Introduction:
This
is the Olfen/Havlak version of the game of taroks.Taroks
is a point-trick game with bidding.Each
card has a specified point-value, and players bid to determine the game
that is to be played.The team that
takes the most points wins the hand.This
is the basic format for the game, but there are many subgames and bonuses
that can help a player earn more chips.One
of the unique features in taroks is that the partners change from hand
to hand, and partnerships are revealed as a hand progresses.
The
game of taroks is played with a special deck of cards.There
are 54 cards in the deck of tarok playing cards, 22 trumps or taroks
and 32 other cards of four different suits. The Skyz
(pronounced “skeesh”) is the largest tarok and counts five points. The
Mond
or twenty-one (XXI) is the second largest tarok and counts five points.
The number one or Pagat (I) is the smallest
trump and counts five points. All the other taroks, two through twenty
(II – XX), count one point each. The king or Kral
of each suit counts five points and is the highest card in that suit. The
queen or Dama is the second highest and
counts four points. The rider (knight on a horse)
is the third highest of the suit and counts three points. The jack
is the fourth highest and counts two points. The other four cards of each
suit count one point each. In the heart and diamond suits, the ace is higher
than the 4, 3, or 2 of that suit but still only counts as one point.
Order
of a Hand:
In playing a hand of Taroks, the following order of events should be followed.
1.Deal
2.Bid
3.Divide
talon and discard (not done in all hands)
4.Announce
bonuses
5.Other
announcements (hrb, rhea, pagat, valat, etc.) (not done in all hands)
6.Play
the hand
7.Count
points and pay chips
Taroks is played by four players. Five or six people can participate but only four can play at one time.If there are more than four players, players take turns sitting out.It is best to stagger the players who are sitting out (if more than one), so no one has to sit out more than one hand in row.The play goes counter clock-wise. To determine who will be first to bid if there are five or more players, each draws a card out of the deck and the one with the largest card trump-wise or suit-wise will be first to bid. The person sitting to his left therefore deals first. If there are only four players, the cards are dealt (as described below), and the player with the two (II) of taroks will be first to bid.If no one has the two (II), then the player with the next highest tarok will be first to bid.The dealer mixes the 54 cards and then sets them on the table. The player sitting next to the bidder (counterclockwise) cuts the cards or taps on the cards. If the cards are cut, the dealer takes six cards off the top of the deck and places them in the middle in the same order (top to bottom) that they were removed from the top of the deck.The middle cards are called the talon. Then, dealing counterclockwise, he gives each player six cards at a time from the top of the deck and continues dealing in this fashion until all the cards have been given out. If the player taps the cards instead of cutting them, the dealer puts six cards in the middle as before and then asks the player who tapped the cards which hand of cards he wants the first, second, third, or fourth.The dealer then asks the bidder which of the remaining three hands he wants.Finally, the first of the last two players (counterclockwise) is asked which of the remaining two hands he wants.Twelve cards are dealt (all twelve at once) to each player according to the hand that they chose. When tapping the deck, the player that tapped the deck may ask the dealer to deal normally except, instead of dealing six cards at a time to each player, he may ask the dealer to deal one, two, three, or four cards at a time to each player (in the usual counterclockwise direction) until all the cards are given out.If there are more than four players, the dealer sits out.After a hand is played, the next player to the right of the dealer becomes the dealer and proceeds as described above.
The
player to the dealer’s right is the first to bid.He
has the option of making any of the bids listed below.Then
bidding continues counterclockwise until all players have had an opportunity
to bid.Once a bid is made, no other
player can make that bid (except for Prever, and it is recommended that
a player not bid Prever if Prever has already been bid).If
on a player’s turn to bid, they do not wish to overbid a previous player,
they may simply say “good” or “pass”.The
highest bid determines the game to be played.The
bids are described in order below.A
complete description of each game is given later.
Before starting to play any hand, each player checks their cards to determine whether they wish to announce that they are entitled to a bonus.
·If a player has eight or nine taroks, he announces that he has small taroks or Tarocky and receives two chips from each player.
·If a player has ten or more taroks, he announces big taroks or Taroky, and receives four chips from each player.In this situation, the player must announce Taroky and not Tarocky.
·If a player has only one or two taroks in his hand, he announces Bida and receives two chips.
·If a player has no taroks at all he announces Zebrak or Uniand receives four chips from each player.In this situation, the player must announce Zebrak and not Bida.
·If a player has any four cards that count five points in his hand, of the following combinations: 2 Kings, Skyz, and Twenty-one (XXI); 2 Kings, Twenty-one (XXI), and number One (I); 2 Kings, Skyz, and number One (I); 3 Kings, and the Skyz; 3 Kings and the Twenty-one (XXI); or 3 Kings and the number One (I);he announces that he has Pani and receives two chips from each player.
·If a player has the Skyz, Twenty-one (XXI), and the number One (I) in his hand, he announces that he has Trull and receives two chips from each player.
·If a player has the Skyz, Twenty-one (XXI), number One (I) and a King in his hand, he announces the he has Trull Pani and receives four chips from each player.In this situation, the player must announce Trull Pani and not Pani or Trull.
·If a player has all four kings in his hand, he announces Krale and receives four chips.In this situation, the player must announce Krale and not Pani.
·If a player has all four kings and one or two of the Skyz, Twenty-one (XXI), or number One (I), he announces the he has Rozani Pani and receives 6 chips from each player.
·If a player has all four kings, the Skyz, Twenty-one (XXI), and number One (I), he announces the he has SPJST and receives ten chips from each player.In this situation, the player must announce SPJST and not Trull, Pani, Krale, etc.
For example, suppose a player has eight taroks which include the Skyz, Twenty-one (XXI), and number One (I) and also has a King in his hand.He announces Tarocky and Trull Pani and receives six chips from each player.
A player has the option of not announcing any bonuses, but if a bonus is announced, the player must announce the bonus precisely.For example, the player must announce Zebrak if he has no taroks and is not permitted to announce Bida.
If Povinost is the
highest bid, the declarer takes the top four cards from the talon.This
leaves two cards in the middle, which go to the next two players to the
right in order.The last player counter
clockwise will not get a card. The player who got the four cards must select
four cards from his hand and put them face down in front of him. These
cards will count for him after the hand is completed; therefore, it is
to his advantage to put down high counting cards. However, it may be more
to his advantage to put down cards which will clear his hand of one or
more of the suits. A king can never be put down, and the only time a tarok
can be put down is if the only other cards the player has is kings.In
such an instance, the player must announce to the other players that he
has to put a small tarok down. He cannot, however, put the one (I) of taroks
down. The other two players who got a card from the talon must also put
down a card following the same guidelines.
After
the players have discarded cards, bonuses are announced (see Bonuses
above).The player who got the four
cards from the middle then calls for a partner.If
the player does not have the twenty (XX) in his hand, he announces that
twenty (XX) is his partner. The player who has the twenty (XX) is his partner.
If the declarer has the twenty (XX) in his hand, he must call for nineteen
(XIX) as his partner. If he has both the twenty (XX) and the nineteen (XIX), he
must call for the eighteen (XVIII)as
his partner. If he has the twenty (XX), nineteen (XIX), and the eighteen
(XVIII) in his hand, he
must call for the seventeen (XVII)as
his partner. However, if he has the twenty (XX), nineteen (XIX), eighteen
(XVIII), and the seventeen (XVII)in
his hand, he will have to play alone against the other three players.In
order to keep this a secret, he will still call for a partner just as above
by designating that the twenty (XX), nineteen (XIX), eighteen (XVIII),
or the seventeen (XVII) is his partner.He
is at a disadvantage in this situation because he will be playing by himself,
so, by calling for a partner, no one will immediately know that he is playing
by himself.(See Optional
Rules below regarding purposely calling to play without a partner).
After the player who got four cards from the middle has called for a partner, he asks if everyone is ready to begin.If no one asks him to wait, then the hand begins.However, it is at this point that other announcements may be made.
Now the hand is ready to be played. The declarer leads a card and play continues counter clockwise until all four players have played.Once a card is led, each player has to play a card of the same suit if they have one; otherwise, they must play a tarok.If they do not have a card of the suit that was led or a tarok, then they may play any card they wish.The highest tarok that is played will take the trick.If no tarok is played, then the highest card of the suit that was led wins the trick.A player may lead a tarok at any time.The game proceeds until all twelve tricks are caught.
At
the end of the hand, each team counts the points that they have taken (see
Cards
above). The grand total of all the cards is 106points.
The break-even point is 53; therefore, if one set of partners takes 64
points, they are 11 points over. To determine the number of chips that
the team has won calculate as follows:the
team won by 11points,
add 10 points (for a total of 21), double this value (to obtain 42), round
to the nearest ten (round 42 to 40), and pay one chip for each 10 (in this
example each loser must pay 4 chips). For another example, suppose the
partners have taken 76 points, which is 23over
the 53 point break-even point. Thus the calculations are 23 + 10 = 33,33
x 2 = 66,66 rounds to 70, so the
losers must each pay 7 chips.If
both teams take 53 points, then each player on the team that has the player
who bid Povinost loses 2 chips to the opposing team.If
a player that loses is playing alone, he must pay each of the other three
players the chips that are lost.This
is the scoring for the standard Povinost hand.Other
special games have variations on this scoring or have a set chip payment.
Notes:
If Zebrak is the highest bid, the talon is placed to the side and not divided.Players are then given the opportunity to announce any bonuses and the player who would have received four cards from the talon plays first.The player who bid Zebrak is attempting to not catch any tricks, so the other three players are against him and try to force him to catch a trick.Play proceeds similar to a Povinost hand except that taroks are basically treated as a fifth suit and not a trump.That is, taroks will not catch a trick in which one of the four suits has been led.Also, if a player does not have a card of the suit that has been led, he can play whatever card he wants and is not required to play a tarok.
Scoring:
If the player who bid Zebrak does not catch a trick, each of the other three players pay him 16 chips.If he does catch a trick, the hand is over and he pays each of the other players 16 chips each.
Notes:
·No
one is allowed to give the Hrb.
·Catching
the last trick with the one (I) does not earn a bonus.
·Large
denominations in any suit without protection is very undesirable.
·Not
having any cards of one or more suits is very beneficial because this allows
players to rid their hand of “bad cards” if that suit is ever led.
·After
play has been completed and chips have been paid, the next player to the
right of the player who bid Povinost in the just completed hand gets to
bid first in the next hand.
If Ze Ruky is the highest bid, the talon is placed to the side and not divided.The player who bid Ze Ruky will be partners with the player who has the twenty (XX) in their hand.The person who bid Ze Ruky cannot have the twenty (XX) in his hand.If the twenty (XX) is in the talon, then the player who bid Ze Ruky has no partner and plays alone against the other three players.
Players
are given the opportunity to announce any bonuses and make any other announcements
(like calling the one (I), giving the Hrb, etc., see Other
Announcements above). The player who would have received four cards
from the talon plays first and play proceeds as described earlier.
Scoring:
At the end of the hand, each team counts the points that they have taken (see Cards above).If the twenty (XX) was in the talon, then the player who bid Ze Ruky had no partner, but he gets to count the cards from the talon with his cards.If the twenty was not in the middle, then the team that was against the bidder gets to count the cards from the talon with their cards.The grand total of all the cards is 106points. The break-even point is 53; therefore, if one set of partners takes 64 points, they are 11 points over. To determine the number of chips that the team has won calculate as follows:the team won by 11points, add 10 points (for a total of 21), quadruple this value (to obtain 84), round to the nearest ten (round 84 to 80), and pay one chip for each 10 (in this example each loser must pay 8 chips). For another example, suppose the partners have taken 76 points, which is 23over the 53 point break-even point. Thus the calculations are 23 + 10 = 33,33 x 4 = 132, 132 rounds to 130, so the losers must each pay 13 chips.If both teams take 53 points, then each player on the team that has the player who bid Ze Ruky loses 4 chips to the opposing team.If a player that loses is playing alone, he must pay each of the other three players the chips that are lost.
Notes:
·A
player with the twenty (XX) in his hand cannot play Ze Ruky.
·If
a Hrb was given, then the chips paid are doubled as described earlier.Rhea,
Contrec, and Suprec are figured as above, also.
If
a player bids Prever, then that player is playing alone against the other
three players.The player who bid
Prever takes the top three cards from the talon.He
looks at them and decides whether he wishes to keep them or not.If
he decides to keep them, the other three cards are not revealed, and they
will be counted with the cards of the three players playing against the
player who bid Prever.If he decides
not to keep the three cards, he turns them face up and takes the other
three cards from the talon.He looks
at those three cards, and he must now decide which three cards he wants
– the first three that he has already put back on the table, or the current
three that he has just picked up.If
he decides to go back to the first three, he turns the last three face
up and picks up the first three. However should he lose, the more cards
he looked at, the more chips he will lose.If
the player who bid Prever loses, and he looked at the second set of three
cards from the talon, then he has to pay double the chips lost to each
of the other players.If he chose
to go back to the first three after looking at the second three, he has
to pay double again (or quadruple) the chips lost to each of the other
players.After the player who bid
Prever has decided which three cards best suit his hand, he discards three
cards from his hand face down in front of him – these will count with his
cards at the end of the hand while the three from the talon that he did
not choose will be counted with the cards of the other three players.The
other three players do not get to discard any of their cards.
Players
are given the opportunity to announce any bonuses and make any other announcements
(like calling the one (I), giving the Hrb, etc., see Other
Announcements above). The player who would have received four cards
from the talon plays first and play continues as described earlier.
Scoring:
At
the end of the hand, each team counts the points that they have taken (see
Cards
above).The grand total of all the
cards is 106points. The break-even
point is 53; therefore, if one team takes 64 points, they are 11 points
over. To determine the number of chips that the team has won calculate
as follows:the team won by 11points,
add 10 points (for a total of 21), triple this value (to obtain 63), round
to the nearest ten (round 63 to 60), and pay one chip for each 10 (in this
example each loser must pay 6 chips).For
another example, suppose a team has taken 76 points, which is 23over
the 53 point break-even point. Thus the calculations are 23 + 10 = 33,33
x 3 = 99, 99 rounds to 100, so the losers must each pay 10 chips.If
both teams take 53 points, then the player who bid Prever loses 3 chips
each player on the opposing team.If
the player who bid Prever loses, he will always pay all three players on
the other team the total chips lost; whereas, if he wins, then he collects
the total chips won from each of the three players on the other team.
Notes:
·If
the player who bid Prever loses, don’t forget to keep in mind how many
cards from the talon the player looked at when figuring how many chips
are owed.
·If
a Hrb was given, then the chips paid are doubled as described earlier.Rhea,
Contrec, and Suprec are figured as above, also.
Basically, in “friendly rules”, most mistakes are corrected by paying each of the players in the hand two chips.Common mistakes include misdealing, laying down cards incorrectly (too many or not enough), or misplaying a card (failing to follow suit, failing to play a trump).Additional comments on errors follow.
·Dealing Error:
oIf the dealer has dealt too many cards in the middle, the player who does not have enough cards takes the bottom card from the middle.
oIf the dealer has dealt a player too many cards, this player takes a tarok and another card (not a tarok) out of his hand and lets the player who does not have enough cards draw one.
·Discarding Incorrectly:
oIf a player lays down too many cards, the other team gets to choose the highest point from the cards laid down to count with their card.
oIf a player doesn’t lay down enough cards, he must forfeit the last card of the hand to the other team.If the error is discovered prior to the end of the hand, the players will have to decide together what the penalty should be – using tournament rules in such instances is a good option.
·Misplaying:If a player misplays, and the play is caught in time to correct, return the appropriate cards to players and replay whatever tricks were affected by the misplay.Many times the misplay can’t be corrected, and the players will have to decide together what the penalty should be – using tournament rules in such instances is a good option.
·In a hand where Povinost is the highest bid, if the declarer incorrectly calls for his partner, then he will have to pay all the other players 2 chips.For example, if the declarer calls for the nineteen (XIX) as his partner and he doesn’t have the twenty (XX) in his hand, the player with the twenty (XX) will know that an error has been made.That player should announce that an error has been made. However, if the declarer has the twenty (XX) in his hand and mistakenly calls for the twenty (XX) as his partner, he has to pay the penalty of 2 chips and plays alone against the other three players.If he should win the hand, he cannot collect, but he will have to pay any losses.
·Special situations will arise where an error has a major affect on a hand.Penalties and remedies may have to be determined as a group based on what the error was – using tournament rules in such situations is a good option.
In “tournament rules”, the player who made an error has to pay the other players two chips, and he cannot win the hand.If his team wins the hand, he must pay the other team’s losses (that is, he must pay his partner whatever he is owed).If the other team wins, he must pay his losses and the losses for his partner as well.Usually in tournaments, there are judges to rule how to correct a mistake as the hand is played.
oThe player who bids Povinost, can be allowed to play by himself if he has the twenty (XX) in his hand.If he feels he has a good enough hand to play alone and he has the twenty (XX), then he can call for the twenty (XX) and not have a partner.The benefit is that if he wins, he collects from all three of the other players.To be allowed to play by himself, he must have the twenty (XX), and he must call for twenty (XX) except in the case when he has the twenty (XX), nineteen (XIX), eighteen (XVIII), and seventeen (XVII) in his hand.In such a case, he must play alone, but he is allowed to call for any of these.
oIf a player loses the twenty-one (XXI) to the opposing team, he has to pay the other three players two chips each.
oIf a player calls the one (I), a player on the opposing team can give the Hrb on the one (I) alone and not the hand.Rhea, Contrec, and Suprec are allowed, too.
oIf the one (I), the twenty-one (XXI), and the Skyz are all played on the same trick, then the one (I) catches the trick.
oA player can play a version of Zebrak where taroks are still trump.Everything is played like a normal hand except that a player has to play over the highest card that has been played if they can (following the normal rules of playing suits and taroks).The player who called Zebrak tries not to catch any tricks.The one (I) of tarok cannot be led unless it is the last tarok in a player’s hand.