Tarock
Tarock Rulebook
Table of Contents
Table of Contents
- The Cards and Their Value
- Drawing for Seats and Dealing
- Suit-Following, Trump, and Overtrump Obligations
- The Bidding
- The Talon and Discarding
- Valat
- The Emperor Trick (Kaiserstich)
- Doubling (Kontrieren)
- Leading (Ausspielen)
- Positive Games
- Negative Games
- Fundamental Strategy Principles
- Renonce (Revoke)
- Scoring
- Games and Bonuses — Overview
The Cards and Their Value
The game is played with 54 cards: 32 suit cards (eight per suit) and 22 Tarock cards. The suits are of equal rank.
- Hearts and Diamonds order – King (5 points), Queen (4), Rider/Cavall (3), Jack (2), Ace, Two, Three, Four (1 point each)
- Spades and Clubs order – King (5 points), Queen (4), Rider/Cavall (3), Jack (2), Ten, Nine, Eight, Seven (1 point each)
- Tarock order – Sküs, XXI (Mond), XX ... IIII (Quapil), III (Kakadu), II (Uhu), I (Pagat). Sküs, Mond, and Pagat (= Trull) are worth 5 points each; all other Tarocks are worth 1 point each.
Drawing for Seats and Dealing
The seating order is determined by drawing cards. Whoever draws a Tarock is the first dealer. After shuffling, the player sitting opposite the dealer cuts the cards. The dealer then deals 4 x 6 cards, places the talon (2 x 3 cards) face down in the middle, and deals another 4 x 6 cards. Play proceeds counter-clockwise.
Suit-Following, Trump, and Overtrump Obligations
Suit-following obligation and trump obligation apply. Suit-following obligation means that the suit led must be followed. Trump obligation means: a player who has none of the suit led must play a Tarock.
Overtrump obligation applies only in negative games (Piccolo, Zwiccolo, Bettler). Under overtrump obligation, the highest card currently lying on the table must be overtrumped, if this is possible.
Special rules apply in suit games (Farbenspiele), namely suit-following obligation and no overtrump obligation. However, Tarock's power to beat suit cards is suspended.
The Bidding
The bidding is, in effect, an auction for the game. Whoever announces the highest game gets the contract. Forehand, the player sitting to the dealer's right, first says "My game!" or "Forehand!" and only re-enters the bidding after the other players have spoken. Bidding then proceeds around the table in turn. A player who has once said "Good!" or "Pass!" may no longer take part in the bidding. If all three other players say "Good," the game stays with Forehand, and that player may then announce any game they like.
A bonus that is achieved but was not announced is called "silent." For example, if a Dreier player makes no additional announcements but wins the last trick with the Pagat, he has played the Pagat silently.
Pay attention to the seating order during the bidding! If you are first to speak, be careful — a later player might hold a strong counter-hand. The more players ahead of you have passed ("Weiter"), the more riskily you may bid. On average, 2 to 3 Tarocks should lie in the talon. But be wise enough to forgo a Dreier after, say, a Besserrufer. Doubling (Kontra) is easier! A Dreier can also become difficult against a Bettler or a suit Dreier (Farbendreier). But as a basic rule: "Nothing ventured, nothing gained!" Or also: "You can't buy courage."
The Talon and Discarding
The talon consists of two halves of three cards each, which may not be exchanged for one another!
After the talon is opened, the player picks up the half (3 cards) that suits him better and discards 3 cards face down. In the Sechserdreier, the player picks up the entire talon (6 cards) face down and discards 6 cards face down. Kings and Trull cards may not be discarded. Other Tarocks may only be discarded face up, and only when forced to.
In the Farbendreier, Tarocks must be discarded first, face down; only then may suit cards be discarded, face up.
Discarded cards are counted among the player's tricks. The half of the talon that remains lying counts for the opponents.
In solo games, the talon is left untouched and is credited to the opponents. Exception: if, in the Solorufer, the called king lies in the talon, the declarer receives the points of the talon half containing the king. In negative games, too, the talon remains untouched.
Valat
In a Valat, a player or a partnership takes all the tricks, whether announced or silent. In an announced Valat, the value of the game counts 8-fold; in a silent Valat, 4-fold. In both the announced and the silent Valat, all Vogerln (birds) and König Ultimo count (whether announced or silent), but the value of these bonuses is not multiplied. In an announced Valat, Trull and 4 Kings cannot be announced. In a silent Valat, an announced Trull and an announced 4 Kings also count.
The Emperor Trick (Kaiserstich)
If the Sküs, the Mond, and the Pagat fall in the same trick, regardless of order, the Pagat wins the trick. This rule also applies in suit games (Farbenspiele).
Doubling (Kontrieren)
Doubling increases the value of a game or a bonus: it is doubled by "Kontra," quadrupled by the reply "Re," and made eightfold by the further reply "Subre." A Kontra is not possible before the talon has been picked up. The game and its bonuses must be doubled separately. In positive games, a Kontra applies to all players; in negative games, doubling is done individually. In Trischaken, doubling is not possible.
Leading (Ausspielen)
With the words "I'm ready!" ("Ich liege!") and any accompanying bonus announcements (e.g., "Trull, Pagat, I'm ready."), the declarer signals that he is ready to play. The other players are now entitled to announce their own bonuses and to double the game or bonuses. In positive games, Forehand leads; in negative games, the declarer leads.
Positive Games
Calling Games (with Partner)
The declarer calls a king as partner. Whichever player holds that king in hand becomes the partner for this game. However, he may not reveal himself as the partner, unless he announces, for example, "König Ultimo!" Apart from that, he may only declare himself through his manner of play.
If the caller holds 3 kings in hand, he may determine his partner by saying "I call the fourth king!" without naming that king. If the caller holds all 4 kings in hand, he calls a queen instead.
If the called king lies in the talon, the player may end the game ("schleifen") and pays the normal game value. If the player decides to play on, he can be doubled.
The goal of all calling games is a majority of points (35 points + 2 Blatt). Additional bonus announcements such as König Ultimo, Trull, Pagat, etc. are possible.
Simple Caller (Forehand only – with partner – half talon)
The Simple Caller is the basic game of Königrufen. Forehand calls a king as partner, picks up one of the talon halves, and discards three (poor, unsuitable) cards.
Solo Caller (with partner – without talon)
A caller game without picking up from the talon, called Solo for short. The entire talon goes to the opponents. Exception: if, in the Solorufer, the called king lies in the talon, the lone player receives the points of the talon half containing the called king. Kontras do not count in this case. In the Solorufer, all bonuses count double.
For a Solorufer you need 5 to 6 Tarocks, including the Sküs or the Mond, for a König Ultimo. But you are too weak for a Dreier. Bare or lightly-guarded kings are valuable; you should be void ("skat") in one or more suits. As an opponent, therefore, do not lead kings — the rule "In a Solo, lead kings!" applies only to the declarer and his partner. As partner, lead high cards from a short suit. Only announce "König Ultimo!" if you hold the king together with at least two other cards of that suit, and have a certain amount of Tarock strength, including at least one high trump (Stecher).
Better Caller – Caller with a "Bird" (with partner – half talon)
Besserrufer is the collective name for calling games with the announcement of a so-called "Vogerl" (bird) — Tarock I through Tarock IIII. The declarer holds one of these Vogerl cards in hand and intends, with this small Tarock, to win, for example, the last trick with the Pagat, the second-to-last trick with the Uhu, and so on. He calls a king as partner while naming this Vogerl. After discarding, the player may announce further Vogerln.
For a Besserrufer, before picking up the talon you should hold roughly this many Tarocks: 6 to 7 for the Pagat, 7 to 8 for the Uhu, 8 to 9 for the Kakadu or Quapil. The higher the Vogerl, the more high trumps (Stecher) you need. It's best to call from a bare or lightly-guarded queen. A long suit also helps. The declarer and partner play Tarock; the opponents lead suits, usually not the suit of the called king.
The game and the bonus for the Vogerl are scored separately. Since the game itself only counts 10 points, the Vogerl is more important in every Besserrufer. For the Pagat, the ratio of game to Vogerl is 1:2; for the Uhu, 1:4; for the Kakadu, 1:6; and for the Quapil, 1:8.
A Quapilrufer is rarely announced as such; rather, a Quapil announcement is usually added only after a strong talon pickup. Otherwise, with 8 or 9 Tarocks including several high trumps and a favorable side hand — such as a king and/or a long suit — one should announce a Dreier instead.
Dreier Games (alone against three)
Dreier (alone – half talon)
In the Dreier, one player plays against the other three. The goal is a majority of points (35 + 2 Blatt). Additional bonuses are possible.
For the Dreier, rely on the "12-point rule": before picking up the talon, count one point for every small and medium Tarock and for every king, and 2 points for every high trump (Stecher, XVI and above). If you reach 12 points, you may announce a Dreier — for example with at least 7 Tarocks, including the Sküs or the Mond and a few more high trumps, plus 1 or 2 kings, ideally bare or lightly guarded. A long suit is very useful for drawing out the opponents' Tarocks. Calculate your points in advance: Trull cards, kings — if they hold up — suits you hope to trump in, and the points in your talon half. As the Dreier player, lead either Tarock or your long suit. The opponents lead suits and try to overwhelm the Dreier player. A Dreier without a Trull card is hard to win. Caution: gambling with Vogerln can cost you the game!
Sechserdreier (Forehand only – alone – entire talon face down)
The Sechserdreier can only be announced by Forehand, and only if all other players have said "Weiter!" (Pass). The entire talon is picked up face down (!). The player thus has the opportunity to discard six cards (and correspondingly many points) face down and clean up his hand. The goal is a majority of points. All bonus announcements are possible. Caution: a lost Sechserdreier counts double!
10 points suffice for a Sechserdreier. Since no announcements were made before you, you can expect a fairly even distribution of Tarocks. You can also speculate on the whole talon: if only a few Tarocks lie in it, you often have a good chance at a long suit.
Solodreier (alone – without talon)
The Solodreier is a Dreier without the talon. The talon cards are credited to the opponents. All bonuses count double.
For a Solodreier you need a hand like a very strong Dreier after picking up the talon: 9 to 10 Tarocks, including 1 or better 2 Trull cards, and 4 to 5 high trumps (Stecher) in total. Plus a bare or lightly-guarded king and at most one open suit without a king. Caution is advised if a Bettler Ouvert or a Farbensolo was bid before you — the card distribution could then be very unfavorable for you. The points in the talon, which fall to the opponents, are also often decisive.
Suit Games (Farbenspiele)
In suit games, Tarock's power to beat suit cards is suspended. The suit-game declarer must have at least 6 suit cards in hand when leading. All players may only lead Tarock once they have no suit cards left. If a player cannot follow suit, he must discard a Tarock. If he has no Tarock left, he may discard any card. Suit-following obligation applies, but not overtrump obligation. The goal is a majority of points. The only bonus is 4 Kings, announced or silent. A Valat announcement is also possible.
Farbendreier (alone – half talon)
The player picks up one talon half. He must first discard Tarocks (face down, no Trull cards); only then may he discard suit cards, and these face up.
Farbensolo (alone – without talon)
The points of the talon cards count for the opponents. The 4 Kings bonus counts double.
Normally you need eight tricks to win a suit game. Judge your hand accordingly. You should control at least two suits, hold a good fork/tenace in another, and, with the help of a long suit, pick up two Trull cards if possible. Whether or not you have the lead can be decisive. For a Farbensolo you should be correspondingly stronger, since the talon falls to the opponents.
Negative Games
In negative games, both the suit-following obligation and the overtrump obligation apply. Unlike in positive games, the declarer leads. The talon remains untouched. The Pagat may only be played, or discarded, as the last card. Exception: the Emperor Trick (Kaiserstich)!
Trischaken (Forehand only – as few points as possible)
Trischaken, also called "Fahren" (driving), can only be announced by Forehand, and only if all other players have said "Weiter!" It is played "mixed" ("Bunt gemischt!"), meaning each player may lead anything, Tarock or suit, as they wish. The talon cards are turned up in order and each is added to one of the first six tricks. The goal for everyone is to take in as few points as possible. The player with the most points loses. If he has at least 35 points + 2 Blatt ("Bürgermeister" / mayor), he pays double. If the Forehand player has the most points, he also pays double; if he becomes "Bürgermeister," he pays fourfold. A player who takes no trick at all ("Jungfrau" / maiden) alone receives double points.
You will announce Trischaken when your hand does not even allow for a Simple Caller. With your first lead, get rid of the card most likely to win a trick. All players aim to take in as few points as possible. Trischaken also often serves to expose timid players, so-called "Staudenhocker" (bush-squatters), and make them pay up.
Piccolo / Zwiccolo (one trick / two tricks)
The goal in Piccolo is exactly one trick; in Zwiccolo, exactly two tricks. If this goal is missed, the game is lost.
In Piccolo you may lead twice. So you can get rid of two problem cards. Besides your planned trick, always keep an alternative in mind. Usually, the opponents try to force your trick onto you quickly. By leading a high Tarock, they first test whether you intend to win your trick with, say, the Sküs. If that fails, the opponents then play for no trick themselves, or try to dump the last two tricks on you. The Piccolo player can only reach his goal through correct discarding. Once the Piccolo player has his trick, the opponents play as in the defense of a Bettler.
In Zwiccolo you may lead three times. So you have more opportunities to get rid of dangerous cards.
Bettler (no trick)
The player must not win any trick. A hand for a Bettler should be such that, after the first lead (getting rid of the most dangerous card), there is no great danger of winning a trick.
In a Bettler you may only lead once, so you can only get rid of one dangerous card. The opponents will then, for instance, lead low under a king, bring in low suit cards, or, if well positioned, draw out a very small Tarock. So it is (too) risky to be void ("skat") in a suit and/or to hold only a bare face card. Missing low end-cards are also a danger.
Open Games (Ouvertspiele)
In open games (Ouvertspiele), after the first trick and before the second lead, all players lay their cards face up on the table. The three opposing players may confer about their strategy ("plaudern" / chat).
The played cards remain lying face up on the table in the order they were played.
Piccolo ouvert / Zwiccolo ouvert (one trick / two tricks)
Bettler ouvert (no trick)
Only bid an open game if you have a truly good Piccolo, Zwiccolo, or Bettler — your planned trick should be absolutely safe. Also, in this open variant it is even more important to hold as many end-cards as possible in your hand.
Fundamental Strategy Principles
The following paragraphs set out fundamental strategy principles which, along with good cards, are decisive for successful play. The more precisely a player observes these commandments, the greater his chances at the Tarock table.
Keep count of the 22 Tarocks — this is useful in every game, and absolutely essential in positive games. Don't forget the Tarocks remaining in the talon; in solo games, reckon on 1 to 2 Tarocks in the talon on average. Remember the Trull cards and the high trumps (Stecher) down to XVI. Watch out for the Vogerln — a silent Quapil could get expensive!
Use your Tarocks efficiently. Normally, lead the middle Tarocks first ("Never below X!"), save your high trumps (Stecher) for the rich tricks, and work out when you should strike. When in doubt, bring the Pagat home safely, and give up the Vogerln in good time — unless you want to play them silently. As an opponent, lead correspondingly high, or you will have to sacrifice your high trumps later.
Keep track of which suits have been played by whom, and how often. Don't lead into an opponent's suit, but do lead into your partner's. If they are weak, draw out short suits; if you are strong, push your own long suit.
Pay attention, in the suits, to which face cards have already fallen — they carry valuable points. If you hold a fork/tenace in an opponent's suit, make use of it — however small, it gives you a chance at a trick. Play so as to unload as much "Schmiere" (points-heavy low cards) as possible.
Renonce (Revoke)
If a player revokes (Renonce), the other players receive as many points as if they had won the game and the announced bonuses. A revoking caller-game player must therefore also pay his partner. A violation of the suit-following or overtrump obligation counts as a revoke once the player who won the trick has already gathered in the cards. If the cards are still lying on the table, it may be corrected. If there is no violation of the suit-following or overtrump obligation — for instance, a mistake in "Schmieren" (unloading points) — it may not be corrected. Each player may only look back at the most recently played trick. "Nachwassern" (fishing back through earlier tricks) is therefore not permitted.
If a player misdeals, new cards are dealt.
Scoring
The declarer and his side need 35 points and 2 Blatt to win. Scoring is done in groups of three, with a 2-point deduction: that is, the points of every 3 cards are added together and then 2 points are subtracted. At the end of counting, cards worth 1 point each — so-called "empty cards" (Leerkarten) — should remain over. Remaining empty cards are called "Blatt."
Wolfgang Mayr – 2012
Games and Bonuses — Overview
| Game | Value | Goal | Positive / Negative | Lead | Partner/Alone | Talon |
|---|---|---|---|---|---|---|
| Forehand only | ||||||
| Rufer | 10 | 35 points + 2* | positive | Forehand | Partner | 1/2 talon |
| Trischaken | 10 | as few points as possible | negative | Declarer | Alone | no talon |
| Sechserdreier | 50/100 | 35 + 2 | positive | Forehand | Alone | whole talon |
| Piccolo / Zwiccolo | 20 | 1 trick / 2 tricks | negative | Declarer | Alone | no talon |
| Solorufer | 20 | 35 + 2 | positive | Forehand | Partner | no talon |
| Pagatrufer | 20+10 | I / 35 + 2 | positive | Forehand | Partner | 1/2 talon |
| Bettler | 40 | no trick | negative | Declarer | Alone | no talon |
| Uhurufer | 40+10 | II / 35 + 2 | positive | Forehand | Partner | 1/2 talon |
| Farbendreier | 50 | 35 + 2 | positive | Forehand | Alone | 1/2 talon |
| Dreier | 50 | 35 + 2 | positive | Forehand | Alone | 1/2 talon |
| Piccolo ouvert / Zwiccolo ouvert | 60 | 1 trick / 2 tricks | negative | Declarer | Alone | no talon |
| Kakadurufer | 60+10 | III / 35 + 2 | positive | Forehand | Partner | 1/2 talon |
| Bettel ouvert | 80 | no trick | negative | Declarer | Alone | no talon |
| Quapilrufer | 80+10 | IIII / 35 + 2 |
* 35 points + 2 Blatt: see the "Scoring" chapter above.
Note: the source table lists the Quapilrufer's Partner/Alone column as "Alone," even though it is described in the "Better Caller" section above as a calling (partner) game; this rulebook transcribes the source table as printed.
| Bonus (Prämie) | Announced / Silent |
|---|---|
| Pagat (Tarock I makes the last trick) | 20 / 10 |
| Uhu (Tarock II makes the second-to-last trick) | 40 / 20 |
| Kakadu (Tarock III makes the third-to-last trick) | 60 / 30 |
| Quapil (Tarock IIII makes the fourth-to-last trick) | 80 / 40 |
| König Ultimo | 20 / 10 |
| Trull | 20 / 10 |
| 4 Kings | 20 / 10 |