Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
played card, then adds it to his own pile of winnings, where it stays
for the rest of the deal. It is legal, if pointless, to lead it to a trick. In
this case, any card may be played second, and the third player must
fol ow suit to that.
Score At end of play, everyone sorts through their won cards and
reckons their values in batches of three at a time. The counting
cards and their values are:
The Angel (20) 5 Each King
5
The Bagatto (1) 5 Each Queen 4
The Fool
4 Each Cavalier 3
Each Jack
2
A batch of three counters scores 2 less than the total value of its
individual counters. Two counters and a blank score 1 less than the
two counters together. One counter and two blanks score just the
value of the counter, and three blanks score exactly 1 point.
Whoever played the Fool counts 4 for it without including it in a
batch. Whoever won the trick to which the Fool was played wil
have two odd cards left over. He counts these exactly as though they
were three, the third being a non-counter.
No mat er how the cards are batched in threes, the total of points
distributed between the three players wil always be 78. Since the
average score is 26, each player counts towards game the dif erence
between 26 and the points he took. Thus, if the counters divide 30,
27, 21, the respective scores are +4, +1, and –5.
27, 21, the respective scores are +4, +1, and –5.
The player with the lowest score after three deals pays a smal
stake to each of the others.
The scoring is typical of Tarot games. There are two ways of simplifying it.
One is to try to make all batches of three contain at least two blanks, as these give the simplest scores, namely, 1 point or the value of the single counter. The other is to assume a notional value of 1 point per blank, in which case any three cards count 2 less than their total face value. For example: Angel, Cavalier, Ten counts (5 + 3 + 0) – (1) = 7 by the first method, and (5 + 3 + 1) – (2) = 7
by the second.
Notes on play Al Tarot games are deep and subtle, and an ounce of
play is worth a pound of book. Suf ice here to say that the dealer
wil use the discard to bury a vulnerable counter, or to create a void
suit: and, since he has this advantage, the other two may find it
mutual y profitable to play to some extent as if they were partners
against a soloist. Much of the interest centres on saving or capturing
the Bagat o, as it counts 5 points and is vulnerable because it is the
lowest trump. If the dealer has it, he cannot (by law) save it by
put ing it in his discards, unless it is the only trump he holds. One
of his aims in voiding a suit as soon as possible wil be to enable
him to win the trick with the Bagat o when that suit is led.
Conversely, this is one good reason for his opponents not to lead a
King until they have discovered, by playing lower cards, in which
suit the dealer may have voided himself. A player holding the
Bagat o may, if he holds significantly more than the average of
seven trumps, try to save it by drawing his opponents’ trumps
whenever possible – either by leading them, or by leading suits in
which they are void, as they are then obliged to trump.
Ottocento (Tarocco Bolognese, Tarocchino)
4 players (2 × 2), 62 cards
In 1725, however, it came to the notice of the Papal authorities
In 1725, however, it came to the notice of the Papal authorities
that the citizens of Bologna were playing with a pack of cards
containing the figures of the Pope, Emperor, Empress and Popess:
duly scandalised, they ordered theseto be replaced by others. They
were henceforward replaced by four Moors, royal figures of a
vaguely Eastern appearance
Michael Dummet , Twelve Tarot Games (London, 1980)
This remarkable Tarot game has remained popular in and around
Bologna for some five centuries. It lacks bidding, but boasts, besides
an unusual range of scorable card combinations, the rare feature of
scoring for card combinations contained in individual tricks, and a
distinctively shortened pack, causing it once to be known by the
diminutive title ‘Tarocchino’. The 62-card pack is easily obtainable
in Bologna, or from specialist card suppliers. If necessary, you can
use a stripped-down Tarot de Marseil e or Tarocco Piemontese,
making the appropriate substitutions in trumps. But this is
recommended only as a last resort, as the individuality of the
Bolognese cards is one of its chief at ractions. If the game seems
complicated, take heart from Professor Dummet ’s assurance that it
has been considerably simplified since the eighteenth century.
Players Four play in fixed partnerships. Play goes to the right.
Object To score points for (a) card combinations declared from
individual hands as dealt, (b) card combinations that can be made
from cards captured in tricks by each partnership, (c) individual
counting-cards captured in tricks by each partnership, and (d)
winning the last trick. The target score is 800 points, whence the
name of the game.
Cards The Tarocco Bolognese contains 62 cards: 21 trumps; a card
cal ed the Mat o, which belongs to no suit; and ten each of swords,
batons, cups and coins. The trumps, of which only twelve are
numbered (and somewhat anomalously) rank downwards as
numbered (and somewhat anomalously) rank downwards as
fol ows:
Angelo
Angel
Mondo
World
Sole
Sun
Luna
Moon
16 Stella
Star
15 Saetta
Thunderbolt
14 Diavolo
Devil
13 Morte
Death
12 Traditore
Traitor
11 Vecchio
Old Man
10 Ruota or Roda
Wheel
9 Forza
Strength
8 Giustitia
Justice
7 Temperanza or Tempra Temperance
6 Carro
Chariot
5 Amore
Love
Mori (×4)
Moors (four, all equal in rank)
Bègato or Bagattino
the lowest trump
The Angel, World, Bègato and Mat o are cal ed tarocchi. The
Mat o is not a trump and has no ranking order. Plain suits rank
downwards as fol ows:
in swords ( ) and batons ( ):
King, Queen, Knight, Jack, 10, 9, 8, 7, 6, Ace
in cups ( ) and coins ( ):
King, Queen, Knight, Jack, Ace, 6, 7, 8, 9, 10
Tarocchi and court cards when captured in tricks count as
Tarocchi and court cards when captured in tricks count as
fol ows:
Tarocchi 5each
Kings
5each
Queens 4each
Knights 3each
Jacks
2each
Deal The dealer shuf les and his left-hand opponent cuts. Deal
fifteen cards each in batches of five. The last two cards go to the
dealer, who then reduces his hand to 15 by making any two
discards – other than 5-point cards – face down. At end of play
these wil count to his side as if won in tricks.
Declarations During the first trick, players may declare and score for
certain card combinations. Declarations are not compulsory, nor
need they be made in ful – for example, you may declare a
sequence of four when actual y holding five – but, of course, you
score only for what you declare. Each in turn makes any such
declarations by placing al the relevant cards face up on the table
immediately before playing his card to the first trick, and then
returning them to hand. The dealer may not use any discards in
combinations.
If either side reaches 800 from points scored for declarations, the
game ends with no further play.
The combinations and their scores are:
1. Cricche. A cricca is three or four cards of the same kind,
namely:
cards
three four
Tarocchi 18 36
Kings
17 34
Queens 14 28
Knights 13 26
Jacks
12 24
If three or more dif erent cricche are scored simultaneously by the
same player, their total score is doubled.
2. Sequences. Combinations of three or more cards score a basic
10 points, plus 5 points for each card in excess of three. A single
gap in a sequence may (with some restriction) be plugged by the
use of the Mat o or Bègato as a wild card (contatore). Each wild
card held can be used in every sequence – that is, its use in one
sequence does not preclude its use in another. If either or both is
held but not used wild, they may be added to the sequence to
increase its length and hence its score.
Trump sequence (grande). The minimum trump sequence consists