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Tarot is a trick-taking game in which the partnerships vary from hand to hand. It is most commonly played by four players, and this version is described first.
However it is also common for five to play, and it is also possible for three; the necessary modifications will be described at the end.
The deck consists of 78 cards. The four suits are the standard ones of diamonds, hearts, spades and clubs, and each suit contains fourteen cards ranking from high to low:.
In addition to the four standard suits there is a extra suit of twenty-one atouts trumps numbered from 21 high to 1 low. Finally, there is a special card called the excuse , or the fool, marked with a star in the corner.
Three cards, the 1 of trump called the petit , the 21 of trump and the excuse are particularly important in the game and are known as bouts "ends" or sometimes in books as oudlers.
Not only are the bouts worth points, but having them in your tricks also reduces the total number of points you need to win. In each hand one player, the taker le preneur plays alone against the other three in partnership.
The taker's objective is to accumulate enough card points to win the hand by taking tricks. It's easiest to count them in pairs, grouping each court card or bout with a 0.
The total of the card points is The number of points the taker needs to win depends on the number of bouts the taker has in his tricks:.
The first dealer is chosen at random - thereafter the turn to deal passes to the right after each hand the whole game is played counter-clockwise.
The player opposite the dealer shuffles and the player to the left of the dealer cuts. In a hand, 18 cards are dealt to each player, in packets of 3.
During the deal, six cards are dealt face down to the centre of the table to form the talon or chien "le chien" literally means "the dog", but maybe a better English equivalent is "kitty", since this word is used in other card games for a group of cards set aside during the deal.
The chien cards are dealt singly at any time during the deal, at the choice of the dealer, except that the first three and the last three cards of the deck cannot be dealt to the chien.
A player who is dealt only the 1 of trumps and no others counting the excuse as a trump immediately declares this and the hand is cancelled - the cards are thrown in and the next dealer deals.
Each player, starting with the player to the dealer's right and continuing counter-clockwise, has just one chance to bid on the hand, or pass. If someone bids, subsequent players have the choice of bidding higher or passing.
If all four players pass, the hand is thrown in and the next dealer deals this happens quite often.
The highest bidding player becomes the taker. The remaining three players form a temporary team, trying to prevent the bidder from making enough card points.
In Petite or Garde, the taker turns the six cards of the chien face up for all to see and then takes them into his hand. He then discards face down any six cards which must not include trumps, kings or the excuse.
In the very rare case that the taker can't obey this rule, he can discard trumps but never bouts ; any trumps discarded must be shown to the other players.
The cards discarded by the taker count as part of his tricks. When the discard is complete, the cards are played. The player to the dealer's right leads to the first trick.
Each trick is won by the highest trump in it, or the highest card of the suit led if no trumps were played. The winner of a trick leads to the next.
You have to follow suit if you can, and if you have no cards of the suit which was led you must play a trump. If trumps are led, the other players must of course follow with trumps if they can.
There is a further restriction: whenever you have to play a trump either because trumps were led or because you have no cards of the suit which was led , you must if possible play a trump which is higher than the highest trump so far played to the trick.
If you are unable to do this, you are free to play any trump, but you must still play a trump, even though you cannot win the trick with it.
The excuse is an exception to the above rules. If you hold the excuse you may play it to any trick you choose - irrespective of what was led and whether you have that suit or not.
With one rare exception see below , the excuse can never win the trick - the trick is won as usual by the highest trump, or in the absence of trumps by the highest card of the suit led.
It is legal to lead the excuse, and in this case the second player to the trick can play any card, and this second card defines what suit must be followed.
Provided that the excuse is played before the last trick, the team that played the excuse keeps it in their trick pile, even though they may have lost the trick to which it was played.
If the trick is in fact won by the opponents of the player of the excuse, the trick will be one card short; to compensate for this, the team that played the excuse must transfer one card from their trick pile to the winners of the trick.
This will be a 0. If the excuse is played in the last trick, the excuse is taken by the team who wins the trick. They say that if the Excuse is played to the last trick it changes sides.
So according to the FFT rule, if an opponent of the bidder plays the Excuse to the last trick, the declarer captures the Excuse even if he does not win the trick.
There is just one extremely rare case in which the excuse can win a trick: if one team has won every trick except the last one, and then leads the excuse to the last trick the excuse wins.
There are some special bonuses. The scores for these bonuses are not card points, so they do not help you to win your bid.
They are extra points which can be scored in addition to what you win or lose for your bid. The trumps must be sorted so that the other players can easily see what is there.
This is a bonus which occurs if the 1 of trump is played in the last trick. In this case the team that takes the last trick wins the bonus 10 points.
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