first appeared in the manuscript of Martiano da Tortona, written before 1425. The games are known in many variations, mostly cultural and regional.
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.
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. This is an introductory game for more complex tarock games like Cego or Königrufen. During the interwar period, it was the preferred card game of Viennese coffee houses. Even today Tapp Tarock is played sporadically. The exact date when it appeared is not possible to identify; some sources suggest may have been developed in Austria in the early 19th century, but its mention in a 'caricature opera' in 1806 suggest it was well known even by then and may well have arisen in the late 18th century. The oldest description of the rules is dated to 1821.
The Fool or The Jester is one of the 78 cards in a Tarot deck. In occult tarot, 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.
Bauerntarock also called Brixentaler Bauerntarock, is a point-trick card game played in the Brixental, Austria. It may have originated in the 19th century as an adaptation of the 54-card Tapp Tarock game onto the cheaper and smaller 36-card German deck. Another possibility is that it was adapted from the 78-card Tarok-Ombre 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, 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.
Bavarian Tarock, Haferltarock or, often, just Tarock, is a card game played in Bavaria and several regions of Austria as well as in Berlin. The name is a clue to its origin as an attempt to design a game resembling Tapp Tarock but without using a Tarock pack. The original form of Bavarian Tarock thus incorporated several elements of the true Tarock games, whilst being played with a 36-card German deck. However, during the last century, it has evolved into "quite a fine game" that, however, has less in common with its Tarock progenitor. It is descended from Tapp Tarock via the very similar game of Tapp, played in Württemberg, and is thus related to Bauerntarock, Frog and Dobbm. It should not be confused with Königrufen, also known as Austrian Tarock or just Tarock.
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".
Point Tarock, also known as Illustrated Tapp, is a three-player tarot card game, played mainly in Austria, which uses the 54-card Industrie und Glück deck. 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.
Droggn is an extinct card game from the Austrian branch 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 there is no record in the literature of a 66-card game and no current manufacturers of a 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.