Tarocchini
This Italian tarot game from Bologna dates back to possibly the early 16th century and has changed very little since then.
Number of Players
The game is played with 2-7 players.
Set Up
- Any 78-card tarot deck will suffice, or, alternatively, the Tarocco Bolognese deck may be used
Before play begins, if the 78-card tarot deck is used, remove the 2-5 pip cards of all suits. Shuffle the deck and deal to all players using the French tarot rules.
Game Play
Play is similar to the French tarot rules, including suit rankings. Once all players have no cards in their hands, the game ends.
Atouts, tarrocchi, and their names
The atouts are given different rankings. First, the excuse is called the Matto and is the lowest rank, even lower than the pip cards. Next, the 1 atouts is called the Begato and is ranked higher than Kings. After that are the Moretti, which are 2 through 5 atouts. After that, following their card value, are 6 through 17 atouts and called the numeri di scavezzo. The next four cards are ranked higher than the numeri di scavezzo, but have assigned names and are called the grande. The 18 atouts is called Luna. The 19 atouts is called Sole. The 20 atouts is called Mondo. Finally, the 21 atouts is called Angelo and is the highest ranked card. The tarrocchi are the grande and Matto cards. The Matto and the Begato are collectively known as the contatori.
End of the Hand/Game
Once all cards are played, players count the combinations of cards that they have in their trick pile. Here are the associative combinations that are possible:
- Three tarocchi is worth 18 points, but all four are worth 36 points.
- Three Kings are worth 17 points, but all four are worth 34 points.
- Three Queens are worth 14 points, but all four are worth 28 points.
- Three Knights are worth 13 points, but all four are worth 26 points.
- Three Jacks are worth 12 points, but all four are worth 24 points.
Next, players calculate the point totals of each card in the trick pile. The following table shows the point values:
Next, calculate the cards by sorting the trick pile in sequence, called “cricche”. For each cricche, the contatori may not be used to substitute the Angel or any King. If it is an atouts, the sequence ends when a contatori is used as a wild card, unless they are used as wild for the 16 atouts or a grande card.
For each cricche, if a pre-condition is met, they are worth 10 points and all extra cards that are defined by that sequence are worth additional 5 points each card. They are pointed when removed from the trick pile as follows:
- If the Angel and at least of the next three grande are in the trick pile, all consecutive numbered atouts are considered the “extra cards.”
- If the King and at least two face cards of the same suit in the trick pile, the 1, or Ace, of the same suit is considered an “extra card.”
- If the two Moretti and another that may be considered wild in the trick pile, up to 6 total cards, including any wild cards, are considered the “extra cards.”
- If two Aces plus a third are in the trick pile, up to six 1, or Aces, with wild-cards are considered “extra cards.”
If three or more cricche are made, double the points received.
The player with the highest score wins. If tied, the game ends in a draw between the players with the same score.