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Calling for Partner

In document 739120e6681c313aaf467f98a4a6773b (Page 106-110)

If the bid requires it, then Declarer must call a King and whoever holds that card is Declarer’s partner for the hand. As is common in these games, partner may not identify him/her self in any way but through playing their hand or by declaring for a bonus (see below). It is accepta-ble for Declarer to call a card that he/she holds and thus play alone, though they might have done better to bid a higher contract if they had such a strong hand. If Declarer has three of the Kings, then ‘the fourth King’ can be called, instead of naming the suit. If the called King is in the stock, then Declarer must play alone.

The Exchange

Some contracts allow Declarer to exchange 3 cards from the stock. The stock is divided into two groups of three cards, which are then exposed to all players. Declarer must then choose one group and take those cards into his/her hand. The remaining three cards will count towards the defender’s tricks at the end. Declarer must then discard 3 cards but may not discard Honours or Kings and may only discard trumps if there is no other option, if trumps have to be discarded, they must be declared to the other players. The discarded cards count towards Declarer’s tricks at the end.

Bonuses

After bidding is resolved, then players may, in turn announce for a bonus. It is not necessary to announce a bonus to win it but if you do, payment is doubled. Bonuses are won or lost by a team and payments to or by them are shared.

However, there are rules about who can announce and when. Declarer may announce freely, as may Declarer’s partner. However, other play-ers may only announce if it known that they are opponents. So, if Declarer had bid to play without a partner, then there is no restriction on announcing. If Declarer has bid to call for a partner, then unless partner can announce a bonus, thus identifying him/her self, the other players cannot announce.

These four bonuses are called The Birds:

Pagat Ultimo: The last trick is won by the I of trumps. Scores 1.

The Owl: The second to last trick is won by the II of trumps. Scores 2.

The Cockatoo: The third to last trick is won by the III of trumps.

Scores 3.

The Marabou: The fourth to last trick is won by the IV of trumps.

Scores 4.

Other Bonuses:

King Ultimo: Wins the last trick with the called King. Scores 1 point.

Slam: Win all the tricks. Scores the game points x 4.

Honours: Win all three Honours in tricks. Scores 1.

Full Kings: Win all four Kings in tricks. Scores 1.

Captured King: The called King is won in tricks. Scores 1.

Captured Mond: The Mond is won in tricks. Scores 1.

Captured Fool: The Fool is won in tricks. Scores 2.

Play

If the successful bid was to win points, then Eldest leads to the first trick.

If the bid was to avoid winning tricks (which includes bids of ‘just one’

etc), then Declarer leads. Play moves to the right, each player in turn must follow suit or, if they cannot, they must play a trump. If they can neither follow suit or trump, then they may play any card - though it cannot win. The highest card of the suit led wins the trick unless a trump was played, then it is highest trump that wins. However, there is one exception to this called the Emperor Trick: if all three honour cards are played to the same trick, then it is the Pagat that wins it.

Scores

If the hand is won, then Declarer’s side is paid the score by each of the defenders. If lost, then Declarer’s side must pay each defender the score.

Likewise, bonuses are won or lost by a side, not by individuals - unless Declarer is playing without a partner.

5.05 Straw Man Tarock

I’m not a fan of two player games generally and you won’t find many here. However, this one is rather fun and well worth learning for when you’re short a player or for those occasions when three would be a crowd.

Cards

The 54 card Austrian pack consists of 22 trump cards num-bered I-XXI and the Fool, which is the highest trump. There are then 8 cards in each of the four suits, using irrational ranking:

Swords & Batons / Spades & Clubs K, Q, C, V, 10, 9, 8, 7

Cups & Coins / Hearts & Diamonds K, Q, C, V, 1, 2, 3, 4

Cards are counted in groups of three, subtracting 2 points for each group, two odd empty cards count for 1 and one odd empty card counts for nothing. There are 70 points in the pack and a player needs 36 card points or more to win a hand.

Deal

First Dealer is chosen at random, players take turns after.

Each is dealt three packets of 5 cards and has a further three packets of 4 cards dealt in three separate piles in front of them. These piles are called the Straw Men.

Kings & Honours 5 points

Queens 4 points

Cavaliers 3 points

Valets 2 points

All others 1 point

Bidding

Players examine their hands and starting with Eldest may either bid “I’ll Play” or pass. Bidding stops when a bid is made. If both pass, play still continues but the hand is only worth 2 game points. If a player has bid to be Declarer, then the hand is worth 3 points to Declarer if won but 4 points to the defender if lost.

In document 739120e6681c313aaf467f98a4a6773b (Page 106-110)