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Tarot In Italy - Part I

Introducing the games of tarocchi in Italy

A selection of card games played with tarot cards in Italy.


People are often surprised to learn that tarot cards are used to play card games, more so that they were created for them – with no occult origin at all. These games are widely played throughout continental Europe to this day. Tarot is largely a family of what we call point-trick games, so, like whist, bridge, hearts, and spades, play is to win cards in tricks but unlike those games different cards have different point values, so that the goal is to win the most card points rather than the most tricks.

 

Italy is the home of tarot, where it is called tarocchi, the singular of which, used for a pack of cards, is tarocco. In Part One, I present rules for games mostly coming from Piedmont and using the standard tarot found there. In Parts, Two, Three, and Four, I shall give games played with non-standard packs: The Tarocchino, The Tarocco Siciliano, and the Minchiate.

 

 

Notes

 

After the cards are dealt, many tarot games have a round of bidding, where each player bids to play a harder game. The player who bids for the hardest option wins and is called the Declarer. Declarer will then either play alone against all the other players or may call for a partner. However this element, though it originated in Italy, is no longer a part of the games played there.

                      

Eldest is the player sitting to the Dealer’s right. Youngest sits to the Dealer’s left.

 

A Hand is what we call the cards dealt to each player, it is also a round of play in which a hand of cards is played out. A game usually means playing as many hands as there are players, so that each player has a turn as Dealer.

 

Some games, usually during a bidding round, allow the call of contra, and sometimes in response, re-contra. Each call serves to multiply the score by 2.

 

 

The Cards

 

Many of you will have a little familiarity with tarot cards but let’s take a moment to look more closely at them and at some of the terms and conventions of tarot games.

 

There are broadly two types of tarot pack in play today. The one you will have seen with fortune tellers is still used for game play in Italy, Sicily and Switzerland. They consist of four regular Latin suits of Cups, Coins, Batons, and Swords. Each of these suits has 10 of what we call pip cards, numbered 1-10. There are then four court cards being a King, a Queen, a Cavalier, and a Valet. In addition to these are a suit of regular trumps numbered 1-21, these bear name such as The Hermit, The Tower, The Juggler, etc. There is also an additional un-numbered card called The Fool, which was originally used as an excuse or wild card.

 

While most modern games are now played with a French suited tarot pack with the more familiar Hearts, Diamonds, Clubs, and Spades, the Italians still use the old Latin suits and trumps. The pack traditionally used for all the games here is called the Tarocco Piedmontese and is widely available on the internet. Of course, if you cannot find one, a French suited pack can be used.

 

The I of trumps is called the Pagat.

 

The XX of trumps is called the Angel and outranks the World, numbered XXI as the highest trump.

 

The Pagat, Angel, and the Fool are called the Honours and score for more points than other trumps.

 

 

Suggested Reading

 

The Penguin Book of Card Games by David Parlett (Penguin 2008)

 

The Game of Tarot by Michael Dummett (Duckworth 1980)

 

A History of the Games Played with the Tarot Pack by Michael Dummett and John McLeod (Edwin Mellen Press 2004)

 

http://www.pagat.com

http://www.tarocchino.com

http://www.trionfi.com

 

 

Scarto

 

This is the easiest of the Tarot games and a good introduction to the family for those who haven’t played many card games before. It is a game for three players, all playing against each other and will introduce you to the basics of playing out a hand without any bidding or bonuses getting in the way.

 

 

The Cards

 

A pack of 78 French suited Tarot cards may be used though it usually played with an Italian suited Piedmontese pack. If you play this with an Italian pack, then remember that the Angel (also called Judgments) is the highest trump, not the World. The Angel is also replaces the World (Mond) as the third honour. The ranking is irrational, so your pack will consist of:

 

The Fool, I-XXI of trumps, and then in the suits:

 

Spades & Clubs / Swords & Batons

K, Q, C, V, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1

 

Hearts & Diamonds / Cups & Coins

K, Q, C, V, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10

 

Honours                      5 points

Kings                           5 points

Queens                        4 points

Cavaliers                     3 points

Valets                          2 points

All others                    1 point

 

 

Deal

 

Decide who will deal first (deal then moves to the right), the cards are then dealt in packets of 5, with Dealer taking the last three cards. Dealer then discards 3 cards into a scart (discard pile) which will count towards his/her tricks for the hand. Kings and Honours may not be discarded, though the Fool may be discarded if no other trumps are held.

 

 

Play

 

Eldest, the player to Dealer’s right, leads to the first trick, playing any card in his/her hand to the middle of the table. Each player in turn, moving to the right, must then play a card of the same suit (follow suit). If a player cannot follow suit, then they must play a trump, if they cannot play a trump, then they can play any card, though it will not win. If no trumps have been played, then the highest card of the suit led wins the trick and that player takes the cards and puts them into his/her trick pile. Otherwise, the highest trump played wins the trick.

 

The Fool may be played to any trick as an excuse for not playing a card you are obliged to play, but may be neither won nor lost. At the end of a trick to which the Fool has been played, the person who played it takes it into his/her own trick pile and gives the player who won the trick, an empty card from their trick pile in exchange.

 

 

Counting the points

 

At the end of play, count the cards in groups of three and minus 2 points from each group. You might find it easier to first count the number of groups you have, double that and minus the result from your total point count. There are 78 points in the pack, so players win or lose 1 game point for every point over or under 26. Add your game points for all three hands for your final game score.

 

 

Four Handed Tarocchi

 

This is another Piedmontese game. Four people play in two fixed partnerships with partners sitting opposite one another. It is simple but enjoyable and so an excellent introduction to partnership play - think whist with tarot cards.

 

 

The Cards

 

This is played with a 78 card pack, traditionally the Peidmontese cards. As with some other Italian games, the Angel is the highest trump and honour, not the Mond. Cards use irrational ranking.

 

The Fool, I-XXI of trumps, and then in the suits:

 

Spades & Clubs / Swords & Batons

K, Q, C, V, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1

 

Hearts & Diamonds / Cups & Coins

K, Q, C, V, 1, 2 , 3, 4, 5, 6, 7, 8, 9, 10

 

Honours                      5 points

Kings                           5 points

Queens                        4 points

Cavaliers                     3 points

Valets                          2 points

All others                    1 point

 

 

The Deal

 

The first Dealer is chosen at random, with deal moving to the right after each hand. Each player is dealt 19 cards in a single round with Dealer taking 21 cards. Dealer then discards 3 cards that may not include honours or kings. The discarded cards (the scart) will count towards Dealer’s side’s tricks at the end.

 

 

Play

 

Eldest, the player to Dealer’s right, always leads to the first trick, playing any card in his/her hand to the middle of the table. Each player in turn, moving to the right, must then play a card of the same suit (follow suit). If a player cannot follow suit, then they must play a trump, if they cannot play a trump, then they can play any card, though it will not win. If no trumps have been played, then the highest card of the suit led wins the trick and that player takes the cards and puts them into his/her trick pile. Otherwise, the highest trump played wins the trick.

The Fool may be played to any trick as an excuse for not playing a card you are otherwise obliged to play, but may be neither won nor lost. At the end of a trick to which the Fool has been played, the person who played it takes it into his/her own trick pile and gives the player who won the trick, an empty card from their trick pile in exchange.

 

 

Counting the points

 

At the end of play, count the cards in groups of three and minus 2 points from each group. You might find it easier to first count the number of groups you have, double that and minus the result from your total point count. Two odd empty cards count for 1 point, one odd empty card counts for nothing. There are 78 points in the pack, so 39 card points are required for a side to win the hand. Unlike most tarot games, where game points are calculated, this game of four hands is usually played for a fixed stake.

 

 

Baronetti

 

Yet another Piedmontese game, this time is is long dead. However, Michael Dummett suggests it as an excellent children’s game to help familiarize them with the cards and basics of play. As I’m keen to see these games played by all and of all ages, this strikes me as an excellent idea.

 

 

The Cards

 

This was played with an Italian suited pack but any 78 card pack will do, depending upon which type of cards you intned playing with the most. You might even like to try alternating them.

 

So, we have A Fool, 21 numbered trumps, and then

 

Spades & Clubs / Swords & Batons

K, Q, C, V, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1

 

Hearts & Diamonds / Cups & Coins

K, Q, C, V, 1, 2 , 3, 4, 5, 6, 7, 8, 9, 10

 

Honours                      5 points

Kings                           5 points

Queens                        4 points

Cavaliers                     3 points

Valets                          2 points

All others                    1 point

 

Count the cards in pairs and deduct 1 point for each pair from the total.

 

 

The Deal

 

First Dealer is chosen at random and alternates after that. Each player is dealt three piles of ten cards and one of nine cards. As each pile is dealt, the top card is turned up for all to see.

 

 

Play

 

Dealer’s opponent leads to the first trick, playing any card in his/her hand to the middle of the table. Dealer must then play a card of the same suit (follow suit). If he/she cannot follow suit, then they must play a trump, if they cannot play a trump, then they can play any card, though it will not win. If no trumps have been played, then the highest card of the suit led wins the trick and that player takes the cards and puts them into his/her trick pile. Otherwise, the highest trump played wins the trick.

 

The Fool may be played to any trick as an excuse for not playing a card you are otherwise obliged to play, but may be neither won nor lost. At the end of a trick to which the Fool has been played, the person who played it takes it into his/her own trick pile and gives their opponent an empty card from their trick pile in exchange.

 

When a card is played from a pile, the next card is then exposed for both to see. Play continues until all tricks have been played, the player with the most points at the end wins the hand.

 

 

Consiglio

 

Consiglio died out in the mid 19th century, which is a shame as it certainly has its place in a card player’s repertoire. If you have friends whose style of play leans towards the hopelessly informal, to the point of discussing their hand with their partner, then, Bindi and Jossie, this game is for you!

 

The game is for four players in partnerships but is unusual in that partners sit next to one another, facing their opponents. Further, partners are free to discuss their hands and strategy openly, albeit in quite tones. This can make it particularly suitable for new players, still unsure of the cards or style of play.

 

 

The Cards

 

This was played with an Italian suited pack but any 78 card pack will do, depending upon which type of cards you intned playing with the most. You might even like to try alternating them.

 

So, we have A Fool, 21 numbered trumps, and then

 

Spades & Clubs / Swords & Batons

K, Q, C, V, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1

 

Hearts & Diamonds / Cups & Coins

K, Q, C, V, 1, 2 , 3, 4, 5, 6, 7, 8, 9, 10

 

Honours                      5 points

Kings                           5 points

Queens                        4 points

Cavaliers                     3 points

Valets                          2 points

All others                    1 point

 

Count the card points in groups of four minus three points – count the odd two cards as if they were four, deducting 3 points from their total. This gives 72 card points.

 

 

Deal

 

First Dealer is chosen at random and then moves to the right after each hand. Each player is dealt 19 cards in one packet of 4 and then two packets of 5. Dealer takes the last 2 cards and then discards 2 into a scart that will count towards Dealer’s sides tricks. The discards may not include Kings, Honours, or, unless it there is no alternative, trumps.

 

Play

 

Eldest, the player to Dealer’s right, leads to the first trick, playing any card in his/her hand to the middle of the table. Each player in turn, moving to the right, must then play a card of the same suit (follow suit). If a player cannot follow suit, then they must play a trump, if they cannot play a trump, then they can play any card, though it will not win. If no trumps have been played, then the highest card of the suit led wins the trick and that player takes the cards and puts them into his/her trick pile. Otherwise, the highest trump played wins the trick.

 

The Fool may be played to any trick as an excuse for not playing a card you are otherwise obliged to play, but may be neither won nor lost. At the end of a trick to which the Fool has been played, the person who played it takes it into his/her own trick pile and gives the player who won the trick, an empty card from their trick pile in exchange.

 

At all times, partners may quietly confer to discuss their hand and strategy.

 

 

Scores

 

A game consists of four hands, with each player taking a turn to deal. There are two ways to score the game. In the first, partnerships simply total their card points won for all four hands, with the highest total winning – perhaps a fixed stake. The other is for each side to win or lose points taken over or below 36 for each hand.

 

You may also score a bonus of 10 points for winning the last trick with the Pagat – and lose 10 points if the Pagat is lost in the last trick.

 

 

Mitigati

 

This is a game for three players with an interesting feature of a bargaining round. If played for stakes, and according to Michael Dummett it is played for high stakes, the bargaining offers a chance to limit the potential losses of a bad hand. This will also introduce you to a declarations round, a common feature to many tarot games.

 

 

The Cards

 

This is played with a 78 card pack, traditionally the Peidmontese cards. As with some other Italian games, the Angel is the highest trump and honour, not the Mond. Cards use irrational ranking.

 

The Fool, I-XXI of trumps, and then in the suits:

 

Spades & Clubs / Swords & Batons

K, Q, C, V, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1

 

Hearts & Diamonds / Cups & Coins

K, Q, C, V, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10

 

Honours                      5 points

Kings                           5 points

Queens                        4 points

Cavaliers                     3 points

Valets                          2 points

All others                    1 point

 

 

Deal

 

The first Dealer is chosen at random with deal moving to the right after each hand. Players are each dealt 25 cards in packets of 5 with Dealer taking 8 in the last packet. After the second, third, and fourth rounds of the deal, there is a bargaining round in which players evaluate their hands and bargain to continue or discontinue the hand.

 

 

Bargaining

 

In each of the three sessions of bargaining, players beginning with Eldest, speak in turn. They have four options:

 

They may pass

 

They may demand a sum of game points to discontinue the hand

 

They may offer a sum of game points to discontinue the hand

Or they may call “Continue”

 

When a player calls “Continue” then the bargaining session ends and the deal continues. Otherwise, each player may speak in turn until the points demanded and the points offered total zero. At that point, players settle up in points and the hand is thrown in with deal moving to the next player.

 

Within a single session, once a player has spoken, they may not speak again to improve their situation from the last time they spoke.

 

So, a player who has passed, may pass again, make an offer or make a demand. A player who has made a demand, may next either pass, demand less, or even make an offer. A player who made an offer may only pass or offer more. However, any player may, in turn, always call “Continue”.

 

 

Discard

 

If the deal is completed, then Dealer discards 3 cards that may not include either honours or kings. The discarded cards will count towards Dealer’s tricks at the end.



Declarations

 

After the discard, players can declare for bonuses. The points awarded are not card points and do not count towards winning. They are scored in game points against both of the opponents before play commences.

 

Abundance: The player holds 10 or more trumps. These must be shown to the other players. Scores 10 points plus 1 point for every trump over 10.

 

Kings: The player holds all four kings. This scores 20 points plus the player may score 5 points for every honour card held in addition.

 

Mitigati: The player holds all three honour cards. This scores 15 points plus the player may score 5 points for every King held in addition.

 

Mixed Honours: The player holds kings and honours that total 4 or more cards. This scores 10 points plus 5 points for each additional card.

 

Cards used to declare an Abundance, may also be used to declare the other bonuses. However, cards may not be used to declare more than one of the other bonuses. So, a player may use the XX to declare Abundance and Mitigati - but, they may not use the XX to declare for Abundance, Mitigati and Mixed Honours. Also, a player may be able to declare both Kings and Mitigati but cannot use the Kings to increase the score of Mitigati or use the Honours to increase the score of Kings.

 

 

Play

 

Eldest, the player to Dealer’s right, leads to the first trick, playing any card in his/her hand to the middle of the table. Each player in turn, moving to the right, must then play a card of the same suit (follow suit). If a player cannot follow suit, then they must play a trump, if they cannot play a trump, then they can play any card, though it will not win. If no trumps have been played, then the highest card of the suit led wins the trick and that player takes the cards and puts them into his/her trick pile. Otherwise, the highest trump played wins the trick.

 

The Fool may be played to any trick as an excuse for not playing a card you are otherwise obliged to play, but may be neither won nor lost. At the end of a trick to which the Fool has been played, the person who played it takes it into his/her own trick pile and gives the player who won the trick, an empty card from their trick pile in exchange.

 

 

Counting the Cards

 

Unusually, the cards are counted singly, making a total of 129 points. At then end of each hand, players win or lose game points for every card point over or below 43.

 

 

Partita

 

This four handed game is played in fixed partnerships seated opposite one another. It is a little unusual in having a large number of permitted signals, as well as adopting a convention from the Bolognese tradition. It also employs a very old method of scoring.

 

 

Cards

 

The game uses a reduced pack of 54 cards with irrational ranking, traditionally Piedmontese cards, so your pack will consist of:

 

The Fool, I-XXI of trumps, and then in the suits:

 

Spades & Clubs / Swords & Batons

King, Queen, Cavalier, Valet, 10, 9, 8, 7

 

Hearts & Diamonds / Cups & Coins

King, Queen, Cavalier, Valet, 1, 2, 3, 4

 

 

Pagat & Angel                                                 4

Kings                                                               4

Queens                                                            3

Cavaliers                                                         2

Valets                                                              1

 

As with other Italian games, the Angel is the highest trump and honour. An interesting quirk is that, like the old Bolognese cards, the II, III, IV, and V of trumps (the Female Pope, Empress, Emperor, and Pope) are all of equal rank. If more than one is played to the same trick, then the last to be played is considered to outrank the previous card.

 

 

Deal

 

First dealer is chosen at random and then moves to the right after each hand. A game consists of four hands and the first dealer of the next game is the partner of the player who dealt the last hand of the previous game. Each player receives 13 cards with the Dealer taking the last two and then discarding two cards that will count towards Dealer’s side’s tricks. Kings and Honours may not be discarded, trumps may only be discarded if there is no option and then they must be exposed to the other players.

 

 

Play

 

Dealer leads to the first trick, playing any card in his/her hand to the middle of the table. Each player in turn, moving to the right, must then play a card of the same suit (follow suit). If a player cannot follow suit, then they must play a trump, if they cannot play a trump, then they can play any card, though it will not win. If no trumps have been played, then the highest card of the suit led wins the trick and that player takes the cards and puts them into his/her trick pile. Otherwise, the highest trump played wins the trick.

 

The Fool may be played to any trick as an excuse for not playing a card you are otherwise obliged to play, but may be neither won nor lost – it is retained by the side that played it. Unlike other games, if the opposing side won the trick, no card is given in exchange.

 

 

Scores

 

The Fool is scored separately for 5 points. The other cards are counted in pairs with 1 point added for every pair. An odd empty card will count for 1 point. This makes 80 points in the game. Each side makes a positive or negative score for each point taken over or below 40 for each hand. At the end of a game, the scores for the four hands are totalled and a fixed stake won by the winning team.

 

 

Signals

 

There are a number of signals that players may use to communicate information to their partner. Although these vary regionally and there is no restriction on your developing your own, they must be recognized by all playing, they must be made clearly so that opponents can read them as well, they must be clarified if an opponent requests it, and they must be true. These are the signals listed by Dummett and McLeod from one village in Asti (with a couple of tiny changes).

 

 

Leading to a trick:

 

Drag the edge of the card from your left to right before placing it on the trick.

“I am playing this from a long suit.”

 

Raise the card before lowering it on the trick in an arc.

“I have all but one of the remaining cards in this suit”

 

 

Leading with the intention for your partner to trump:

 

Move the card out to your right and then onto the trick in an arc.

“Play the lowest trump required to win the trick (without accounting for the fourth player)”

 

Drag the edge of the card towards yourself before placing it on the trick.

“Do not play a high trump”

 

Tap the table with all fingers.

“Do not play the highest trump you have”

 

 

Playing a card of any suit (including trumps):

 

Tap the table with the card’s edge.

“I only have one more of this suit”

 

Move one hand vertically downward in a sharp motion.

“When you next lead, do so from a different suit than the one you last led”

 

 

Playing a trump:

 

Shake the card.

“This is my last trump”

 

‘Tremble’ the card.

“My Pagat is at risk”

 

 

After playing a trump, or your last card in a regular suit:

 

Knock the table with your fist.

“I hold the highest remaining trump”

 

Knock the table twice with your fist.

“I hold the two highest remaining trumps”

 

Make a circle in the air with a finger.

“I have the World (XXI)”

 

Raise one hand vertically in a sharp motion.

“I have the XIX (Sun)”

 

Tap the table with your middle finger.

“I have the XVIII (Moon)”

 

You may verbally announce having any of the XV, XVI, and XVII.

 

 

When playing from a regular suit:

 

Tap the table with your thumb.

“I am now void in this suit”

 

Knock the table with your fist.

“I have the highest remaining card in this suit”

 

Make a circle in the air with a finger.

“I have the Queen”

 

 

When following suit to another’s lead:

 

Drag the edge of the card towards yourself.

“Do not lead this suit”

 

 

Just before you partner leads to a trick:

 

Tap the table and say either:

Piccolo – meaning “lead with a small trump”

Or

Grande – meaning “lead with a large trump”

 

 

At any time you may:

 

Mimic writing on the table with your finger.

“give me some information”

 

 

Partita for Three

 

This is a simple variation on the regular game of Partita but worth knowing if you’re short a player.

 

 

Cards

 

The game uses a reduced pack of 54 cards with irrational ranking, traditionally Piedmontese cards, so your pack will consist of:

 

The Fool, I-XXI of trumps, and then in the suits:

 

Spades & Clubs / Swords & Batons

King, Queen, Cavalier, Valet, 10, 9, 8, 7

 

Hearts & Diamonds / Cups & Coins

King, Queen, Cavalier, Valet, 1, 2, 3, 4

 

 

Fool, Pagat & Angel                                       4

Kings                                                               4

Queens                                                           3

Cavaliers                                                         2

Valets                                                              1

 

As with other Italian games, the Angel is the highest trump and honour. Like the old Bolognese cards, the II, III, IV, and V of trumps (the Female Pope, Empress, Emperor, and Pope) are all of equal rank. If more than one is played to the same trick, then the last to be played is considered to outrank the previous card.

 

 

Deal

 

The first Dealer is chosen at random with the deal moving to the right after each hand. Each player is dealt 17 cards with Dealer taking the last three and discarding three cards that will count towards Dealer’s tricks. Kings and Honours may not be discarded, trumps may only be discarded if there is no option and then they must be exposed to the other players.

 

 

Play

 

Dealer leads to the first trick, playing any card in his/her hand to the middle of the table. Each player in turn, moving to the right, must then play a card of the same suit (follow suit). If a player cannot follow suit, then they must play a trump, if they cannot play a trump, then they can play any card, though it will not win. If no trumps have been played, then the highest card of the suit led wins the trick and that player takes the cards and puts them into his/her trick pile. Otherwise, the highest trump played wins the trick.

 

The Fool may be played to any trick as an excuse for not playing a card you are otherwise obliged to play, but may be neither won nor lost – it is retained by the side that played it. Unlike other games, if the opposing side won the trick, no card is given in exchange.

 

 

There are three obligatory signals:

 

If leading from a long suit (strictly defined as four or more cards), then drag the edge of the card from your left to right before placing it on the trick.

 

If leading another card to a trick when the King is held in that suit, then a call of “King” must be made.

 

When leading to a trick with a regular suit that you believe the last player will trump, you must knock on the table with your fist.

 

 

Scores

 

The cards are counted individually, so that there are 104 points in the pack. Each game consists of three hands, at the end of each hand players score or lose a point for each card point over or below 34. At the end of a game, the player who has the lowest total pays a fixed stake to the other two players. This is a little unusual and it would not be unreasonable to assume that the stake would consist of the next round!

 

 

Going out early

 

This rule is played as standard but I’m tagging it at the end as an option because not everyone will play a game like this in a focussed manner. During the third hand of a game, players are expected to keep a mental not of the points they win trick by trick. When one of them reaches a total of 35 points for the game, then they declare that they are out. In reckoning the total, the Fool and Angel may be taken into account (as they will not be lost). The player continues to play but according to the following rules:

 

Whenever leading to a trick, the highest trump held must be played. If no trumps are held, then the highest card of any of the other suits must be led.

 

When playing to a trick, the player must play to win the trick with the highest card they have. If they cannot win the trick, then the lowest possible card must be played.

 

The Fool may not be played until the last trick.

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