Tarot Game

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Tarot Game

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All the other cards are attributed no score; for example, the card of Strength assigns no points; neither do the 6 of Wands, or the Ace of Cups.

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Insights on the Tarot. The Basic Rules At the beginning of the game, all the cards are dealt to the various players so that each player holds an equal number of cards in their hand.

The players must always play the same suit as the first card played in any hand if possible. Other than these rules, the player can play the card they want to play.

Cards that Win the Trick The Triumphs are the highest cards and beat all the other cards, including the court cards kings, queens, knights, and pages.

Who Wins The victory goes to the player or the team that has scored the most points — considering the cards won and the number of tricks taken —.

The score is calculated as follows: 1 point for every trick won. The 4-player variant is usually considered the most challenging and is the one played in competitions.

The following rules are for 4 players. 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. A card may be dealt to the dog at any time, but the dealer may not:. 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.

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. 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.

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 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.

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.

Thus, calculation of the hand score is expressed by the formula. 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. 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.

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 , thus it balances out.

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.

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. 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 points. Failure to fulfill a pre-declared Slam costs the announcer points.

An unannounced Petit Slam is worth points, while an announced slam can gain the taker points or lose them if they make or miss. 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. The dog consists of three cards, each hand of 15 cards, dealt in packets of three.

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.

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3 Gedanken zu „Tarot Game

  1. Zulkigrel Antworten

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