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A team may win some and lose others, so a player may have conflicting objectives during a hand. It is quite possible to win the game and yet lose points because the bonuses were worth more than the game.

The game is played anticlockwise. The first dealer is selected by cutting the pack highest card deals , and the turn to deal rotates anticlockwise after each hand.

Dealer shuffles, gives the cards to the opposite player to cut, then deals in packets of six cards. The first packet is placed face-down in the middle of the table, to form the talon.

Then packets of six are dealt to the players, starting to the dealer's right, until all cards are dealt. It is crucial that the talon cards are dealt in a bunch from the top of the pack without any shuffling or interchanging of cards.

Instead of cutting, the player opposite the dealer is allowed to "knock", or tap the pack of cards. They must then be dealt as follows: the first six cards to the talon, then four packets of 12 cards.

Each player in anticlockwise rotation, starting with the player to dealer's right, chooses whether they will have the first, second, third or fourth packet.

If the first player choses to have the first cards, the others do not get a choice, but are automatically assigned the second, the third, and the fourth pack of twelve in rotation.

If the first player chooses the first cards he can also specify whether the talon is to be dealt first as usual , or immediately after the first player's cards, or at the end.

After the deal, the auction starts. The player to dealer's right "forehand" says nothing and waits for the other players to announce their bids.

Each player in turn after that must either bid by naming a contract or pass. Once having passed a player may not re-enter the auction.

The auction continues until three players have passed consecutively, and the last player to have bid becomes declarer. During the bidding there is an order of priority, starting with forehand highest and continuing anticlockwise around the table to dealer lowest.

When bidding a contract, if you have lower priority than the previous bidder you must bid a higher contract or pass, but if you have higher priority than the previous bidder it is sufficient to bid an equal or higher contract.

If the three players other than forehand just pass, forehand is now free to name any contract. This is the only case in which the first two contracts in the list klop and three can be played.

If someone other than forehand does bid, then the final bidder is the declarer. This player now names the contract they will play; this can be the last contract they bid or any higher contract.

If the contract is one in which declarer gets a partner, the declarer names a suit. The holder of the king of that suit becomes declarer's partner but does not tell anyone who they are.

The partnerships are sometimes not discovered until quite late in the hand. It is legal to call your own king.

In this case you play on your own against the other three players in partnership, but they will not realise at first that they are all on the same side.

This is generally not a very good idea, because declaring a solo cotract will bring you 30 points more.

In contracts which entitle the declarer to take cards from the talon, the talon is now exposed in two sets of three cards, three sets of two cards, or as individual cards, depending on the contract.

Declarer chooses one of the sets and adds the cards to his hand. The talon cards which the declarer does not take are put in a face down pile and count as part of the opponents' tricks.

If a king was called, the pile of rejected talon cards must at first be kept separate from the opponents' tricks, since some of the players do not yet know who is on which side.

After taking the chosen set of cards into his hand, declarer then discards the same number of cards face down into his trick pile.

Cards that are worth 5 points kings and cards of the trula may never be discarded; other trumps can be discarded freely but must be discarded face up, so that all the players know how many trumps are in play.

If the king called by the declarer happens to be in the talon, then the declarer can win the remainder of the talon the part not taken by picking up the part of the talon that contains the called king and winning a trick with that king.

When the called king is played, the remainder of the talon is tossed face up on top of it, so that it is collected by the winner of the trick.

There is now a round of announcements. Beginning with the declarer, each player can pass or make one or more announcements on behalf of their side. An announcement is a commitment to win a particular bonus , or a kontra of something said by the other side.

The round of announcements continues until three players have passed consecutively. This, at least, is the theory, but in practice the announcements are made in no particular order, and they still turn out fine.

During the round of announcements, a member of the defending side may double the score for the game and any difference points by saying " kontra the game ".

After this has happened, either member of the declarer's team may double the acore again by saying " rekontra ".

Then the defenders can double it again if they wish by saying " subkontra " and finally the declarer's team could say " mordkontra ", by which time the original score for the game and difference has been multiplied by In the same way, an opponent of a player who has announced a bonus can double the score for the bonus, by saying for example "kontra the king ultimo".

The game and bonuses are scored independently, and are therefore kontra'd, rekontra'd, and so on independently. A player who says kontra must specify exactly what they are saying kontra to.

A kontra'd bonus can be rekontra'd by the team that announced it, subkontra'd by the other side and mordkontra'd by the announcing team. If a bonus is announced by a player other than the declarer, it may not be clear which team they belong to.

Since as player is are not allowed to kontra their partner, it is illegal to kontra an announcement unless the player saying kontra knows for certain that they are on the opposite team from the announcer.

In contracts up to and including solo one , the player to dealer's right Forehand leads to the first trick, no matter who is declarer.

In the higher contracts, from beggar upwards, the declarer leads to the first trick. The declarer leads first in a colour valat.

You must follow suit if you can. If you cannot follow suit you must play a trump. The trick is won by the highest card played of the suit led, unless it contains a trump in which case the highest trump wins exception: colour valat.

A cumulative score is kept on paper. In most cases only the declarer and the declarer's partner if any score. In general, solidarity of partnerships applies, so if the declarer has a partner, both members of the declarer's team will win or lose the same amount.

Anything won by the declarer's side or lost by the opponents is added to declarer's team's score, and anything lost by declarer's team or won by their opponents is subtracted from declarer's team's score.

The exceptions are:. The point value of the contract is added to player's score if he wins the game, or subtracted from it if he loses. In a normal contract three, two, one, solo three, solo two, solo one this value is increased by the card point difference.

The card point difference is calculated by subtracting 35 from the card points won by the player s and rounded to nearest 5. For example: if a player wins 43 card points, he has won by If he wins 37 card points he has won with no difference.

Tarock played at Skill7 is a pretty simple game that is played a lot like any other tarot card game and the bidding is pretty simplifed in comparison to Slovenian Tarok for example.

French Tarot is, well, French Tarot. I suggest you read it before you start playing… and also read the rules as well.

Alternatively the player can join an already open table. A yellow arrow indicates whose turn it is. The player, whose turn it is, is made aware of this by a red exclamation mark.

The forehand the player to the right if the dealer is identified by a green flag. This player declares the game. Some play with two addition sas eagle bonuses borrowed from High Tarokk below.

This bonus is worth 8 points announced and 4 points silent. It seems that not many tarokk players have yet taken up this game.

The main difference from Illustrated Tarokk is that 10 further bonuses are added. These are:. There are some other differences.

There are fixed partnerships partners sit next to each other , only 40 cards are used no red aces and there is no talon and no card points.

Further information in Hungarian was available on the Hungarian Royal Tarokk Union web site archive copy , where the game could also be played on line.

All 54 cards are used - the cards in the black suits rank king, queen, rider, jack, 10, 9, 8, 7 and in the red suits king, queen, rider, jack, ace, 2, 3, 4.

The extra pip cards count 1 point each. Thus there are points and the declarer's team needs 54 to win.

A side that takes fewer than one quarter of the points i. The deal is 6 cards to the talon, and then in sixes. The four players thus have 12 cards each, and in addition to the normal declarations it is possible to declare 10 tarokks 3 points , 11 tarokks 4 points or 12 tarokks 5 points.

The scores for trull, four kings, ultimos and uhus are as usual, except that a team that loses an ultimo or uhu pays double for it.

This doubling is probably influenced by the equivalent rule in the Hungarian national game Ulti. The same players also played a version of Paskievics Tarokk with this doubling rule.

A centrum announcement scores Illustrated Hungarian Tarokk The first version of this page was published in , based on a description by Kirsty Healey and Matthew Macfadyen.

Players and equipment Tarokk can be played by four or five players. Choice of seats, dealing and ending the session To choose seats take two sets of five cards, each consisting of a tarokk and a card of each suit omit one suit if there are four players only.

There are several constraints on the bidding: In order to bid, you must hold at least one honour. If you have no honours you must pass. There is one exception to this: if the first three players pass, the fourth player is allowed to bid without an honour, speculating on picking one up from the talon.

If the bidder does not acquire an honour, the cards are thrown in and the bidder pays the value of the basic game to each other player 1 point each if the bid was three.

The single jump: A bid one level higher than necessary is a cue bid showing the XIX and a high honour but see variations.

Examples of cue bidding the XIX are: an opening bid of two; a bid of one over three; after you have opened with three and another player has bid two, a bid of one instead of hold.

If you do not have the requisite cards for a cue bid, you are not allowed to make a single jump bid except in two special cases: When there has already been a cue bid during the auction, a second jump has no special meaning and can be made with any hand containing an honour.

When the first three players pass, a jump by the fourth player does not count as a cue bid. After three passes the fourth player can freely bid "two" without holding the XIX.

Examples of cue bidding the XVIII : an opening bid of one; a bid of solo over three; you open three, another player bids two, and you jump to solo.

If you do not have the requisite cards for the cue bid you cannot make a double jump bid; the only exception is that if the first three players pass a bid of "one" by the fourth player does not count as a cue bid, and thus can be made without the XVIII.

The yielded game: Suppose that one player opens three, another player bids two and then everyone passes. By passing, the player who originally bid three shows the XX and a high honour.

Lacking these cards, a player who bids three and is overcalled only by a bid of two cannot pass on the second round, but must hold the two or make a cue bid.

If he has the XX and a high honour, the player who opened three can either pass to yield the game or hold if he wants to be the declarer.

After everyone has discarded, the number of tarokks in the discard must be announced. If there are only four players, player's who discard tarokks must themselves announce how many; anyone who says nothing is assumed to have discarded suit cards only - no "clean" announcement is required.

Any tarokks discarded by the declarer must be turned face up when all the discards are complete, so that everyone knows not only how many tarokks the declarer has discarded but also which ones.

Calling a partner, bonuses and announcements After everyone has discarded, there is a round of announcements , which is begun by the declarer and continues anticlockwise around the table, possibly for several circuits.

There are four types of announcement that can be made at this time: A player who has 8 or 9 tarokks may declare them; The declarer must call a partner ; Any player may announce one or more bonuses ; Players may say kontra , rekontra, etc.

Calling a partner The declarer calls a tarokk whose holder will be declarer's partner for this hand. The declarer must call the XX except in the following cases: If as declarer you hold the XX yourself, you may instead call the highest tarokk below the XX which you do not hold.

Alternatively, you may also call your own XX , in which case you will have no partner, and the other three players will form a team against you.

If any of the players other than the declarer has discarded a tarokk, the declarer is free to call any tarokk other than an honour.

If the called tarokk has in fact been discarded, the declarer plays alone against three opponents. The player who discarded the called tarokk is obliged in this case to kontra the game.

In a yielded game , the declarer must call the XX. This applies even if tarokks have been discarded - the indicated tarokk cannot be discarded and must be called.

The name comes from the French "tous les trois" all three. Payment: 1 point if made silently; 2 points if announced. This bonus doubles the payment for the game if made silently; if announced it multiplies the game value by 4.

Payment: 21 points and the player who lost the XXI has to wear the mayor's hat. The payment for an announced XXI -catch is 42 points.

Centrum is a commitment to win the first 5 tricks, the 5th trick being won by the XX. If the side which announces this loses any of the first 4 tricks, or fail to win the 5th trick with the XX the bonus is lost.

Payment: 10 points if announced. If you lose any of the first 5 tricks or fail to win the 6th trick with the XXI the bonus is lost.

This announcement is sometimes just called uhu. Payment: 20 points if announced. The specified king must itself win the trick for the announcement to succeed.

Payment: 15 points if announced. If the specified king is not played to the 8th trick or is played but does not win that trick, the king uhu is lost.

Declaring tarokks Any player who holds 8 or 9 tarokks may declare the fact during the round of announcements, and is paid by each of the other three active players: 1 point for 8 tarokks nyolc tarokk ; 2 points for 9 tarokks kilenc tarokk.

It is illegal to declare eight tarokks if you actually have nine. Procedure for the round of announcements The declarer speaks first and may begin by declaring tarokks.

The announcements of centrum, small bird and large bird can be made in any combination, since they concern different cards played to different tricks.

Therefore any player who announces a bonus when it is not otherwise known which side they are on is subject to the following conventions: If no one else has announced any bonus nor said kontra, the new announcer is assumed to be the declarer's partner.

If any bonuses have been announced or kontra has been said, the new announcer is assumed to be the partner of the player who most recently announced a bonus or said kontra or rekontra, etc to the game or any bonus.

The play The player to dealer's right leads to the first trick, and the winner of each trick leads to the next.

An opponent leads tarokk II to the eighth trick. You are obliged to throw the I and are not allowed to win this trick.

You have announced king of spades uhu and your last two cards are the king and ten of spades. An opponent leads the king of diamonds to the eighth trick.

You are obliged to throw your king of spades. If you lose a trick before the relevant trick, then after you have lost the trick you are released from your obligations and can play the specified card whenever you wish to, within the normal rules of play.

If your team has made more than one announcement involving playing a specific card to a particular trick, and you are forced by the rules to play one of the specified cards prematurely, you must first play the card which was due to be played to the earlier trick.

The scoring The scoring system is based on settling up after each hand in cash. If they lose not only the announcement but the game as well, the opponents will score for the ordinary game as well as the failed announced double game 5 times the game in total.

The ordinary game is not scored unless the announcing team loses the game, in which case the opponents score for it. If the game is kontra'd it is always scored.

Announced trull or four kings are scored as usual. Centrum - 10 These bonuses only score if they are announced. If the tarokks are not declared, payment can be claimed at the end of the play from the partner of the holder only.

Advice on tactics Most of the advice on playing Paskievics tarokk also applies to the illustrated game. Conventional announcements The presence of high valued announced bonuses make it worthwhile to use some of the cheaper announcements, such as trull, four kings, and in some cases even double game, to convey information which will enable the higher value announcements to be made when it is possible.

Announcing Trull A trull announcement is used to let your partner know that you believe that your team has both high honours.

Announcing Four Kings A four kings announcement is used as a general encouragement to your partner to announce something further. For complete safety D would need at least five tarokks, but centrum can still be announced with only four or even three tarokks in D 's hand provided that D can lead suits of which A is void.

A here promises a hand suitable for driving out the XXI. A double game announcement by A would have a similar meaning.

The game is played anticlockwise. The first dealer is selected by cutting the pack highest card deals , and the turn to deal rotates anticlockwise after each hand.

Dealer shuffles, gives the cards to the opposite player to cut, then deals in packets of six cards.

The first packet is placed face-down in the middle of the table, to form the talon. Then packets of six are dealt to the players, starting to the dealer's right, until all cards are dealt.

It is crucial that the talon cards are dealt in a bunch from the top of the pack without any shuffling or interchanging of cards.

Instead of cutting, the player opposite the dealer is allowed to "knock", or tap the pack of cards. They must then be dealt as follows: the first six cards to the talon, then four packets of 12 cards.

Each player in anticlockwise rotation, starting with the player to dealer's right, chooses whether they will have the first, second, third or fourth packet.

If the first player choses to have the first cards, the others do not get a choice, but are automatically assigned the second, the third, and the fourth pack of twelve in rotation.

If the first player chooses the first cards he can also specify whether the talon is to be dealt first as usual , or immediately after the first player's cards, or at the end.

After the deal, the auction starts. The player to dealer's right "forehand" says nothing and waits for the other players to announce their bids. Each player in turn after that must either bid by naming a contract or pass.

Once having passed a player may not re-enter the auction. The auction continues until three players have passed consecutively, and the last player to have bid becomes declarer.

During the bidding there is an order of priority, starting with forehand highest and continuing anticlockwise around the table to dealer lowest.

When bidding a contract, if you have lower priority than the previous bidder you must bid a higher contract or pass, but if you have higher priority than the previous bidder it is sufficient to bid an equal or higher contract.

If the three players other than forehand just pass, forehand is now free to name any contract. This is the only case in which the first two contracts in the list klop and three can be played.

If someone other than forehand does bid, then the final bidder is the declarer. This player now names the contract they will play; this can be the last contract they bid or any higher contract.

If the contract is one in which declarer gets a partner, the declarer names a suit. The holder of the king of that suit becomes declarer's partner but does not tell anyone who they are.

The partnerships are sometimes not discovered until quite late in the hand. It is legal to call your own king. In this case you play on your own against the other three players in partnership, but they will not realise at first that they are all on the same side.

This is generally not a very good idea, because declaring a solo cotract will bring you 30 points more. In contracts which entitle the declarer to take cards from the talon, the talon is now exposed in two sets of three cards, three sets of two cards, or as individual cards, depending on the contract.

Declarer chooses one of the sets and adds the cards to his hand. The talon cards which the declarer does not take are put in a face down pile and count as part of the opponents' tricks.

If a king was called, the pile of rejected talon cards must at first be kept separate from the opponents' tricks, since some of the players do not yet know who is on which side.

After taking the chosen set of cards into his hand, declarer then discards the same number of cards face down into his trick pile.

Cards that are worth 5 points kings and cards of the trula may never be discarded; other trumps can be discarded freely but must be discarded face up, so that all the players know how many trumps are in play.

If the king called by the declarer happens to be in the talon, then the declarer can win the remainder of the talon the part not taken by picking up the part of the talon that contains the called king and winning a trick with that king.

When the called king is played, the remainder of the talon is tossed face up on top of it, so that it is collected by the winner of the trick.

There is now a round of announcements. Beginning with the declarer, each player can pass or make one or more announcements on behalf of their side.

An announcement is a commitment to win a particular bonus , or a kontra of something said by the other side.

The round of announcements continues until three players have passed consecutively. This, at least, is the theory, but in practice the announcements are made in no particular order, and they still turn out fine.

During the round of announcements, a member of the defending side may double the score for the game and any difference points by saying " kontra the game ".

After this has happened, either member of the declarer's team may double the acore again by saying " rekontra ". Then the defenders can double it again if they wish by saying " subkontra " and finally the declarer's team could say " mordkontra ", by which time the original score for the game and difference has been multiplied by In the same way, an opponent of a player who has announced a bonus can double the score for the bonus, by saying for example "kontra the king ultimo".

The game and bonuses are scored independently, and are therefore kontra'd, rekontra'd, and so on independently.

A player who says kontra must specify exactly what they are saying kontra to. A kontra'd bonus can be rekontra'd by the team that announced it, subkontra'd by the other side and mordkontra'd by the announcing team.

If a bonus is announced by a player other than the declarer, it may not be clear which team they belong to. Since as player is are not allowed to kontra their partner, it is illegal to kontra an announcement unless the player saying kontra knows for certain that they are on the opposite team from the announcer.

In contracts up to and including solo one , the player to dealer's right Forehand leads to the first trick, no matter who is declarer.

In the higher contracts, from beggar upwards, the declarer leads to the first trick. The declarer leads first in a colour valat. You must follow suit if you can.

If you cannot follow suit you must play a trump. The trick is won by the highest card played of the suit led, unless it contains a trump in which case the highest trump wins exception: colour valat.

A cumulative score is kept on paper. In most cases only the declarer and the declarer's partner if any score. In general, solidarity of partnerships applies, so if the declarer has a partner, both members of the declarer's team will win or lose the same amount.

Anything won by the declarer's side or lost by the opponents is added to declarer's team's score, and anything lost by declarer's team or won by their opponents is subtracted from declarer's team's score.

The exceptions are:. The point value of the contract is added to player's score if he wins the game, or subtracted from it if he loses.

In a normal contract three, two, one, solo three, solo two, solo one this value is increased by the card point difference. The card point difference is calculated by subtracting 35 from the card points won by the player s and rounded to nearest 5.

For example: if a player wins 43 card points, he has won by If he wins 37 card points he has won with no difference. If he wins 21 points, he has lost by The value of any bonuses won by the declarer's team are added to their score; if they lose any bonuses, their values are subtracted.

Conversely, if the opposition win any bonuses, their value is subtracted from the declarer's team's score and any bonuses lost by the opposition are added to the declarer's team's score.

In the higher contracts, beggar and above, the declarer simply either wins or loses the value of the contract. There is no difference and no bonuses except that the penalty for losing the mond still applies in "solo without".

The second row of the scoresheet is reserved for radlci. Radlc is a word of German descent meaning a little wheel. These are little circles drawn under each player's name.

All four players get a new radlc whenever any of the following events happens, :. The radlci are added to the scoresheet immediately after the hand on which the event occured has been scored.

When a declarer wins a contract and the score is calculated, his radlci are checked. If the declarer has any outstanding radlci from previous hands, the declarer's score and that of the declarer's partner if any for the cuerrent hand are doubled and one of the declarer's radlci is annulled usually by colouring the circle.

If the declarer loses a contract, the score is still doubled, but the radlc is not anulled. If any radlci are left over at the end of the night, points are subtracted from the players' score for each uncancelled radlc.

The idea of radlci is to punish the players who do not declare contracts themselves, but rather wait for other players to call them.

Also, some people consider that bigger scores make the game more fun. In the second game David plays 2, calls Cilka and announces pagat ultimo. In the fourth game , Cilka plays solo 3, and announces the trula.

She wins by 15 and gets the trula. One of her radli is annulled. In the fifth game , Ana plays 1 and calls Boris, who announces king ultimo.

One of Ana's radli is annulled. In the sixth game , Cilka plays 2 and calls Ana. Cilka's radli reamin as they are. Before the eighth game Ana's score is 0, so compulsory klop is played.

However, after the cards are dealt, David decides his cards are too good, so he plays "solo without" and wins. Usually, no blank lines are left; each player's scores are written in the first available space in the column, so the scores are not aligned across the page for each hand, as in the diagram.

When the last hand has been played, points are subtracted from the players' scores for any uncancelled radli points per radl , and the winner is announced.

If you have all four kings, and play a three, two or one, you would normally have no option but to call yourself.

However, some people allow a player who holds all the kings to call a card of the trula. In this case a player who holds all the kings and all the trula cards is allowed to call a trump but a player with such a good hand should really be playing something higher than one.

Some people allow a player who has three kings to call the fourth by simply saying "the fourth king", without specifying its suit.

This can make things somewhat more difficult for the opponents. According to many people the winner of the bidding must play the exact contract he bid - he cannot convert to a higher contract except in the special case of increasing a solo three, solo two or solo one to colour valat.

Some people allow an additional negative contract called piccolo , in which the object is to win exactly one trick.

Most players do not allow this contract, as it is thought to be too easy. If it is played, it would make more sense to rank it below solo three , or maybe even between three and two.

In a yielded game the XX cannot be discarded. Apart from these restrictions, players are free to discard any cards, including tarokks if they wish.

The declarer's discards are kept face-down in front of the declarer, and their values count with the declarer's team's tricks. The other three players' discards are kept in front of the dealer if there are five players, or immediately to the right of the dealer if there are four.

Their values count as part of the opponents' tricks. A player who has any of the following holdings may but is not obliged to annul the hand :.

A hand can only be annulled immediately after the talon exchange. Once the round of announcements is underway it is too late. A player who has discarded a tarokk cannot annul the hand on the basis of any of the last four holdings, but a player who has four kings can always annul the hand, even after discarding a tarokk.

When a hand is annulled, there is no score. The cards are thrown in and the same dealer deals again. The next four or five hands depending on the number of players are played for doubled scores.

After everyone has discarded, there is a round of announcements , which is begun by the declarer and continues anticlockwise around the table, possibly for several circuits.

There are four types of announcement that can be made at this time:. Each of these possibilities will be described in detail, and then the procedure for the round of announcements will be explained.

The declarer calls a tarokk whose holder will be declarer's partner for this hand. The other two active players will form the opposing team, the opponents or defenders ellenfelek.

The declarer must call the XX except in the following cases:. The declarer's partner must not make any sign to reveal their identity. This will only become known in the course of the subsequent announcements and play.

All bonuses are won or lost by a partnership, not an individual. Most bonuses are separate from each other and from the game; you can win some bonuses and lose others, irrespective of whether the game is won or lost.

The chief difference between Illustrated Tarokk and ordinary Tarokk is that in the illustrated game six extra bonuses are added. These extra bonuses numbers 7 to 12 in the list below score only if they are announced in advance.

The other bonuses 1 to 6 can also be scored if they are made silently, but score twice as much if they are announced.

In the same way an opponent of a player who announced a bonus may kontra the announcement, doubling the score for it.

All kontras are independent of each other, so you must specify which things you are saying kontra to. After the game or an announcement has been kontra'd, either member of the side which originally announced it may rekontra it, which doubles the score for that item again.

The process can continue with further doubles from alternate teams: "szubkontra", "hirskontra" and "mordkontra".

Any player who holds 8 or 9 tarokks may declare the fact during the round of announcements, and is paid by each of the other three active players: 1 point for 8 tarokks nyolc tarokk ; 2 points for 9 tarokks kilenc tarokk.

If you have 8 or 9 tarokks and do not declare them during the round of announcements, you can still claim payment for them from your partner at the end of the hand, but not from the opponents.

There is a school of thought that it is unsporting to claim payment from your partner for undeclared tarokks unless your team has won enough on the hand to cover the payment.

The declarer speaks first and may begin by declaring tarokks. The declarer must call a partner , may then go on to announce bonuses , and must end by saying "pass" passz or mehet.

The round of announcements continues in anticlockwise rotation. Each player, at their turn, may declare tarokks, announce bonuses, or kontra things announced by the other team, always ending by saying "pass".

When three players in succession do nothing except pass, the round of announcements ends. In general any player can announce any bonus, and all announcements are made on behalf of the announcer's team.

There are some restrictions:. When a player announces a bonus, it is necessary to know which team they belong to - i.

Without this arrangement it would become impossible to kontra these announcements, as you would not know whether you were playing with or against the announcer.

Therefore any player who announces a bonus when it is not otherwise known which side they are on is subject to the following conventions:. Note that for this purpose the declaration of tarokks does not count as announcing a bonus.

Anyone who has 8 or 9 tarokks can declare them freely, and you do not necessarily know whether they are for or against you. It also follows that if A is the declarer, B declares 8 tarokks and C announces some bonus, such as trull, then C is assumed to be the partner of A , not B.

If you wish to make an announcement when it cannot be proved from the previous bidding and announcements which side you are on, and you are in fact playing against the most recent player who announed a bonus or said kontra or rekontra, etc.

The player to dealer's right leads to the first trick, and the winner of each trick leads to the next. Any card may be led to a trick, and the other players in turn must follow suit.

A player who has no card of the suit led must play a tarokk if possible. If a tarokk is led, the other players must play tarokks.

A player who has neither tarokks nor cards in the suit led is free to play any card. The trick is won by the highest tarokk in it, or, if it contains no tarokk, by the highest card of the suit led.

Until the partnerships are known, players keep their own tricks in separate piles, and the defenders' part of the discard must also be kept separate.

When all nine tricks have been played, the card points taken by each side are counted and the hand is scored. The player to the right of the previous dealer then shuffles, has the cards cut, and deals the next hand.

These announcements constrain your play as follows:. The scoring system is based on settling up after each hand in cash. If a score is kept on paper, it represents the amount won positive or lost negative by each player, and the scores will always add to zero.

For most purposes there are two teams of two players; each player on the losing team pays one of the players on the winning team the net score for the game and any bonuses which happened on that hand.

When one player plays alone against the other three players together having called their own XX or a discarded tarokk , the lone player pays to or receives from each of the other three active players, so the total amount won or lost by the lone player is three times the usual score.

When there are five players the payments are only between the four active players; the dealer neither wins nor loses.

When all nine tricks have been played, the card points taken by each team are counted. There are 94 card points altogether. If the declarer's team have taken at least 48 points more than half they have won the game.

The opponents win if they have 47 or more. If either team have more than three quarters of the card points, so that the other side has 23 points or fewer, they have won a double game.

The following table summarises the amount by which the basic game score is to be multiplied in various situations, according to the number of card points or tricks taken by the declarer's team.

Positive multipliers indicate that declarer's team wins; negative multipliers indicate that the opponents win. The above table does not give an exhaustive list of possible situations, but should be sufficient to illustrate how the scoring works.

The next table summarises the scores for other bonuses and declarations. These scores are not affected by the basic game value; they are the same, no matter what type of game was bid:.

All of the above scores for bonuses and declarations are available to either team. It is even possible for a bonus to be scored twice by one team - for example if one team announces four kings but the other team wins all four kings in their tricks.

Most of the advice on playing Paskievics tarokk also applies to the illustrated game. When the high honours are held by the declarer's team, they will almost always announce trull.

It follows that whenever there is no trull announcement, there is a significant possibility of a XXI-catch.

Often there are some clues available about who might hold the XXI. The obvious way to make centrum is for your side to hold the top five tarokks and have the opening lead.

In that case the centrum would be certain, and by using the conventional announcements of trull and four kings described below, it should be possible to announce it.

It is also possible to announce centrum in less safe conditions: you may need to catch the enemy XVIII or XIX , or you may announce centrum without the lead, relying on being able to trump the opponents' likely suit lead.

It is sometimes possible to make centrum when the holder of the XX has fewer than five tarokks: there will need to be at least one suit trick which the partner of the XX will win with a tarokk.

Similar considerations apply to announcing the small and large birds - see example deal 6 for a demonstration of a small bird announcement that relies on catching enemy tarokks.

It can sometimes be worth discarding a tarokk to achieve this. It is then possible to give up an early trick if necessary.

The card accompanying the king can be led at a time when you are sure of controlling the remainder of the play.

The presence of high valued announced bonuses make it worthwhile to use some of the cheaper announcements, such as trull, four kings, and in some cases even double game, to convey information which will enable the higher value announcements to be made when it is possible.

In the long run, one would prefer sometimes to lose trull or four kings with kontra, rather than miss the opportunity to announce and score for centrum and the birds when it is possible.

Therefore it is usual to give the lower announcements fairly specific conventional meanings. Unlike the bidding conventions, these announcement conventions are not part of the rules.

There needs to be a general agreement among the players about the meanings of the announcements, but individual players are allowed to depart from the conventions and use the announcements in other ways if they see a good reason for doing so see, for example, the four kings announcement in example deal 7.

If a player breaks a convention without good reason and the partnership suffers a loss as a result, there is likely to be a lively discussion after the game.

A trull announcement is used to let your partner know that you believe that your team has both high honours. A more important reason for announcing trull when you can is to help confirm the positions of the high honours, so as to establish the possibility of further announcements such as centrum and the birds.

You should generally announce trull when you have both high honours, or when you have one high honour and know from a cue bid or yielded game that your partner has the other.

You should normally also announce trull if you have a high honour and know that your partner has an honour which might be a high one.

This most commonly happens when you have the called tarokk and a high honour: your partner has bid, so must have an honour of some kind; you hope it is a high one, and announce trull to convey the good news that you have a high honour too.

There are a few cases where you should not announce trull, even though your side has both high honours, because you do not want to encourage further announcements from your partner.

You should also beware of the case where you have already shown your high honour by cue bidding or yielding the game. Now if the declarer does not announce trull, you know that the declarer does not hold a high honour, and you should only announce trull if you have both of them.

A four kings announcement is used as a general encouragement to your partner to announce something further.

In Illustrated Tarokk it is particularly useful as an encouragement to announce centrum, and for this purpose "four kings" is given the specific meaning that you hold the highest tarokk other than an honour whose position is not already known.

However, if the declarer calls the XIX as a result of a cue bid, the position of the XX is not known, and a four kings announcement shows the XX.

Since announcing four kings is an encouragement, it normally also shows at least five tarokks. This is particularly so when you hold the XX and your side has both high honours - your four kings announcement may encourage your partner to announce centrum, and this may be hard to make if you have fewer than five tarokks.

Four kings as an encouragement to centrum is useful when you think that your side has both high honours, which would be indicated by an announcement of trull.

In these cases four kings shows a strong hand but does not guarantee holding a specific tarokk. Here are some examples of the use of four kings as an encouragement.

Some care is needed when using double game as an encouragement. Your hand should be strong enough to give you a reasonable chance of making it, as losing a kontra'd double game can be expensive, especially if the bid is one or solo.

If the bid is three or two, the double game announcement can be used somewhat more freely. Announcing double game conventionally indicates that you have at least six tarokks, including the second highest tarokk , other than an honour, whose position is not already known.

Most of the variations described on the Paskievics Tarokk page can also be applied to the illustrated game. In particular, many people play the older rule that you can only hold a bid if your first turn to bid was earlier than that of the player whose bid you are holding.

Both of these variations are in force for the example deals. As in Paskievics Tarokk , some treat a declaration of tarokks like announcing a bonus.

For example, if you declare 8 or 9 tarokks when your allegiance is not yet known, you are assumed to be the partner of the player who most recently announced, declared or kontra'd anything unless you identify yourself by means of a kontra of your own.

Some play that if the bid is three, the declarer's team announce trull and there are no other announcements, the hand is thrown in without play, and the declarer's team win 3 points.

The reason is that these hands are somewhat uninteresting - the two high honours seem to be on the same side so there is going to be no XXI-catch, and nothing of much value has been announced.

If anyone wants to play out the hand they should announce something else or, in the opponents' case, say kontra.

This is discussed in example deal 5. Some play with two addition sas eagle bonuses borrowed from High Tarokk below. This bonus is worth 8 points announced and 4 points silent.

It seems that not many tarokk players have yet taken up this game. The main difference from Illustrated Tarokk is that 10 further bonuses are added.

These are:. There are some other differences. There are fixed partnerships partners sit next to each other , only 40 cards are used no red aces and there is no talon and no card points.

Further information in Hungarian was available on the Hungarian Royal Tarokk Union web site archive copy , where the game could also be played on line.

All 54 cards are used - the cards in the black suits rank king, queen, rider, jack, 10, 9, 8, 7 and in the red suits king, queen, rider, jack, ace, 2, 3, 4.

The extra pip cards count 1 point each. Thus there are points and the declarer's team needs 54 to win. A side that takes fewer than one quarter of the points i.

The deal is 6 cards to the talon, and then in sixes. The four players thus have 12 cards each, and in addition to the normal declarations it is possible to declare 10 tarokks 3 points , 11 tarokks 4 points or 12 tarokks 5 points.

The scores for trull, four kings, ultimos and uhus are as usual, except that a team that loses an ultimo or uhu pays double for it.

This doubling is probably influenced by the equivalent rule in the Hungarian national game Ulti. The same players also played a version of Paskievics Tarokk with this doubling rule.

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