Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
which counts only 3!)
3. If a team announces double game, they cannot score for the
basic game, but can score additional y for volát if they win
every trick. If they lose not only the announcement but the
game as wel , the opponents wil score for the ordinary game
game as wel , the opponents wil score for the ordinary game
as wel as the failed announced double game (5 times the
game in total). If the opponents managed to make their own
double game or even volát, they would score that instead of
the ordinary game, in addition to the failed announced double
game.
4. If a team announces both double game and volát, each of
these bonuses is scored separately, and it is possible to win
the double game but lose the volát. The basic game is not
scored unless the announcing team loses it, in which case the
opponents score for it. (They could even, albeit improbably,
make and score a double game or volát in place of the basic
game.)
5. If a side announces volát but not double game, only the volát
is scored (won or lost). The announcing side cannot score for
game or double game, but if the opponents beat it they can
score for game, double game, or volát, whichever they make.
6. If the game is kontra’d it is always scored. If either side makes
an unannounced double game or volát, that is scored in
addition to the kontra’d game (but not both the double game
and the volát).
7. If the game is kontra’d (or re-kontra’d), and either side
announces double game or volát (or both), the basic game is
scored as wel as the announcements. An unannounced volát
can be scored in addition to a kontra’d game and an
announced double game.
Pagát ultimó (announced) If you announced Pagát ultimó then you
must try to win the last trick with it, and must hold it back for as
long as possible, even if it becomes clear that you can’t win the last
trick. If you fail – whether by losing it to the opponents or to your
partner in the last trick, or by being forced to play it prematurely –
you and your partner each pay 10 points.
Pagat ultimo (not announced) If Pagat is played to the last trick,
and takes it, not having been announced, the winners of that trick
and takes it, not having been announced, the winners of that trick
earn 5 points. If it is played to last trick and is captured by a trump,
then the opponents of the Pagat-player earn 5 points. (Playing
Pagat to the last trick and having it taken by your partner is like
scoring an own goal.)
Catching the XXI This bonus can be won only if the Skiz and the
XXI were dealt to opposite sides, and you succeed in capturing the
XXI with the Skiz (the only card that outranks it). There is no bonus
or penalty if you and your partner play the Skiz and the XXI to the
same trick. If you lose the XXI to the Skiz played by an opponent,
both you and your partner must pay for it, but you are the one who
must don the sil y hat.
Eight or nine tarokks A player who held original y eight or nine
tarokks, but did not announce them, may nevertheless claim the
appropriate payment from his partner (not the opponents) at end
of play. Comments The fol owing notes are based on those of
Mat hew Mac-fadyen.
At any stage during the play of a hand there wil normal y be one
objective much more important than the others. The normal order
of priorities is:
Capture the XXI
Make Pagät ultimo
Make the game
Capture the Pagät so as to make trull
Capture four Kings.
The fact that one may bid only when holding an honour means
that there is often a lot of information about who holds the honours
before any cards have been played. By the time the argument about
the XXI has been resolved it should be clear what might happen
with the Pagat – either someone is keeping it for the end or it has
already been played.
The ideal hand for catching the XXI is the Skiz and a lot of smal
The ideal hand for catching the XXI is the Skiz and a lot of smal
trumps. The at empt depends mostly on the player with the Skiz
playing after the player with the XXI on every trick. This works best
if the Skiz holder is on the victim’s right. The Skiz holder wil try
not to take a trick before the XXI appears, so as not to have to lead.
The player with the XXI wil probably try leading side suits in order
to get the player with the Skiz to trump them. A conspicuous sign
of a player trying to catch the XXI is that they play high trumps
without heading the trick – for example, the XVI I when XIX is led.
This should be taken as a signal to partner to abandon al other
objectives in pursuit of the XXI. If you are partnering someone who
is apparently after the enemy XXI, and you actual y hold it yourself,
play it as soon as possible, so as to al ow normal play to resume.
Don’t bid double game in a solo unless you are almost strong
enough to announce volat. Even in a three bid the talon may
contribute 12 points, so a trick with King, Queen of a suit and two
smal cards would be enough. Normal y if the contract is three or
two you can af ord to lose one trick and stil make double.
As it is extremely dif icult to predict making four Kings, you may
make that announcement more as a general encouragement to your
partner to continue making more realistic announcements, and you
can kontra such an announcement fairly freely.
Cego
3-4 players, 54 Cego cards
Cego has been the national card game of Baden and Hohenzol ern
since the early nineteenth century, and remains extremely popular
in these south-western regions of Germany. It uses a distinctive 54-
card pack produced in two main designs, with animals depicted on
the trumps of one, and domestic scenes on those of the other. (But
the trumps of one, and domestic scenes on those of the other. (But
you can, ifnecessary, substitute a standard Austrian 54-card Tarock
pack, or French Tarots stripped of numerals 1-6 in black and 5-10
in red suits.) Besides the special pack, it dif ers from most Tarot
games in having an extra hand dealt to the centre of the table,
variously known as the Cego, the Tapp, or the Blind (Blinde). Many
bids involve playing with this extra hand, retaining only one or two
of one’s original cards and discarding the rest. This feature
originated in a version of Hombre, and survives in a few other
games, such as Vira. Cego is played with many local variations. The
fol owing description is based on John McLeod’s website account of
games played in Braunlingen in April 1997, at the Gasthaus zum
Lowen, and also with young members of the Braunlingen
Ministranten (the local church).
Players This version is for four, each playing alone. If five play,
each in turn deals and sits that deal out. A version for three is
appended. Play rotates to the right. The player at dealer’s right
(eldest) is cal ed Forehand (Vorhand), as in al German games.
Cards There are 54 cards: twenty-two trumps cal ed Trocke, and
eight cards in each of the four suits clubs (kreuz), spades (schippen,
schip), hearts (herz), diamonds (karo, eckstein, eck).
The highest Trock is cal ed der Gstieβ (or Geiger). It depicts a
musician and is unnumbered, though in ef ect it is No. 22. The
others rank downwards from 21 to 1, and are readily identifiable
by large Arabic numbers in the top centre. No. 1, the lowest, is
cal ed the Lit l’un (der kleine Mann).
Plain-suit cards rank downwards as fol ows:
in black suits , King, Queen, Rider, Jack, 10, 9, 8, 7
in red suits ,
King, Queen, Rider, Jack, 1, 2, 3, 4
Object To win counters in tricks, namely
Gstieβ, Trock 21, Trock 1 5 each
Kings
5 each
Queens
4 each
Riders
3 each
Jacks
2 each
all other cards
1 each
These total 80, but the scoring system reduces this to 70, as
explained later.
Deal Highest cut deals first. The dealer shuf les and the player at his
left cuts. Deal the top ten cards face down to the middle to form the
cego, then a single batch of eleven cards to each player.
The contracts An auction establishes who the soloist is in what kind
of contract. Whoever bids highest plays alone against the other
three players in partnership (the defenders), except only in the
game cal ed Rauber (robbers), where al play for themselves.
There are two types of contract: counter games and special
games.
In counter games, the soloist aims to win at least 36 card-
points for counters won in tricks and contained in the cego.
The various counter games are:
1. Solo. Everyone plays with the cards as dealt. No one may look
at the cego til after the play.
2. Cego. The soloist keeps two cards (usual y high Trocke),
discards the other nine, picks up the ten cego cards, and
final y makes one discard to restore his hand to eleven. None
of these cards are exposed to the defenders.
3. One Card (Eine). The soloist keeps one card (usual y ahigh
Trock), discards the other ten, and replaces them with the
cego to restore his hand to eleven.
4. One Blank (Eine Leere). The soloist keeps one card, which