The tarot is a Card deck practitioner generally with four players, but there exist alternatives for three and five players.

Charts

The play of tarot is played with a Card deck composed of 78 charts of tarot.

See also: Tarot (charts), Charts of tarot

For the play of tarot, assets 21 and 1, or small, as well as the excuse are the three oudlers (or three “ends”). It is around these three charts that all the strategy of the play of tarot is organized.

The principle of the play

Introduction

The tarot is played four players. It can be however played three players with some alternatives in the rules. There exists also an alternative, more ludic, with five players. In this case, the play is distributed between two teams, the taker and one called on the one hand and the defenders on the other hand.

The tarot is at the same time an individual play and a team game. Indeed, during the part, one of the players, called the “taker” or the informant, is opposed to the three others, the “defenders”, who constitute a team (defense). But this association does not last that the time of one gives. At the conclusion of the biddings, the taker commits himself only reaching a certain number of points while playing against his three adversaries. The number of minimal points that the taker must obtain to fill his contract depends on the number of oudlers which it counts in his liftings at the end of gives:

  • without any end , one needs 56 points;
  • with a ends , one needs 51 points;
  • with two ends , one needs 41 points;
  • with three ends , one needs 36 points.

For this reason the three ends constitute the most important charts of the play, and the fact of having some is a considerable advantage. The 21, as a strongest chart, cannot change camp because it is impregnable. The excuse remains in the same camp provided that it is not played in last lifting (except in the event of large slam where it makes it possible to make the last fold), or else it changes camp the small one, is vulnerable for him since all the other assets beat it. This is why this chart is very coveted by the camp which does not have it and which wishes to recover it (what is called “hunting for small”).

Distribution

Before the first distribution, one spreads out the play, hidden side, and each player draws a chart randomly. The smallest chart indicates the donor . In the event of equality between two weaker, one respects the set of priorities between the colors: prick, heart, square, clover. The clover ace is thus the smallest chart. The assets have priority, but the excuse does not count: it is necessary to withdraw in this case a new chart.

The play must be beaten by the player placed opposite the donor. Then the player on the left of the donor must cross while taking or while leaving obligatorily more than three charts.

The donor distributes the charts three by three, in the contrary direction of the needles of a watch. During the distribution, the donor constitutes, chart by chart, a heel of six charts called the “dog”. It is interdict to put the first or the last chart of the package at the dog.

In the event of misdeal, the donor redistributes, but cannot take with this turn.

A chart turned over by the donor at the time of the distribution involves misdeal, if it is of an equipped chart or an asset, the donor redistributes and cannot take.

Any chart turned over by a defender at the time of the distribution involves a new distribution by the same donor. A penalty can be given by the referee the player having collected his charts before the end of the distribution.

The players raise their play only when the distribution is finished. In the event of fault of the donor (misdeal), each player returns his play without looking at it; one avoids regrets and bad mood thus.

The distribution passes in turn in the direction of the play (opposite direction of the needles of a watch: the following donor is that placed on the right current donor).

Biddings

Once the distributed charts, each player takes note of his play. It is not essential to classify its charts before the end of the “biddings” but, for a beginner, a well classified play allows a more precise evaluation.

The player placed on the right of the donor speaks the first. If he says “I pass”, the word passes then to its neighbor of right-hand side. And so on to the donor.

If the four players pass, the neighbor of right-hand side of the donor proceeds to a new distribution. But if a player launches a bidding if it estimates that its play enables him to only play against its three joined together adversaries, it says then “I take” or “Taken”, “I keep”, “I keep without the dog” or “I keep against the dog”. The other players, placed at his line can possibly cover this first bidding by a higher bidding. Each player can speak only once.

The biddings, by order ascending, are:

  • the taken , with an average play which lets hope for only approximately 50  % of chances of success and which is often based on the hope of discovered of a very beautiful dog. Also called small the , it is in the process of disappearance in the tournaments, with the profit of the guard.
  • the guard can be a higher bid after the catch of an adversary. But it is, generally the first bidding, when the taker considers his chances of success much higher at his risks of failure.
  • the guard without the dog , with very a good game, the taker estimates that it can carry out its contract without incorporating the dog in its play, therefore without carrying out “variation”. But the points of the dog are counted to him at the end of gives and constitute for him a certain reserve of safety. Naturally, no player must look at the dog as long as gives it was not played.
  • the guard against the dog , with an exceptional play, the taker is committed carrying out his contract without the assistance of the dog whose points will be taken into account those of defense.

The slam

To make a success of the slam, it is to gain all the liftings during one gives. This situation is extremely rare since it is necessary for that the taker has an exceptional play.

The slam is announced in addition to the contract; the points are counted according to the required contract and a premium (or a penalty) additional sanctions the success (or the failure) of this slam:

  • slam announced and carried out: additional premium of 400 points;
  • slam not announced but carried out: additional premium of 200 points;
  • slam announced but noncarried out: 200 points are deduced from the total.

In the event of advertisement of the slam, cost of right to the taker starts it, whatever the donor. In the event of successful slam, the applicant must obligatorily make all his folds and play the excuse in the last (if it has it). By doing this, it also gains the last fold. Consequently, the small one will be considered with the end if it is led to the last but one fold.

Paradoxically, it happens that defense inflicts a slam with the informant. In this case, each defender receives, in addition to the normal mark, a premium of 200 points.

The dog and the variation

On a catch or a guard, when the biddings are finished, the taker turns over the six charts of the dog so that each one takes note of it. He incorporates them in his play then “draws aside” (its variation) six charts which remain secret during all the part and which will be entered with its liftings.

One can draw aside neither king, nor end; one draws aside from the assets only if that appears essential and by showing them with defense.

When it finished its variation, the taker says “Play” and the variation cannot then any more be modified nor consulted.

  • On a guard without or a guard against, the charts of the dog remain hidden sides.

  • On a guard without, they are placed in front of the taker and will be entered with his liftings.
  • On a guard against, they are placed in front of the player located opposite the taker and will be entered with the liftings of defense.

The handle (10, 13 or 15 assets)

A player having a handle can, if it wishes it, announce it and present it the assets classified in the decreasing order, complete and in only once, right before playing his first chart.
  • With the simple handle (ten assets) corresponds a premium of 20 points.

  • With the double handle (thirteen assets) corresponds a premium of 30 points.
  • With triple handle (fifteen assets) corresponds a premium of 40 points.

These premiums keep the same value whatever the contract. The premium is acquired with the victorious camp of gives.

Examples

  • the informant presents a double handle. If it gains, each defender gives him, in addition to the normal mark, a premium of 30 points. If it loses, it is him which gives this premium to each defender, in addition to the normal mark.

  • a defender presents ten asset. If the informant gains, each defender gives him a premium of 20 points. If the informant loses, each defender receives a premium of 20 points.

The handle must include/understand indeed ten, thirteen or fifteen assets. When a player has eleven, twelve, fourteen, sixteen or seventeen assets, it hides one or two of them of its choice, but by complying with this very important rule: the excuse in the handle implies that the advertiser does not have an other asset.

Small “dryness”

A player having the small one like only asset and not having the excuse must obligatorily announce it, to spread out his play and to cancel gives it before the biddings. One speaks then about small “dryness”.

Course of the liftings

The informant having finished his variation says “Play”. Starts (the first played chart) is carried out by the player placed on the right donor. Then each player plays in his turn, while turning in the opposite direction with that of the needles of a watch. The player having carried out the first lifting starts the following lifting. And so on. The play proceeds then according to the following rules:

  • With the asset, one is obliged to go up on the strongest asset already concerned, even if it belongs to a partner. If there is not a larger asset, an asset of his choice is played.
  • With the color, one is obliged to provide the required color, but not to go up. If there is not any more a color requested, one is obliged to cross. If one must cross, one must go up on the asset most extremely as far as possible.
  • One trues (one plays a chart of his choice) if one has neither chart of the color requested, nor of asset.
  • If the first chart of a lifting is the excuse, it is the following chart which determines the played color.
  • the excuse does not make it possible to carry out a lifting (except in the event of slam), but it remains the property of the camp which holds it. If the adversary gains the lifting where the excuse is, its holder must replace it in the lifting by any other small chart (color or asset) taken in the liftings carried out by his camp
  • If the excuse is placed at the last fold, it is lost by his owner and it is taken by the player who carries out this last fold.
  • In the event of slam successful by a taker having the excuse, this chart played last fold, gains this last fold. (It is the only case where the excuse makes a fold)
  • In the event of slam successful by a taker not having the excuse, this normally played chart remains the property of defense and account for four points.
  • the liftings carried out by defense must be collected by the sitted player opposite the informant.
  • As long as a lifting was not collected, any player can consult the preceding lifting.
  • a player should never play before its turn, nor to even leave a chart its play before its turn did not arrive.

The calculation of the scores

Value of each chart

At the end of the part, one counts the points contained in the liftings of the taker on the one hand, and in those of defense on the other hand. The total of the two calculations must be equal to 91 points.

  • Oudler (or end ) 1,21 or Excuses: 4 ½ points

  • King: 4 ½ points
  • Lady: 3 ½ points
  • Riding: 2 ½ points
  • Servant: 1 ½ not
  • Any other chart: ½ not

It is thus easier to count the charts two by two:

  • 1 oudler + 1 small chart: 5 points

  • 1 king + 1 small chart: 5 points
  • 1 lady + 1 small chart: 4 points
  • 1 rider + 1 small chart: 3 points
  • 1 servant + 1 small chart: 2 points
  • 2 small charts with the color or the asset: 1 point

The players obviously gained the points of advertisement.

The small one “with the end”

If the Small fact part of the last lifting, one says that it is “with the end”. The camp which carries out the last lifting, when this one includes/understands the small one, profits from a premium of 10 points, multipliable according to the contract, whatever the result of gives ( cf the calculation of the scores).

Examples:

  • the informant makes a guard without the dog. A defender takes the small one with the end to him. The informant gives a premium of 10 × 4 = 40 points to each defender. If, in spite of the loss of small, the informant gains his contract, the premium is then deduced from its profits.

  • the informant makes a catch. A defender carries out the last fold with the small one. The informant gives a premium of 10 points to each defender. If the informant gains nevertheless gives it, the premium is deduced from its profits.

Contracts

To gain his contract, the taker must carry out a number of minimal points necessary according to the number of ends which it has in his liftings at the end of the part (in the event of guard without the dog, a possible end with the dog is acquired with the taker). If the number of points is carried out exactly, the contract is “right fact”; if the number of points is higher, the additional points are points of profit; if the number of points is lower, the contract is dropped and the number of missing points corresponds to points of loss.

Any contract arbitrarily being worth 25 points, one adds 25 points with the number of points of profit or loss.

This new total is supplied with a coefficient according to the required contract:

  • in the event of taken , this total is unchanged,
  • in the event of guard , this total is multiplied by 2,
  • in the event of guard without , this total is multiplied by 4,
  • in the event of guard against , this total is multiplied by 6.

Each defender marks the same number of points: into negative if the taker gains, into positive if the taker falls.

The taker marks three times this total, into positive if it gained, into negative if it fell.

The total of the four scores of the taker and each of the three defenders is thus equal to 0.

Examples of mark of points

  • the taker tries a guard, presents a handle of 10 assets. He leads the small one to the end and carries out 49 points by holding two ends. He thus signs from 49 - 41 = 8. 25 (contract) + 8 = 33 multiplied by 2 (Guard) = 66. Handle = 20, and small with end 2 × 10 = 20. That is to say a total of 66 + 20 + 20 = 106. Each defender marks -106 and the taker marks 3 × 106 = +318.

  • the taker gains a guard without 4 points, but the small one is led to the end by defense (25 + 4) × 4 (guard without) = 116 but it is necessary to cut off 40 for the small one with the end. The taker marks +228 and each defender -76.
  • the taker falls a catch of 7 points after having presented a handle of 10 assets, but by leading the small one to the end. Each defender marks 25 + 7 + 20 (handle) - 10 (small with the end) = +42. The taker marks -42 × 3 = -126.
  • the taker gains a guard of 11 points, defense having presented a handle. (25 + 11) × 2 (guard) = 72, plus 20 of handle (paid by defense). Total 92. The taker marks +276 and each defender -92.
  • On a guard, the taker announces and makes a success of the slam, shows a handle of 10 assets and leads the small one to the end. defense preserves the excuse which it had. With 2 ends, the taker carries out 87 points. He gains of 87 - 41 = 46. (46+25) × 2 (guard) + 20 (handle) + 20 (small with the end) + 400 (announced slam) = 582. Each defender marks -582. The taker marks +582 × 3 = +1746.

The tarot with three players

The rule is the same one as for the play with four, but the charts are distributed four by four.

Each player receives twenty-four charts, the dog is composed of six charts. The contracts are identical to the play with four players. The handles are:

  • simple: 13 assets;
  • double: 15 assets;
  • triple: 18 assets.

It is not useful to give a low chart to supplement the fold including/understanding the excuse, this rule being worth only to indeed preserve an even number of charts per camp, with three players, it is not sure to have, at the time of the calculation, an even number of charts to be counted.

At the time of the calculation, it is necessary to count with half-time near. If it misses half-time with the taker, its contract is dropped. Thus, a taker who was to make 41, loses gives it if it makes 40,5. The round-off is done then by always privileging the camp which will mark points. Thus, in the preceding case, the taker falls of a point. Conversely, if it had made 41,5, it would have gained of a point.

An alternative, making it possible to have less charts in hands, consists in withdrawing play the charts active of the 2 to the 6 in each of the four colors. The distribution is made three by three, the dog comprises four charts then. The calculation of the folds is done by adding five to each part in order to include the ten withdrawn points there.

The tarot with five players or “call to the king”

The charts are distributed three by three in the opposite direction of the needles of a watch. Each player receives fifteen charts and the dog receives three charts. The contracts are identical to the plays with three or four players. The handles are:

  • simple: 8 assets;
  • double: 10 assets;
  • triple: 13 assets.

Before turning over the dog, the taker calls a king of his choice and the holder of this king becomes his partner, this is why the play with five players is sometimes called “the call to the king”. The partner is not known of the taker nor of the defenders as long as he did not play the king called. If the taker has the four kings, it calls a lady or a rider if it has also the four ladies. If the selected king is with the dog, then the play is played against four. Starts cannot be made in the color chosen by the taker except if this starts is made of the king called. The taker can just as easily call a king whom it has already, if it estimates to be able to make his all alone contract. In this case, it will not share the profits. To call a king whom it has also makes it possible to the taker to sow confusion in the camp of defense, the four players playing without knowing that they are together.

The distribution of the points (including the premiums of handle and or small to the end) is made two thirds for the taker, a third for his partner. If the taker would have played against four, it boxes the totality of the points in more or less according to its success or its fall.

If it misses half-time with the taker, its contract is dropped.

The popular tarot and its alternatives

Apart from the clubs the tarot is a play practiced much in particular in the military barrack rooms and in the students, but also in much of hearths between friends. It is often about the play with five players, most ludic, adapted play to 4 and considered as nonserious. It is true that the greatest number of players, the call to the king and the fact that the taker has a partner facilitate the play with speaking.

Because it aims at being applied in tournament, the rule defined by the French federation of tarot made disappear certain accessories from the traditional play. By reaction, the senior players amateurs are sulky this rule. Certain investigations would have established that the number of players amateurs observing their rules is considerably higher…

Some examples of alternatives

  • the rule published with the plays of tarot Carta Mundi gives a report on premiums not retained by the FFT:

    • not of assets called popularly misery of assets : the absence of assets, the excuse not being regarded as an asset, offers a premium of 10 points.
    • not of honor called popularly misery of heads : the absence of heads and ends offers a premium of 10 points.
  • bidding including/understanding taken (or small), pushes , guard, guard without, guard against, small and large slams (these two last announcing itself only after the variation! They are thus in practice advertisements modifying the contract.);
  • use of flies for the settings in liquid;
  • with Valencian, prohibition to play the three ends in the same lifting;
  • possibility of call of any chart (in general other than the ends and of the assets) for the choice of the partner (play with 5);
  • to play misery : at the end of the biddings, if nobody took, rather than to redistribute, the dog is put on side without turning over it and the part is played every man for himself with for goal to collect less points possible what punishes the players too timorés having a good play and not having taken.
  • Call to the king taken in the alternative with 5 players: the taker makes team with the person making the fold containing the king called. More strategy, of treachery and environment since it is easier to choose its partner… or to only find itself!
  • Tarot to 7 : same principles of rules as to the tarot with 5, the taker calls 2 kings (or 1 king and 1 lady, or 2 ladies, if it has already several kings) each player receives 11 charts, there is 1 chart with the dog.
  • Which loses gains : alternative for 6 players not seeking to be caught the head. Each one plays for oneself, one distributes all the charts, it does not have there a dog, it does not have there advertisements, one plays the chart directly. One remains obliged to provide to the color, to cross, go up to the asset, to lose his excuse played last fold… but the goal is to make less points possible. Suprises guaranteed. Note: one can play also there 7 players (each one receives 11 charts, one hiding place the last during all gives it)
  • Tarot to 6 : no the dog, call with the King AND the Lady, the teams are given before giving the charts. Each player receives 13 charts, it does not have there a dog.
  • Tarot from 6 to 9 players with two plays : a king is called and have; when two of the same charts value are on the table, it is the second which is regarded as strongest; the premium of small with the end is gained by that which gains the fold and can be paid one or twice since the play comprises two small; the length of the handles is the same one as for the play with 3 players (respectively 13 and 15 assets), but they are much more frequent. The number of points necessary for each contract changes obviously since there are twice 91 points concerned and twice more ends. For 6 ends it is necessary to make 72 items (36+36), with 5 ends 77 items (36+41), with 4 ends 82 points, 3 ends 92 items (41+51), with 2 ends 101 points, 1 end 106 points and without ends 111 points.
    • In the version with 6 each player receives 26 charts and there is no dog.
    • With 7 players each one receives 21 charts and the dog counts 9 charts.
    • With 8 players each player receives 18 charts and there are 12 charts with the dog.
    • With 9 players each player receives 16 charts and there are 9 charts with the dog.
The environment of this type of part is in general rather delirious and amusing as much for experienced players that beginners. But the more numerous one is, the more the part is confused.
  • Tarot to 2 : this alternative is intermediate between the tarot and a success. Each player receives 15 charts in hand and 6 heaps of 4 charts are placed in front of him. The higher chart of each heap is visible. There is neither call nor variation. In his turn each player can choose between drawing a chart with his hand or playing one of the exposed charts. This alternative is very practical when players are missed, it has the great merit to attract the curious ones easily (and to help to supplement a table). Another alternative consists in distributing 12 charts to each player, the 6 remaining charts constituting the dog.

For some, there would exist “alternatives as many as communes”.

Some basic principles to progress

The variation

  • the priority is given to long most important numerically.
  • a doubleton is theoretically slightly higher than two singletons.

Play in attack

  1. the hunting of small.
  2. * If the informant has long digs, it must avoid playing asset.
  3. * With very strong colors, the informant may find it beneficial to drive out (a play without asset will be probably favorable for him).
  4. * With an important succession of master trumps and low colors, it is preferable to take the small one without removing all the assets of the defenders.
  5. the informant has the small one.
  6. * the informant who tries to lead the small one to the end must remain very vigilant, even with more than ten assets.
  7. * If the small one is seventh or less, the informant must cross with the small one as soon as the opportunity arises some.
  8. colors.
  9. * the small one with the end must constitute a secondary goal compared to the profit of gives.
  10. * When the defenders do not have any more assets, the informant must cease playing long that it will not be able to free because of true supporting defense.
  11. * With the “small marriage” fifth, the informant can sacrifice the rider to free its lady and to save an invaluable time on its adversaries.

Play in defense

  1. starts It.
  2. * a defender having the small court (third or fourth) starts if possible with its singleton or doubleton (if not, he plays his long).
  3. * a defender not having the small one generally starts asset if the informant finds an asset or less with the dog.
  4. * a not having defender that two assets plays most extremely not to remain in hand at the conclusion of the second turn.
  5. * For the defender placed on the right or opposite the informant, the excuse can be one starts meaning the not-possession of small and major assets to defend it.
  6. * a defender placed in front of the taker having the 20 and 19 cheek initially 19 to indicate to the other defenders the presence of the 20.
  7. the small one is in defense.
  8. * When the informant drives out, the owner of small placed at his line should not play its stronger assets; he must only go up to just.
  9. * When the player opposite the informant crossed to the first turn, the defender on the left of the informant must then try to take again the hand to start again this color if the taker did not cross. Defense can then exploit this situation to cut the honors of the informant (example: a singleton with the king).
  10. * On one starts with the color of a partner located on the right of the informant, the defenders must try to take the hand, with the need with the king because it is perhaps about a call for the rescue of small; then rejouer the same color if the informant does not cross.
  11. * In spite of an unquestionable risk, the defender placed on the right of the taker can rejouer in the color of call of a partner if it is not able to defend the small one.
  12. * When the informant crosses, a defender once can rejouer (but only one) the color of call.
  13. * to save the small one on a doubleton, it is initially necessary to play the strongest chart of this doubleton in order to avoid a blocking at the conclusion of the second turn of this color.
  14. * As far as possible, on starts of the taker, the defenders must prevent taking the hand if it does not have the small one.
  15. * to ensure the small one, the asset lower than that used to announce it is enough.
  16. hunting - colors.
  17. * the uppercut (example: the 16), with the first turn of asset, on behalf of the defender placed on the left of the informant must be held with the localization of small.
  18. * the player placed on the left of the informant gives to this one the maximum uppercut if its play enables him to consider a recovery of immediate hand to the color.
  19. * During a hunting, if the player placed on the left of the taker cannot give an effective uppercut, its partner, placed opposite the informant, must compensate it.
  20. * a defender blocked during a hunting can exceptionally start again the color of the informant when one of its partners is able to take the small one.
  21. * When a defender overflows declaring it with the asset, its partners must true their low colors and keep their honors.
  22. * When all the assets fell, a defender must take care not to block a partner in the exploitation long.
  23. * With two oudlers, defense does not play asset.
  24. * the defender placed on the right of the informant must get rid of his highest assets if it crosses earlier than his partners.

The use of the excuse

  1. the excuse is in the informant.
  2. * the informant must preserve the excuse to protect an isolated major asset, especially if he thinks that defense will rejouera asset.
  3. * the informant can use the excuse to hide the absence of major assets temporarily.
  4. * It supplements a handle (9 assets plus the excuse). He is interdict to show it by hiding an asset.
  5. * the informant can be excused when it knows that its neighbor goes surcouper.
  6. * If it has sufficient resumptions of hand, the informant can be excused when defense starts in its clean long.
  7. the excuse is in defense.
  8. * On starts asset of a partner, the excuse is used to announce the small one.
  9. * the excuse played on the 21 of a partner represents an incentive with the stop of hunting.
  10. * Played following turn, it with the opposite significance.
  11. * a defender, in the impossibility of rejouer the color of call, can use the excuse to allow its partner rejouer this color.
  12. * a defender can play the excuse on the long one of the state to make it possible a partner to cross with the small one.

Indication

The purpose of indication is to make it possible to the defenders to exchange information between them via the card deck. It is of a convention of play and not about a rule.
  • Starts of an odd asset: hand of seven assets or more.
  • Starts of an even asset: hand of six assets or less.
  • On a color played by defense, downward indicates a doubleton. The jouery in this color allows to surcouper the taker, therefore to save points.
  • On a color played by the informant, downward indicates a behavior. It is thus a request for jouery asset.
  • With a strong hand, a defender starts a long color.
  • With a weak hand, a defender starts a short color.
If this one knows conventions of indication a defender can (but that must remain exceptional) lie to mislead the taker by falsifying indication. It is a dangerous play because one misleads simultaneously his partners. To deviate of indications is sometimes useful, even necessary, with atypical plays.

Random links:Holy Marguerite d' Youville | VNV Nation | Rita Borsellino | Bismarck archipelago | San Miguel (El Salvador)

© 2007-2008 speedlook.com; article text available under the terms of GFDL, from fr.wikipedia.org