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THE TEXAS WAY OF TAROCK!

 

 



TEXAS TAROCK

 

WELCOME TO TEXAS TAROCK! BELOW ARE A LIST OF INSTRUCTIONS FOR PLAYING THE GAME OF TAROCK (AS I LEARNED IT IN CENTRAL TEXAS).

 


 

PLAYERS:  FOUR PLAYERS ARE NEEDED TO PLAY TAROCK. (YOU CAN PLAY WITH 5 OR MORE IF YOU ROTATE PLAYERS TO SIT OUT).

 


 

CHIPS:

EACH PLAYER WILL BE GIVEN 10 WHITE CHIPS WORTH 1 EACH, 6 RED CHIPS WORTH 5 EACH, AND 6 BLUE CHIPS WORTH 10 EACH (WORTH A TOTAL OF 100).IF ANY PLAYER RUNS OUT OF CHIPS, THEY MAY BORROW FROM THE BANK, BUT MUST PAY BACK THE AMOUNT OF CHIPS BORROWED.

 


 

THE DEAL

TO START OFF, ANY PERSON MAY DEAL. THE CARDS ARE SHUFFLED AND PASSED TO THE PLAYER ON THE LEFT FOR A CUT. AFTER THE DECK IS CUT THE DEALER TAKES THE TOP SIX CARDS OFF OF THE DECK (LEAVING THEM IN THEIR ORIGINAL ORDER), AND PLACES THEM IN THE MIDDLE OF THE TABLE. THE REMAINING CARDS ARE THEN ALWAYS DEALT ANTI-CLOCKWISE SIX AT A TIME TO EACH PLAYER (TWICE AROUND TO GIVE EACH PLAYER 12 CARDS).  IF THE PERSON CUTTING THE CARDS WISHES NOT TO CUT, THEY MAY SPECIFY HOW THE CARDS ARE TO BE DEALT. AFTER THE FIRST DEAL, THE NEXT DEALER IS THE PERSON WHO HAD POVENOST THE FIRST ROUND (YOU'LL READ MORE ABOUT THIS LATER) AND THEN IT KEEPS GETTING PASSED IN ORDER FROM THERE.

 


 

HOW CARDS MAY BE DEALT WITHOUT CUT

1,2,3, 4, 6 OR 12 AROUND: DEALER DEALS SELECTED AMOUNT OF CARDS AT A TIME TO EACH PLAYER ANIT-CLOCKWISE STARTING WITH THE PLAYER TO THEIR RIGHT.

 

12 FOR PICK: DEALER DEALS 4 STACKS OF 12 CARDS AND THE PLAYERS PICK WHICH 12 CARDS THEY WANT (STARTING WITH THE PLAYER TO THE RIGHT OF THE DEALER AND GOING ANIT-CLOCKWISE AROUND THE TABLE).

 

MIX: ANY COMBINATION OF CARDS AT A TIME TO ADD TO 12 CARDS WITHIN 3 DEALS. (EX. 5-3-4) DEALT ANTI-CLOSKWISE STARTING WITH THE PLAYER TO THE DEALERS RIGHT.

 


 

MISDEAL

IF THE DEALER MISDEALS THE CARDS AND IT IS CAUGHT BEFORE THE GAME BEGINS, THE DEALER PAYS EACH PLAYER 2 CHIPS AND RE-DEALS THE CARDS. IF THE MISTAKE IS NOT CAUGHT UNTIL THE END OF THE HAND, THE DEALER MUST PAY THE OTHER THREE PLAYERS THE AMOUNT OF CHIPS LOST.

 


 

RE-DEAL

IF ANY PLAYER RECEIVES ZERO TRUMPS, THEY MAY CALL A RE-DEAL.

IN THIS CASE THE DEALER DOES NOT PAY ANY CHIPS FOR A RE-DEAL.

 


 

BIDDING

TO START THE GAME (WHEN IT IS THE VERY FIRST HAND OF THE DAY), THE FIRST BIDDER (POVENOST PLAYER) IS THE PLAYER WHO HOLDS THE (II) OF TRUMP. AFTER THE ENTIRE ROUND IS PLAYED, THIS PLAYER SHUFFLES AND THEN THE NEW POVENOST PLAYER IS THE PERSON TO THEIR RIGHT. (THE SHUFFLE CONTINUES TO PASS ANTI-CLOCKWISE AFTER EACH ROUND AND THE POVENOST PLAYER IS ALWAYS THE PERSON TO THE RIGHT OF THE DEALER.)

 

THE POVENOST PLAYER (STARTING BIDDER) WILL DECLARE WHAT THEIR BID IS AND THEN ASK EACH PLAYER IN ANIT-CLOCKWISE ORDER STARTING AT THEIR RIGHT IF THEY WOULD LIKE TO BID OVER HIM. ANY PLAYER MAY BID OVER THE STARTING BIDDER BY BIDDING EITHER HIGH OR LOW. BUT THE STARTING BIDDER ALWAYS HAS THE OPTION OF BIDDING OVER THE OTHER PLAYERS AS LONG AS HIS BID IS HIGHER. (IF A PLAYER GOES LOW, THE STARTING BIDDER CANNOT BID PREVER (HIGH) OVER THEM. HE WOULD HAVE TO BID LOW OVER THEM.)

 

IF THE STARTING BIDDER DOES NOT BID HIGH OR LOW, BUT BIDS POVENOST (TO CALL FOR A PARTNER), AND NO OTHER PLAYERS BID HIGH OR LOW, THE STARTING BIDDER WILL THEN CALL FOR A PARTNER BY TELLING THE OTHER PLAYERS  WHICH CARD HE IS CALLING FOR. (ONLY THE POVENOST PLAYER MAY CALL FOR A PARTNER). ANY PLAYER, INCLUDING THE POVENOST PLAYER, MAY BID HIGH OR LOW.

 


 

TYPES OF BIDDING:

 

BIDDING POVENOST (BIDDING FOR PARTNER)

IF NO OTHER PLAYERS BID OVER THE POVENOST PLAYER, THEY WILL CALL FOR A PARTNER BY CALLING FOR (XIX). IF THE (XIX) IS ALREADY IN THE POVENOST PLAYERS HAND, THEY WILL CALL FOR THE NEXT TRUMP DOWN FROM THE (XIX) THAT IS NOT IN THEIR HAND. (EXAMPE: IF THE POVENOST PLAYER HOLDS BOTH THE (XIX) AND THE (XVIII), HE WILL CALL FOR THE (XVII) (THE POVENOST PLAYER MAY CALL DOWN TO THE (XV) IF HE HOLDS ALL OF THE CARDS FROM (XIX) THROUGH (XV), BUT MAY NOT CALL FOR LOWER THAN THE (XV)

 

THE POVENOST PLAYER WILL TELL THE OTHER PLAYERS, WHICH CARD HE IS CALLING FOR, AND THEN TAKE THE TOP 4 CARDS FROM THE CENTER STACK (THE CARDS DEALT OFF OF THE TOP OF THE DECK BEFORE ANY CARDS WERE DEALT TO THE PLAYERS). HE WILL THEN FOLD 4 CARDS FROM THE 16 CARDS IN HIS HAND. THESE CARDS WILL COUNT TOWARDS HIS TEAMS SCORE AT THE END OF THE GAME.

 

 IF THE CARD BEING CALLED FOR WAS DRAWN FROM THE CENTER STACK, BY THE POVENOST PLAYER, AND THE POVENOST PLAYER DOES NOT THINK HE CAN WIN THE GAME BY HIMSELF, HE MAY SHOW THE CARD TO THE OTHER PLAYERS BEFORE EVER PUTTING IT INTO HIS HAND, AND FOLD THE HAND AND PAY TWO CHIPS TO EACH PLAYER.  IF THE POVENOST PLAYER THINKS THAT HE STILL HAS A CHANCE OF WINNING EVEN THOUGH HE DREW HIS CALLED CARD OUT OF THE MIDDLE STACK, HE CAN PUT IT IN HIS HAND WITHOUT TELLING THE OTHER PLAYERS THAT HE DREW IT AND HOPE TO FOOL THEM INTO THINKING THAT HE REALLY IS CALLING FOR A PARTNER, SO THE OTHER PLAYERS AREN'T AWARE THAT THEY ARE ALL PLAYING TOGETHER UNTIL LATER IN THE GAME.

 

IF THE POVENOST PLAYER DID NOT WANT TO BID PREVER AND HE HAS ALL OF THE TRUMPS FROM (XIX) DOWN TO (XV) BEFORE DRAWING FROM THE CENTER STACK, THEY MUST PLAY THEMSELVES, AND PRETEND TO CALL FOR A PARTNER BY CALLING FOR ANY OF THE CARDS FROM (XIX) TO (XV). THEY WILL DECLARE WHICH CARD THEY ARE CALLING FOR AND THEN DRAW FOUR CARDS FROM THE CENTER STACK. THE REMAINING TWO CARDS FROM THE CENTER OF THE STACK GO TO THE TWO PLAYERS TO THE RIGHT OF THE BIDDER (5TH CARD DOWN AND BOTTOM CARD). THEY WILL EACH DISCARD AN EQUAL AMOUNT OF CARDS THAT THEY DREW FROM THE CENTER STACK TO COUNT TOWARD THEIR POINTS AT THE END OF THE GAME. THE PLAYERS MAY THEN (IF DESIRED) DECLARE ANY COUNTING HANDS THAT THEY MIGHT HAVE (EX. 8 TRUMPS, OR FOUR 5 POINT CARDS), IN ORDER TO COLLECT THEIR CHIPS FROM THE OTHER PLAYERS. YOU DO NOT NEED TO SPICIFY WHICH CARDS YOU HAVE , YOU SIMPLY TELL THE OTHER PLAYERS THAT YOU HAVE 8 TRUMPS OR FOUR 5 POINT CARDS ETC.

NOTE: THE SCORING SYSTEM AT THE END OF THE GAME, FOR PLAYING YOURSELF WHEN PRETENDING TO CALL FOR A PARTNER IS THE SAME AS CALLING FOR A PARTNER.

 


 

BIDDING LOW

A LOW BID BEATS ANY OTHER BIDS. WHEN BIDDING LOW, THE CARDS IN THE CENTER STACK ARE PUSHED TO THE SIDE WITHOUT BEING REVEALED AND WILL NOT BE USED IN THE GAME. THE PLAYERS MAY THEN (IF DESIRED) DECLARE ANY COUNTING HANDS (EX. 8 TRUMPS, OR FOUR 5 POINT CARDS), IN ORDER TO COLLECT THEIR CHIPS FROM THE OTHER PLAYERS.

 

WHEN BIDDING LOW, EVERY PLAYER (EVEN THE PLAYER BIDDING LOW) MUST ALWAYS PLAY OVER THE CARDS PLAYED BEFORE THEM ON THE TABLE, IF POSSIBLE. (EX. IF A QUEEN OF HEARTS IS LEAD, ANY PLAYER HOLDING THE KING OF HEARTS, MUST PLAY IT WHEN THEIR TURN COMES, AND TAKE THAT HAND. THEY MAY NOT PLAY UNDER THE QUEEN TO LOSE THE HAND). IF AT ANY TIME, THE PERSON WHO BID LOW TAKES A HAND, THE GAME IS OVER AND THEY PAY EACH PLAYER 16 CHIPS. IF THE PLAYER BIDDING LOW MAKES IT TO THE END WITHOUT CATCHING A HAND, EACH PLAYER PAYS HIM 16 CHIPS.

 

BEFORE THE START OF THE HAND, IF ANY PLAYER WISHES TO KNOCK (CONTRA), SAYING THAT THE PLAYER THAT BID LOW WILL NOT MAKE IT MAY DO SO. THIS WILL DOUBLE THE STAKES TO 32 CHIPS RATHER THAN 16. IF THE PLAYER THAT BID LOW WISHES TO KNOCK BACK (RHEA CONTRA), THE STAKES WILL BE DOUBLED AGAIN (TO 64 CHIPS). THE PLAYER WHO KNOCKED THE FIRST TIME MAY KNOCK AGAIN (SUPRHEA) IF HE STILL THINKS THAT HIS HAND IS GOOD ENOUGH TO SET THE PLAYER WHO BID LOW SO THAT THEY DO NOT MAKE THEIR BID.

 

A TRUMP CARD DOES NOT HAVE TO BE PLAYED IN A LOW GAME IF YOU DO NOT HAVE A CARD OF THE SAME SUIT AS THE CARD THAT WAS LED. ALSO, TRUMP CARDS IN A LOW GAME ARE CONSIDERED A SUIT OF THEIR OWN, AND WILL NOT WIN A HAND WHERE A SUITED CARD WAS LED. (THEY WILL ONLY WIN HANDS WHERE ANOTHER TRUMP WAS LED).

NOTE: IF THE LOW BID WAS MADE BY ANY PLAYER OTHER THAN THE POVENOST PLAYER (STARTING BIDDER), THE POVENOST PLAYER WILL STILL LEAD OFF THE VERY FIRST CARD IN THE GAME. (NO MATTER WHO TAKES THE BID, THE PERSON WHO ORIGINALLY HAD POVENOST WILL ALWAYS LEAD OUT THE FIRST CARD OF THE GAME.)


BIDDING PREVER (BIDDING HIGH)

IF THE POVENOST PLAYER (STARTING BIDDER) WISHES NOT TO HAVE A PARTNER, THEY MAY BID HIGH, AND THEN IN ANIT-CLOCKWISE ORDER, ANY OTHER PLAYER MAY BID HIGH OR LOW OVER THE PREVIOUS BIDDER. (IF A PLAYER BIDS LOW, ONLY ANOTHER LOW BID MAY BID OVER THEM.)

IF THE HIGH BID WINS, THE PLAYER BIDDING HIGH WILL BE PLAYING THE OTHER THREE PLAYERS. THE HIGH BIDDER WILL TAKE THE TOP 3 CARDS FROM THE CENTER STACK AND LOOK AT THEM. IF THIS PLAYER IS PLEASED WITH THE 3 CARDS DRAWN, HE MAY PLACE THEM IN THEIR HAND AND DISCARD 3 CARDS FROM THE 15 CARDS THAT HE NOW HOLDS IN HIS HAND. THESE CARDS WILL COUNT TOWARD HIS SCORE AT THE END OF THE GAME.

 

IF THE PLAYER WAS NOT PLEASED WITH THE FIRST 3 CARDS DRAWN, HE MAY SHOW THEM TO THE OTHER PLAYERS (RETURNING THEM TO THE TABLE) AND PICK UP THE 3 REMAINING CARDS FROM THE CENTER STACK (THIS DOUBLES THE STAKES AT THE END OF THE GAME, ONLY IF THE PREVER PLAYER LOSES). IF THE PLAYER LIKES THE SECOND 3 CARDS BETTER THAN THE FIRST THREE, HE MAY PLACE THEM IN HIS HAND AND DISCARD 3 CARDS TO COUNT TOWARD HIS POINTS AT THE END OF THE GAME.

 

IF THE PLAYER DECIDES THAT THE FIRST 3 CARDS FROM THE CENTER STACK WERE BETTER THAN THE SECOND 3 CARDS FROM THE CENTER STACK, HE MAY SHOW THE SECOND 3 CARDS DRAWN TO THE OTHER PLAYERS AND RETURN THEM TO THE TABLE. HE MAY THEN PICK UP THE ORIGINAL FIRST THREE CARDS. (THIS DOUBLES THE STAKES AT THE END AGAIN, ONLY IF THE PREVER PLAYER LOSES). THE PLAYER WILL THEN FOLD 3 CARDS AS DESCRIBED BEFORE.

 

 THE REMAINING THREE CARDS FROM THE CENTER STACK WILL GO TOWARDS THE POINTS AT THE END OF THE GAME FOR THE THREE PLAYERS PLAYING AGAINST THE PREVER BIDDER (THEY MAY NOT USE THESE CARDS IN THEIR HANDS).

 

 ALL OF THE PLAYERS MAY THEN (IF DESIRED) DECLARE ANY COUNTING HANDS THAT THEY MIGHT HAVE IN ORDER TO COLLECT CHIPS FROM THE OTHER PLAYERS. (EX. 8 TRUMPS, OR FOUR 5 POINT CARDS).

 

 IF ANY PLAYER WISHES TO KNOCK (CONTRA) THE PREVER BIDDER, THEY MAY DO SO BEFORE ANY CARDS ARE PLAYED. THIS WILL DOUBLE THE STAKES AT THE END OF THE GAME WHETHER THE HIGH BIDDER LOSES, OR WINS. THE PREVER BIDDER MAY ALSO KNOCK (RHEA CONTRA) BACK IF ANOTHER PLAYER HAS KNOCKED, TO DOUBLE THE STAKES AGAIN. THE INITIAL PLAYER THAT KNOCKED MAY THEN KNOCK BACK AGAIN (SUPRHEA) IF THEY STILL FEEL THAT THEIR HAND IS GOOD ENOUGH TO DOUBLE THE STAKES FOR A THRID TIME. ALL KNOCKS MUST BE MADE BEFORE ANY CARDS ARE PLAYED.

NOTE: IF THE BID FOR PREVER WAS TAKEN BY A PLAYER OTHER THAN THE STARTING BIDDER (POVENOST PLAYER), THE STARTING BIDDER WILL STILL LEAD OFF THE VERY FIRST CARD IN THE GAME.

 


 

CONTRA, RHEA CONTRA, SUPRHEA (DOUBLING THE STAKES):

 

DOUBLING THE STAKES OF THE FINAL SCORE

IF AT ANY TIME BEFORE THE CARDS HAVE BEEN PLAYED, A PLAYER ON THE OPPOSITE TEAM OF THE BIDDING TEAM (OR ON THE OPPOSITE TEAM AS A PLAYER BIDDING PREVER OR LOW,) WANTS TO DOUBLE THE STAKES, THEY MAY DO SO BY KNOCKING (CONTRA). WHEN A PLAYER KNOCKS (CONTRA), THEY ARE SAYING THAT THE BIDDING TEAM OR PLAYER BIDDING PREVER OR LOW IS NOT GOING TO WIN THE HAND. THIS DOUBLES THE STAKES AT THE END OF THE GAME. IF A BIDDING PLAYER OR THEIR PARTNER WANTS TO KNOCK BACK (RHEA CONTRA) (SAYING THAT THEY WILL WIN THE GAME,) THEY MAY DO SO BEFORE ANY CARDS ARE PLAYED, AND DOUBLE THE STAKES AGAIN. THE PLAYER WHO KNOCKED FIRST MAY THEN KNOCK AGAIN (SUPRHEA) IF THEY FEEL THAT THEIR HAND IS GOOD ENOUGH TO DOUBLE THE STAKES A THIRD TIME.

NOTE: A BIDDING PLAYER OR A PLAYER ON A BIDDING TEAM MAY NOT KNOCK FIRST. THEY MAY ONLY KNOCK IF AN OPPONENT ON THE NON-BIDDING TEAM HAS KNOCKED FIRST. ANY STAKES THAT ARE DOUBLED APPLY TO ALL OF THE PLAYERS IN THE GAME, NOT JUST THE ONES THAT KNOCKED.


DOUBLING THE STAKES OF A CALLED PAGAT (LOWEST TRUMP) PLAYED LAST

IF A PLAYER CALLS THAT THEY WILL PLAY THE PAGAT (LOWEST TRUMP) ON THE VERY LAST HAND AND THAT IT WILL BE THE LAST TRUMP LEFT, ANY PLAYER ON THE OPPOSING TEAM MAY KNOCK (CONTRA) SAYING THAT IT WILL NOT BE THE LAST TRUMP LEFT AND DOUBLE THE STAKES FROM 4 CHIPS TO 8 CHIPS. THE PLAYER CALLING THE PAGAT LAST MAY THEN KNOCK BACK (RHEA CONTRA) TO DOUBLE THE STAKES AGAIN FROM 8 TO 16 CHIPS. FINALLY, IF THE PLAYER WHO KNOCKED THE FIRST TIME FEELS THAT HIS HAND IS GOOD ENOUGH TO CATCH THE PAGAT, MAY KNOCK AGAIN (SUPRHEA) TO DOUBLE THE STAKES FROM 16 TO 32 CHIPS.

NOTE: IF A TEAM MEMBER OF THE PERSON WHO PLAYS THE PAGAT LAST, HAS A TRUMP LEFT ON THE LAST HAND AND TAKES THE PAGAT FROM THEIR PARTNER, IT IS CONSIDERED A LOSS AND THEY WILL HAVE TO PAY THE OTHER PLAYERS SINCE TWO TRUMPS WERE LEFT, EVEN THOUGH THE POINTS FOR THAT HAND WILL GO TOWARDS THEIR TOTAL.


DRAWING CARDS FROM THE MIDDLE STACK

 

POVENOST HAND DRAWING

IN REGULAR HAND WHERE THE POVENOST PLAYER IS CALLING FOR A PARTNER, THE POVENOST PLAYER WILL TAKE THE TOP 4 CARDS FROM THE MIDDLE STACK. EACH OF THE PLAYERS TO THE RIGHT WILL TAKE THE REMAINING TWO CARDS IN ORDER. THE DEALER WILL NOT RECEIVE ANY CARDS FROM THE MIDDLE STACK.

 


 

PREVER HAND DRAWING

IN A PREVER HAND, THE PLAYER WHO BID PREVER WILL TAKE THE TOP 3 CARDS AND WILL HAVE THE OPTION TO EXCHANGE THE FIRST 3 CARDS FOR THE SECOND AND WILL RAISE THE STAKES IN THE EVENT THAT THE PREVER BIDDER LOSES (SEE BIDDING PREVER). THE THREE CARDS THAT THE PREVER PLAYER DOES NOT WISH TO KEEP, GO TOWARDS THE OPPOSING TEAMS SCORE. (THE OPPOSING TEAM MAY NOT USE THESE CARDS IN THEIR HAND).

 


 

LOW HAND DRAWING

THERE IS NOW DRAWING FROM THE MIDDLE STACK IN A LOW HAND GAME. THE CARDS ARE PUSHED TO THE SIDE WITHOUT LOOKING AT.

 


 

FOLDING CARDS AFTER DRAWING FROM THE MIDDLE STACK

ANY PLAYER WHO WAS ABLE TO DRAW FROM THE MIDDLE STACK WILL NEED TO FOLD THE SAME AMOUNT OF CARDS FROM THEIR HAND TO COUNT TOWARDS THEIR SCORE AT THE END OF THE GAME. THEY MAY FOLD FROM THEIR ORIGINAL HAND OR THEY MAY FOLD FROM THE CARD(S) THAT WERE TAKEN FROM THE MIDDLE STACK OR A COMBINATION OF THE TWO, BUT THE PLAYER MAY NEVER FOLD A KING. IF THE PLAYER HAS ALL TRUMPS AND KINGS IN THEIR HAND, THEY MUST FOLD A TRUMP AND SHOW THE OTHER PLAYERS THE CARD THAT THEY ARE FOLDING.

 


 

FORGETTING TO FOLD THE CORRECT AMOUNT OF CARDS

IF A PLAYER FORGETS TO FOLD THE CORRECT AMOUNT OF CARDS THE GAME WILL BE PLAYED OUT AND THE SCORES WILL BE COUNTED. ANY EXTRA CARDS WILL GO TO THE OPPOSING TEAM. THE PERSON WHO FORGOT TO FOLD THEIR CARDS WILL BE RESPONSIBLE FOR PAYING ALL CHIPS OWED. SEE BELOW FOR SPECIFIC SITUATIONS.

 


 

FORGETTING TO FOLD CORRECT AMOUNT OF CARDS IN A TEAM GAME:

IF THE PLAYER WHO FORGOT TO FOLD IS ON THE WINNING TEAM, THEY WILL HAVE TO PAY THE AMOUNT OF CHIPS OWED TO THEIR PARTNER PLUS 2 CHIPS TO ALL OF THE PLAYERS. AND WILL NOT GET PAID FOR THE WIN.

 

IF THE PLAYER WHO FORGOT TO FOLD IS ON THE LOSING TEAM, THEY WILL HAVE TO PAY BOTH THEIR LOSS AND THEIR PARTNERS LOSS TO THE OPPOSING TEAM.

 


 

FORGETTING TO FOLD CORRECT AMOUNT OF CARDS IN PREVER GAME

IF THE PLAYER WHO FORGOT TO FOLD, BID PREVER AND LOST, THEY WILL HAVE TO PAY EACH OF THE OTHER THREE PLAYERS THE AMOUNT DETERMINED FROM THE SCORE PLUS 2 EXTRA CHIPS

 

IF THE PLAYER WHO FORGOT TO FOLD, BID PREVER AND WON, THEY WILL HAVE TO PAY EACH OF THE OTHER THREE PLAYERS 2 CHIPS.

 

IF THE PERSON WHO FORGOT TO FOLD IS ON THE OPPOSITE TEAM OF A PLAYER WHO BID PREVER AND THAT PLAYER LOST. THE PLAYER WHO LOST WILL HAVE TO PAY THE OTHER TWO PLAYERS, BUT WILL NOT HAVE TO PAY THE PERSON WHO FORGOT TO FOLD.

 

IF THE PERSON WHO FORGOT TO FOLD IS ON THE OPPOSITE TEAM OF A PLAYER WHO BID PREVER AND THAT PLAYER WON. THE PERSON WHO FORGOT TO FOLD WILL HAVE TO PAY THE PLAYER WHO WON THREE TIMES THE AMOUNT DETERMINED AND THE OTHER TWO PLAYERS WILL NOT HAVE TO PAY.

 


 

DECLARING (REVEALING YOUR HAND FOR CHIPS):

AFTER THE 6 CARDS FROM THE MIDDLE STACK HAVE BEEN PLACED IN THE HANDS OF THE PLAYERS, ANY PLAYER WHO WISHES TO REVEAL THEIR HAND FOR CHIPS MAY DO SO AT THIS TIME. BY DECLARING THEIR HAND, YOU SIMPLY LET THE OTHER PLAYERS KNOW WHAT YOU HAVE WITHOUT TELLING THEM EXACTLY WHAT YOU HAVE. IN SOME CASES IT WILL BE KNOWN WHAT YOU HAVE, LIKE IF YOU HAVE ROSANE (4 KINGS) OR TRUL (THE THREE 5 POINT TRUMPS).

 


 

WHAT HANDS ARE WORTH CHIPS:

ANY PLAYER THAT HOLDS ANY ONE (OR ANY COMBINATION) OF THE FOLLOWING MAY COLLECT CHIPS FROM THE OTHER PLAYERS. IF TWO PLAYERS EACH REVEAL THAT THEY HAVE SOMETHING WORTH THE SAME AMOUNT OF CHIPS, THEY DO NOT NEED TO PAY EACH OTHER, BUT WILL STILL COLLECT CHIPS FROM THE OTHER PLAYERS.

 

UNI (0 OR 1 TRUMP) = 2 CHIPS

 

TAROCKEE (8 OR 9 TRUMPS) = 2 CHIPS

 

PANE (ANY FOUR 5 POINT CARDS) = 2 CHIPS

 

TRUL (ALL THREE TRUMPS WORTH 5 POINTS)= 2 CHIPS

 

TAROKEE (10 OR MORE TRUMPS) = 4 CHIPS

 

ROSANE OR KRALE (ALL FOUR KINGS) = 4 CHIPS

 

TRUL PANE (ALL THREE TRUMPS WORTH 5 POINTS + ONE KING) = 4 CHIPS

 

ROSANE PANE (ALL FOUR KINGS + 1 OF THE 5 POINT TRUMPS) = 6 CHIPS

 


 

GAME PLAY:

THE FIRST CARD PLAYED IN THE START OF A GAME IS ALWAYS PLAYED BY THE POVENOST PLAYER (THE INITIAL BIDDER TO THE RIGHT OF THE DEALER.) IF ANOTHER PLAYER BIDS PREVER (HIGH) OR LOW, THE INITIAL BIDDER WILL STILL LEAD OUT THE FIRST CARD IN THE GAME. AFTER THE FIRST TRICK (4 CARDS PLAYED), THE PLAYER WHO WINS THE TRICK WILL THEN PLAY THE FIRST CARD IN THE NEXT ROUND.

NOTE: THE ONLY TIME THE INITIAL BIDDER MAY NOT BE TO THE RIGHT OF THE DEALER IS THE VERY FIRST DEAL OF THE SESSION WHERE THE (II) TRUMP DECLARES WHO STARTS WITH THEIR POVENOST. IF THE (II) TRUMP IS IN THE MIDDLE SIX CARDS (NO ONE HOLDS THE (II) THE (III) TRUMP WILL DECLARE THE FIRST BIDDER AND SO ON.

 

IF A PLAYER HOLDS A CARD THAT IS THE SAME SUIT AS THE CARD THAT WAS LED IN THAT HAND, THEY MUST PLAY A CARD OF THE SAME SUIT. IF ALL OF THE CARDS PLAYED ARE OF THE SAME SUIT, THE HIGHEST CARD WINS THE TRICK.

 

IF A PLAYER DOES NOT HAVE A CARD THAT IS THE SAME SUIT AS THE CARD THAT WAS LED, THEY HAVE TO PLAY A TRUMP CARD. IF THEY HAVE NO TRUMPS LEFT, THEN THEY MAY PLAY ANY CARD IN THEIR HAND.

 

TRUMP CARDS ARE CONSIDERED HIGHER CARDS THAN THE SUITED CARDS, SO WHEN A PLAYER PLAYS A TRUMP CARD WHEN A SUITED CARD HAS BEEN PLAYED, THE TRUMP CARD WINS THE HAND. IF MORE THAN ONE PLAYER PLAYS TRUMP CARDS, THEN THE HIGHEST TRUMP CARD WINS THE HAND.

 

IN A LOW GAME, IF A PLAYER DOES NOT HAVE A CARD THAT IS THE SAME SUIT AS THE CARD THAT WAS LED, THE PLAYER MAY PLAY ANY CARD IN THEIR HAND. TRUMP CARDS IN A LOW GAME ONLY WIN A HAND WHERE A TRUMP CARD WAS LED. (IF A FOUR OF HEARTS IS LED AND THE OTHER PLAYERS PLAY THE (BOY) AND THE THREE OF HEARTS AND THE PERSON BIDDING LOW HAS NO HEARTS, THEY MAY PLAY EITHER A TRUMP OR ANY OTHER SUITED CARD AND WILL STILL LOSE THE HAND (MEANING THAT THE GAME WILL STILL GO ON SINCE THEY WANT TO LOSE EVERY HAND).

 


 

SCORING SYSTEMS:

AT THE END OF THE GAME, THE CARDS FOR EACH TEAM WILL BE COUNTED. THERE ARE A TOTAL OF 106 POINTS IN THE DECK, WHICH MAKES THE MIDDLE POINT 53. THE TEAM THAT HOLDS MORE THAN 53 POINTS IS THE WINNING TEAM FOR THAT GAME. IF THE SCORE IS EVEN (53-53), THE BIDDING TEAM LOSES THAT HAND AND WILL PAY THE OTHER TEAM. EACH PLAYER ON THE LOSING TEAM WILL PAY ONE OF THE OTHER TWO PLAYERS THE AMOUNT FIGURED FOR THAT HAND. IF THERE IS ONLY ONE PLAYER ON THE LOSING TEAM, THEY WILL PAY EACH OF THE THREE PLAYERS THE AMOUNT FIGURED FOR THAT HAND. IF THERE ARE THREE PLAYERS ON THE LOSING TEAM, THEY WILL EACH PAY THE WINNER THE

AMOUNT FIGURED FOR THAT HAND. THE SCORING METHOD IS LISTED BELOW.

 


 

SCORING IN POVENOST (PARTNER) HANDS  AND IN "PRETENDING TO CALL FOR A PARTNER HANDS":

THE FORMULA IN SCORING FOR PARTNER HANDS IS:

THE NUMBER OVER 53 + 10 X 2.

SO IF THE WINNING TEAM HAD 60 POINTS, THEY WOULD HAVE 7 OVER 53, AND THE FORMULA WOULD BE AS FOLLOWS:

(7 + 10) X 2 (WHICH IS 34, SO IT WOULD BE READ AS 3.4, AND ROUNDED DOWN TO 3 CHIPS.)

ANOTHER EXAMPLE OF A HIGHER SCORE: (IN THIS CASE 46 OVER 53)

(46 + 10) X 2 (WHICH IS 112, SO IT WOULD BE READ AS 11.2, AND ROUNDED DOWN TO 11 CHIPS)

IF THE SCORE ISAN EVEN 53 TO 53 IT WOULD BE AS FOLLOWS:

(0 + 10) X 2 (WHICH IS 20, SO IT WOULD BE READ AS 2.0, AND WILL BE 3 CHIPS.)

NOTE: IF THERE WAS A KNOCK BEFORE THE GAME, THE FINAL CHIPS WILL BE DOUBLED. (11 WOULD BE DOUBLED TO 22 CHIPS, AND IF DOUBLED AGAIN WOULD BE 44 CHIPS)

 


 

SCORING FOR A PREVER HAND (HIGH BID):

THE FORMULA IN SCORING FOR A PREVER HAND IS THE SAME AS IN BIDDING FOR A PARTNER EXCEPT IT IS X 3 RATHER THAN X 2 (THE NUMBER OVER 53 + 10 X 3).

SO IF THE WINNING TEAM HAD 60 POINTS, IT WOULD HAVE 7 OVER 53, AND THE FORMULA WOULD BE AS FOLLOWS:

(7 + 10) X 3 (WHICH IS 51, SO IT WOULD BE READ AS 5.1, AND ROUNDED DOWN TO 5 CHIPS.)

ANOTHER EXAMPLE OF A HIGHER SCORE: (IN THIS CASE 46 OVER 53)

(46 + 10) X 3 (WHICH IS 168, SO IT WOULD BE READ AS 16.8, AND ROUNDED UP TO 17 CHIPS)

IF THE SCORE ISAN EVEN 53 TO 53 IT WOULD BE AS FOLLOWS:

(0 + 10) X 3 (WHICH IS 30, SO IT WOULD BE READ AS 3.0, AND WILL BE 3 CHIPS.)

NOTE: IF THERE WAS A KNOCK BEFORE THE GAME, THE FINAL CHIPS WILL BE DOUBLED. (17 WOULD BE DOUBLED TO 34 CHIPS, AND IF DOUBLED AGAIN, WOULD BE 68 CHIPS)

 


 

SCORING FOR A LOW BID HAND:

WHEN A LOW BID OCCURS, THE CHIPS PAID ARE ALWAYS 16, UNLESS THERE WERE KNOCKS BEFORE THE GAME BEGAN.

IF THE BIDDER OF A LOW GAME LOSES, THEY WILL PAY EACH OF THE OTHER 3 PLAYERS 16 CHIPS EACH. IF THE BIDDER OF A LOW GAME WINS, EACH OF THE OTHER 3 PLAYERS WILL PAY THE BIDDER 16 CHIPS.

NOTE: IF THERE WAS A KNOCK BEFORE THE GAME, THE AMOUNT OF CHIPS WILL BE DOUBLED TO 32 CHIPS, AND IF DOUBLED AGAIN, WOULD BE 64 CHIPS ETC. 


 

SCORING FOR VALAT (CATCHING ALL)

IF ANY TEAM CATCHES ALL OF THE TRICKS, THEY EACH RECEIVE 20 CHIPS FROM ONE OF THE OPPONENTS.

 

IF ANY INDIVIDUAL PLAYER CATCHES ALL OF THE TRICKS WHILE GOING PREVER, THEY RECEIVE 20 CHIPS FROM EACH OF THE THREE OPPONENTS.

 

ANY PLAYER WHETHER ON A TEAM, OR PLAYING  ALONE (IN A PREVER GAME), MAY CALL THAT THE TEAM OR THEMSELVES, WILL CATCH ALL OF THE CARDS BEFORE THE GAME BEGINS. (PLAYERS IN LOW GAMES MAY NOT CALL THAT THEY WILL CATCH ALL OF THE CARDS).

 

IF A TEAM CALLS THAT THEY WILL CATCH ALL OF THE CARDS AND THEY MAKE IT, EACH OF THE PLAYERS FROM THE LOSING TEAM WILL PAY ONE OF THE PLAYERS FROM THE WINNING TEAM 40 CHIPS. IN A PREVER GAME, THE PLAYER WILL RECEIVE 40 CHIPS FROM EACH OF THE THREE OPPONENTS.

 

IF A TEAM CALLS THAT THEY WILL CATCH ALL OF THE CARDS AND THEY DO NOT MAKE IT, EACH OF THE PLAYERS FROM THE LOSING TEAM WILL PAY ONE OF THE PLAYERS FROM THE WINNING TEAM 40 CHIPS. IN A PREVER GAME, THE PLAYER WILL HAVE TO PAY EACH OF THE THREE OPPONENTS 40 CHIPS.

 


 

CARDS IN THE DECK (AND THEIR VALUES):

THERE ARE A TOTAL OF 54 CARDS IN A TAROCK DECK. THEY CONSIST OF THE FOLLOWING:

 

22 TRUMPS (NUMBERED IN ROMAN NUMERALS FROM 1 THROUGH 21, AND THEN THE SKYS, WHICH IS THE HIGHEST OF THE TRUMPS, BUT LOOKS LIKE A JOKER RATHER THAN HAVING A NUMBER VALUE ON THE CARD. (YOU CAN CONSIDER THIS CARD AS THE 22)

 

THERE ARE THREE TRUMPS THAT ARE WORTH 5 POINTS EACH. THEY ARE THE LOWEST TRUMP (I), THE SECOND HIGHEST TRUMP (XXI), AND THE HIGHEST TRUMP (SKYS). ALL OTHER TRUMPS (FROM (II) THROUGH (XX) ARE ONLY WORTH 1 POINT EACH.

 

THERE ARE ALSO 4 SUITS IN THE DECK. (HEARTS, CLUBS, DIAMONDS, AND SPADES). EACH SUIT HAS 8 CARDS (KING, QUEEN, RIDER, BOY, AND THEN 4 LOWER NUMBERED CARDS), BUT THE LOWER CARDS IN THE RED SUITS ARE DIFFERENT FROM THE LOWER CARDS IN THE BLACK SUITS.

 

THE RED SUITS (HEARTS AND DIAMONDS) HAVE LOWER CARDS THAT CONSIST OF A "ONE", "FOUR", "THREE", AND A "TWO".

NOTE: THE "ONE" OF HEARTS AND DIAMONDS WILL BEAT THE "FOUR", "THREE", AND "TWO" OF THEIR SAME SUIT. THE "FOUR" IS NEXT HIGHEST, FOLLOWED BY THE "THREE" AND THEN THE "TWO".

 

THE BLACK SUITS (SPADES AND CLUBS) HAVE LOWER CARDS THAT CONSIST OF  A "TEN", "NINE", "EIGHT", AND A "SEVEN". THE LOWER CARDS IN THE BLACK SUITS RANK IN THEIR REGULAR ORDER ("TEN", "NINE", "EIGHT", THEN "SEVEN").

 

POINT VALUES FOR THE SUITED CARDS:

 

KINGS = 5 POINTS (KINGS ARE A MAN WITH A CROWN)

 

QUEENS = 4 POINTS (ARE A LADY)

 

RIDERS = 3 POINTS (RIDERS HAVE A PICTURE WITH A HORSE)

 

BOYS = 2 BOINTS (BOYS DO NOT HAVE A HORSE)

 

ALL OTHER SUITED CARDS = 1 POINT EACH.

 


 

KEY CARDS TO PAY ATTENTION TO DURING THE GAME

 

PAGAT (LOWEST TRUMP)

 

IF THE PAGAT IS PLAYED ON THE VERY LAST HAND AND IS THE ONLY TRUMP LEFT, THE TEAM THAT PLAYED IT RECEIVES 2 CHIPS. IF EITHER AN OPPONENT FROM THE OTHER TEAM OR THE PARTNER OF THE PERSON WHO PLAYED THE PAGAT, HAS A TRUMP LEFT, THE TEAM WHO CALLED THE PAGAT LAST LOSES 2 CHIPS. (IF THE PLAYER HOLDING THE PAGAT CALLED BEFORE THE GAME BEGINS THAT IT WILL BE PLAYED LAST, IT IS WORTH 4 CHIPS. ANY OPPOSING PLAYERS MAY KNOCK (CONTRA) (SAYING THAT THE PLAYER WHO CALLED THE PAGAT TO BE PLAYED LAST WILL NOT MAKE IT) TO DOUBLE THE STAKES OF A CALLED PAGAT TO 8 CHIPS. THE PLAYER WHO CALLED THE PAGAT TO BE PLAYED LAST MAY KNOCK BACK (RHEA CONTRA) IF DESIRED, TO DOUBLE THE STAKES AGAIN (TO 16 CHIPS). IF THE PLAYER WHO KNOCKED FIRST STILL THINKS THAT THEIR HAND IS GOOD ENOUGH TO TAKE THE PAGAT ON THE LAST HAND, THEY MAY KNOCK AGAIN (SUPRHEA) DOUBLING THE STAKES A THRID TIME TO 32 CHIPS.

 

XIX DECLARES WHO PARTNERS ARE (IN MOST CASES)

 

THE (XIX) DETERMINES WHO THE POVENOST PLAYERS (STARTING BIDDERS) PARTNER IS, (IF THE BIDDER IS TO CALL FOR A PARNTER). THE POVENOST PLAYER AND THE PLAYER WHO HAS THE (XIX) WILL COMBINE THEIR POINTS AT THE END OF THE GAME TO DETERMINE THEIR SCORE.

 

IF THE POVENOST PLAYER (STARTING BIDDER) HOLDS THE (XIX) IN THEIR HAND BEFORE DRAWING FROM THE MIDDLE SIX CARDS ON THE TABLE, THEY MAY CALL FOR THE NEXT LOWER TRUMP THAT IS NOT IN THEIR HAND DOWN TO THE FIFTEEN (XVIII, XVII, XVI. XV). THE POVENOST PLAYER MAY ALSO CALL FOR THE (XIX) (OR LOWER IF THEY HOLD THE (XIX) AND THE NEXT LOWEST CARD OR MORE) IF IT IS ALREADY IN THEIR HAND AND THEY WISH TO PLAY ALONE, BUT WANT TO TRICK THE OTHER PLAYERS INTO THINKING THAT THEY ARE CALLING FOR A PARTNER. EXAMPLE: IF THE POVENOST PLAYER HAS THE (XIX) AND THE (XVIII), HE MAY CALL FOR EITHER THE (XIX) OR THE (XVIII) IF HE WOULD RATHER PLAY BY HIMSELF AND TRICK THE OTHER PLAYERS INTO THINKING THAT HE IS CALLING FOR A PARTNER. ALSO, IF THE POVENOST PLAYER CALLS FOR A PARTNER AND THE POVENOST PLAYER  DRAWS THE CARD THAT THEY WERE CALLING FOR FROM THE CENTER STACK, HE MAY EITHER PLAY IT OUT AS IF CALLING FOR A PARTNER, OR HE MAY FOLD THE HAND AND PAY EACH PLAYER 2 CHIPS. IF THE GAME DOES GO ON, AND THE PLAYER DOESN'T HAVE THE CALLED CARD AND IS CALLIING FOR A PARTNER, OR IF HE DOES HAVE THE CALLED CARD AND IS TRICK THE OTHER PLAYERS, ANY PLAYER NOT HOLDING THE  CALLED CARD IN THEIR HAND, MAY KNOCK (CONTRA) (SAYING THAT THE OPPONENT AND THEIR PARTNER (IF HE HAS A PARTNER) WILL NOT MAKE THEIR HAND), WHICH DOUBLES THE STAKES. AFTER ANOTHER PLAYER KNOCKS, THE PLAYER HOLDING THE CALLED CARD MAY KNOCK BACK (RHEA CONTRA) IF THEY WISH, REVEALING THAT THEY ARE THE PARTNER AND DOUBLE THE STAKES A SECOND TIME, OR THE BIDDER THAT IS CALLING FOR A PARTNER MAY KNOCK BACK (RHEA CONTRA) TO THE OPPONENT TO DOUBLE THE STAKES WITHOUT KNOWING WHICH OF THE OTHER TWO PLAYERS ARE HIS PARTNER (IF HE EVEN HAS A PARTNER). IN EITHER EVENT, IF THE PLAYER WHO KNOCKED FIRST STILL FEELS THAT THEIR HAND IS GOOD ENOUGH TO WIN, THEY MAY KNOCK AGAIN (SUPRHEA) TO DOUBLE THE STAKES A THIRD TIME.

NOTE: THE PLAYER CALLING FOR A PARTNER DOES NOT DECLARE WHICH CARD THEY ARE CALLING FOR UNTIL ALL OF THE OTHER PLAYERS HAVE SAID THAT THEY DO NOT WANT TO BID HIGH OR LOW AND TAKE THE BID. THE PLAYER CALLING FOR A PARTNER MUST DECLARE WHICH CARD THEY ARE CALLING FOR BEFORE TAKING THEIR 4 CARDS FROM THE MIDDLE STACK.


DON'T FORGET TO CHECK OUT TAROCK.NET



 





I HAVE CREATED A BEGINNERS REFERENCE PAGE THAT SHOWS THE DIFFERENT TYPES OF HANDS THAT A PLAYER MAY DECLARE FOR EXTRA CHIPS.



VIEW THE BEGINNERS REFERENCE PAGE


 




Don't forget to check out the beginners reference page (tab located at the top of this page)


BE SURE TO VISIT TAROCK.NET FOR A GREAT SELECTION OF TAROCK CARDS!


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