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Tarot In Italy - Part II

Bologna and the Games Played with the Tarocchino

A selection of games played with a tarot pack unique to Bologna, sometimes called the Tarocchino.


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.

 

 

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.

 

 

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

 

 

Tarocchi In Bologna

 
This small group of games is played with a pack unique to Bologna, sometimes called the Tarocchino due to its reduced size. The pack consists of 62 cards, having the 2 to 5 removed from each of the plain suits. There is a further uniqueness in the arrangement of trumps, most notably because they have the Popess, Empress, Emperor, and Pope replaced by four equally ranking trumps called the Four Moors. While the change was requested by the church, it was not from offence, instead it was a face saving compromise after a series of political gaffs by a card maker and the church authorities.

 

The trumps were once un-numbered and the Popessa, Empress, Emperor, and Pope were known collectively as the Papi. It seems that they were also treated as being of equal rank, so this feature was not new to the game when the church made its demands for change. One theory to account for the strange numbering of the cards is that their order was fixed before people began to print numbers on them, and that the numbers were arranged to ensure that Death retained it’s traditional number of 13.

 

Until Michael Dummett’s book, these games and the cards they are played with were probably unknown outside of the region. Since then, rules for one of the games, Ottocento, have also been  published in David Parlett’s Penguin Encyclopaedia of Card Games (finally back in print as the Penguin Book of Card Games) and on John McLeod’s web site. The fact that the cards are made available through importers at all, testifies to an interest in the game that I hope to add to with this book. Ottocento is not a simple game on first inspection but the principles are straight forward and once understood, will prove no obstacle. In my opinion, Ottocento is perhaps the best card game I have ever played and I do recommend that you try it out.

 

The other Bolognese games I have given here remain unpublished outside of Dummett, which is a shame, as they are also good games using the same principles as Ottocento. The leaflet supplied with the tarocchino pack published by Dal Negro mentions all of these and so I must assume that they are still in play today.

 

Unlike the previously listed games, where I have allowed myself repetition of shared principles, those shared by this game are perhaps a little more involved. So, I’ll start with the shared elements and then move on to the individual games played with them.

 

 

The Tarocchino

 

 

There are four regular Latin suits of Swords, Batons, Cups, & Coins of just 10 cards each using irrational ranking. There are then 21 trumps with unusual numbering and a Fool, that is played as an excuse.

 

Swords & Batons

King, Queen, Cavalier, Valet, 10, 9, 8, 7, 6, A

 

Cups & Coins

King, Queen, Cavalier, Valet, A, 6, 7, 8, 9, 10

 

Not all of the trumps are numbered and those that are have an unusual arrangement. They rank in the following order with the numbers given. There are not many unnumbered cards, so they aren’t difficult to remember.

 

 

Angel

World

Sun

Moon

16

15

14

13

12

11

10

9

8

7

6

5

Four Moors (four cards of equal rank)

Pagat

 

There are four honours for these games: the Angel, World, Pagat, and Fool.

 

Honours          5 points

Kings               5 points

Queens           4 points

Cavaliers         3 points

Valets              2 points

All others        1 points

 

Cards are counted in pairs subtracting 1 point for every pair. This is like the counting for the French game, so the same methods can be used here of either pairing one counter with one empty card or of counting the cards as if their value was one half point less. With an additional 6 points awarded for the last trick, there are effectively 93 points in the pack.

 

However, a hand is rarely, if ever, won or lost on the card points.

 

 

Combinations and Sequences

 

In these games, a hand may be won on the bonuses for combinations, called cricche, and sequences. The forming and scoring for cricche is straight forward.

 

Honours          36 points for 4 cards   18 points for 3 cards

Kings               34 points for 4 cards   17 points for 3 cards

Queens            28 points for 4 cards   14 points for 3 cards

Cavaliers         26 points for 4 cards   13 points for 3 cards

Valets              24 points for 4 cards   12 points for 3 cards

 

If three or more cricche are scored at one time, then their score is doubled.

 

Sequences are made a little more complicated because of the privilege given to The Fool and the Pagat to function as wild cards. Each wild card may only be used once within any single sequence but can be used in more than one sequence. However, if a sequence is complete without wild cards, they may (both) still be added to the end to score extra points – so, for example, it is possible to score a sequence of six aces. Likewise, if three aces were held with both wild cards, then a sequence of five could be scored.

 

Trumps: Beginning with the Angel down, a sequence of 3 or more trumps. The player must have at least the Angel and one of the other unnumbered trumps (World, Sun, or Moon) before being allowed to fill gaps with wild cards – but they may not replace two consecutive trumps. Further, the sequence can continue to the numbered trumps after just three unnumbered ones. For example, a trump sequence might run Angel, Wild Card, Sun, 16, 15.

 

According to David Parlett, it is allowed to use two wild cards consecutively in a Trump sequence if and only if the cards replaced are an un-numbered trump and the 16.

 

Suits: Beginning with the King down, a sequence of 3 or more court cards plus the ace. The player must have at least the King and one of the other court cards before being allowed to fill gaps with wild cards. The wild cards may not be used to replace two consecutive cards.

 

Moors: A sequence of three or more moors. The player must have at least two moors before being allowed to use wild cards.

 

Aces: A ‘sequence’ of three or more aces. The player must have at least two aces before being allowed to use wild cards.

 

Sequences each score 10 points for 3 cards and a further 5 points for each additional card. If three or more sequences are formed at one time, then they score double. This makes the Fool and the Pagat easily the most important cards in the game – winning or protecting the Pagat should always be a priority.

 

 

Ottocento

 

Ottocento is a four player game, played in two fixed partnerships with partners sitting opposite each other. The object is to be the first side to accrue 800 points - hence the name of the game. If played for stakes, then they are fixed - first past the post wins them.

 

 

Deal

 

First Dealer is chosen at random, usually by cutting the cards. Deal and play are, as usual, counter-clockwise, with deal passing to the right after each hand.

 

Each player receives three packets of 5 cards, with the Dealer taking 7 cards on the last round. Dealer must then discard 3 cards to his/her side’s trick pile. The discard may not include Honours or Kings. However, should Dealer’s side lose every trick, then these cards count to the opponents’ tricks.

 

 

Declarations

 

Individual players may now score points for their side by making declarations for any cricce or sequences in their hand (they may not include cards held by their partners). This is done in turn, beginning with Eldest. If either side reaches 800 points during this stage, they win the game and the hand is discontinued. If both can make 800 points, then it is the side with the highest score that wins.

 

There is no obligation to make any declarations and it is legal to declare for less than you can but you only score what you declare. To make the declaration, the required cards must be laid face up for all to see. The cards are then gathered up when Eldest plays to the first trick.

 

 

Play

 

Eldest leads to the first trick, playing any card in his/her hand to the middle of the table. Each player in turn must 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, otherwise, the highest trump played wins the trick. The side that wins the trick, adds the cards to their trick pile.

 

The Fool may be played to any trick as an excuse for not playing a card you are otherwise obliged to play, though it beats nothing. If the Fool is led to a trick, then the next player’s card determines the suit to be followed. At the end of a trick to which the Fool has been played, if the side who played it loses the trick, they take the Fool into their own trick pile and give the opponents an empty card from their trick pile in exchange. However, if the side that played the Fool loses every trick, then they must give the card to their opponents at the end of the hand.

 

If the cards of an individual trick contain a cricce or sequence, then the side that wins the trick, scores for these extra points. While all sources agree that cricce and sequences are scored for individual tricks, as well as in declarations and the final calculation, there is a little ambiguity as to when it should be scored. I would suggest that these are scored immediately and added to the team’s total, as this is easier than going through a trick pile in groups that may be altered from exchanging the Fool. If, after the hand has been played out and before the card points are calculated, one side has reached 800, they win the game.

 

 

Signals

 

As with any card game of this type, players may not discuss their hands or share information in any way. However, there are three permitted signals that players may make to one another.

 

Knock: The player knocks the table with a clenched fist (not too hard, we hope) to request that his/her partner plays their highest card of the suit led and, if they win the trick, to lead that suit again.

 

Throw: The player throws their card to the trick to indicate that he/she is now void in that suit.

 

Drag: When a player leads trumps, he/she may drag the edge of the card being played against the table to ask their partner to lead trumps whenever they can.

 

 

Calculating the Final Scores

 

This may seem a little complicated at first glace but is, in fact, rather simple and a fast way of reckoning the final scores. Before anything else, both sides calculate their points in tricks, then, they move on to calculating their points from cricche and sequences.

 

Rather than both sides doing this, which could take a while, just one side will separate out their trumps, honours, courts, and aces. They then lay out these cards in columns, first a column for trumps, and then columns for each of the suits. By leaving gaps where they are missing cards players can see any cricche or sequences immediately and infer from the gaps, those that will be scored by their opponents.

 

 

Terziglio

 

And now a challenging three hander - skill plays its role but figuring out if you should bid to be Declarer…well, that can be a matter of luck! Still, this one is good fun and a viable alternative for ottecento addicts short one player.

 

 

Deal

 

First Dealer is chosen at random, usually by cutting the cards. Deal and play are, as usual, counter-clockwise, with deal passing to the right after each hand.

 

Each player receives three packets of 6 cards, with the remaining 8 cards forming a stock. Michael Dummett mentions an alternative version in which players are dealt 19 cards with 5 cards making the stock. This would remove a little of the chance, though just a little, but try them both and use the version that suits you best.

 

 

Bidding

 

Beginning with Eldest each player may call “I play” or “Solo”. If Eldest calls “I play” and the others pass, then Eldest is Declarer and takes the stock into his/her hand. Declarer must then discard 8 cards that may not include honours or Kings. These will count to Declarer’s trick pile unless all the tricks are lost, then they go to the defenders.

 

If the Eldest passes, and another player calls “I play” without being overbid, then play is the same except that the stock must be shown to all players before being taken.

 

If a player calls “Solo”, they cannot be overbid and so becomes Declarer. The stock goes unseen and counts to the tricks of the player(s) who win the last trick of the hand.

 

 

Declarations

 

Individual players may now score points for their side by making declarations for any cricce or sequences in their hand (they may not include cards held by their partners).

 

There is no obligation to make any declarations and it is legal to declare for less than you can but you only score what you declare. To make the declaration, the cards required cards must be laid face up for all to see. The cards are then gathered up when Declarer plays to the first trick.

 

 

Play

 

Declarer leads to the first trick, playing any card in his/her hand to the middle of the table. Each player in turn must 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, otherwise, the highest trump played wins the trick. The player that wins the trick, adds the cards to his/her trick pile.

 

The Fool may be played to any trick as an excuse for not playing a card you are otherwise obliged to play, though it beats nothing. If the Fool is led to a trick, then the next player’s card determines the suit to be followed. At the end of a trick to which the Fool has been played, the player takes the Fool back and adds it to his/her own trick pile and give the opponents an empty card from his/her trick pile in exchange. However, if the side that played the Fool loses every trick, then they must give the card to their opponents at the end of the hand.

 

 

Final Scores

 

Before anything else, both sides calculate their points in tricks, then, they move on to calculating their points from cricche and sequences.

 

Rather than both sides doing this, which could take a while, just one side will separate out their trumps, honours, courts, and aces. They then lay out these cards in columns, first a column for trumps, and then columns for each of the suits. By leaving gaps where they are missing cards players can see any cricche or sequences immediately and infer from the gaps, those that will be scored by their opponents.

 

If Declarer has more points than the defenders, then the game is won. To calculate the game points won, Declarer’s score is rounded to a multiple of 50 - if it falls short of the nearest multiple by four points or less, then the points are rounded up, otherwise they are rounded down. Divide this result by 50 and you have your game points won against each of the defenders. If the game is lost then the defenders make the same calculation on their combined score and win the result between them from Declarer.

 

A slam, where all the tricks are won, is scored at fixed 40 points to whichever side wins it.

 

 

Millone

 

This is the best of the tarocchino two  handers. For two player games, I don’t normally venture beyond bezique but this is enough fun to attract me to it.

 

Play is up to 1000 points, if both players can make this at the end of a hand, then the player with the highest score wins. If played for a stake - it is kept fixed.

 

Players take turns to deal, with first Dealer being chosen at random. Each player receives four packets of 5 cards, with Dealer taking 7 in the last round. If a player can declare sequences or cricce from the cards they hold to make 1000 points, then they make the declarations and claim the game. Otherwise, each player must discard 10 cards that may not include Honours or Kings - each player’s discards count to their tricks at the end.

 

Two more rounds of 5 cards are dealt with Dealer taking the last two cards and making a further discard of 2 according to the above rules.

 

Dealer’s opponent leads to the first trick. Players must always follow suit if they can, if not, then they must play a trump, and if they cannot trump, then they may play any card, though it will not win.

 

The Fool may be played to any trick as an excuse for not playing a card you are otherwise obliged to play, though it beats nothing. At the end of a trick to which the Fool has been played, if the player who played it loses the trick, they take the Fool into their own trick pile and give the opponent an empty card from their trick pile in exchange. However, if the player that played the Fool loses every trick, then they must give the card to the opponent at the end of the hand.

 

After the hand is played, card points are scored followed by the cricce and sequences. Rather than both players doing this, which could take a while, just one will separate out their trumps, Honours, courts, and aces. These cards are then laid out these in columns, first a column for trumps, and then columns for each of the suits. By leaving gaps where there are missing cards players can see any cricche and sequences immediately and infer from the gaps, those that will be scored by the opponent.

 

 

Mattazza

 

This is one of those fun, the more the merrier, type of games and, like the Queen of Spades, the object is to avoid winning the most points and so becoming the loser. However, if a player wins no points at all, then they automatically lose the hand instead. It can be played with up to 6 players for a fixed stake.

 

 

Deal

 

First Dealer is chosen at random, usually by cutting the cards. Deal and play are, as usual, counter-clockwise, with deal passing to the right after each hand.

 

Each player, no matter how many are playing, receives two packets of 5 cards. The remaining cards are put aside unseen and play no further role.

 

 

Play

 

Eldest leads to the first trick, playing any card in his/her hand to the middle of the table. Each player in turn must 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, otherwise, the highest trump played wins the trick. The player that wins the trick, adds the cards to his/her trick pile.

The Fool may be played to any trick as an excuse for not playing a card you are otherwise obliged to play, though it beats nothing. If the Fool is led to a trick, then the next player’s card determines the suit to be followed. At the end of a trick to which the Fool has been played, the player takes back the Fool and adds it to his/her own trick pile and gives the trick’s winner a card from his/her trick pile in exchange - if possible, they give a card that will increase the trick winner‘s score.

 

If the cards of an individual trick contain a cricce or sequence, then the player that wins the trick, scores for these extra points.

 

At any point in the game, a player may call out for a partner to help prevent a particular player win any tricks. If someone joins in the enterprise, they may not announce it. This is a risky gambit because, if they fail, then one of the players is very likely to find themselves the loser of that hand.

 

 

Scores

 

At the end of the hand, players add up their card points and score for any cricce or sequences as normal. The usual practice of just one person checking for these scores is not possible unless only two are playing. If two or more players tie for the most points, then they are considered joint losers.

 

Each time a player loses a hand, they get a mark by their name. Once a player has six marks, they are declared the game’s loser and must pay the agreed stake to each of the other players. However, if at any stage two players have 3 or more marks between them then they are declared joint losers and must share the cost.

 

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