You can open up a game round by clicking on the button “New Game”. You decide who is allowed to play on the table, how high the stakes are per point and up to the limit you want to play for. Of course you can also join a round already opened by another player.
A green arrow at the edge of the table identifies the player whose turn it is. A red exclamation mark shows whose turn it is. The forehand is indicated by a green flag. You can see the respective points tally next to the respective player name. You can use the chat function to chat with your fellow players.
How the game works
Tarock 20 is a game for 4 players and comprises a deck of 20 Tarock cards and 20 suit cards (a normal Tarock deck) without II, III, 7, 8, 9, 2, 3, 4:
- Tarock I (“Pagat”), lowest trump card
- Tarock IIII to Tarock XX
- Tarock XXI (“Mond”), the second-highest card in the game
- Tarock XXII (“Sküs”) without lettering, the highest card in the game
- 10, Jack, Knight, Queen and King of Spades
- 10, Jack, Knight, Queen and King of Clubs
- Ace, Jack, Knight, Queen and King of Hearts
- Ace, Jack, Knight, Queen and King of Diamonds
The three Tarock cards, “Pagat”, “Mond” and “Sküs”, are individually called the “Trullstücke” and collectively the “Trull”. Should all three “Trull” cards be played in one trick, the “Pagat” wins. This rule, however, does not apply in “Farbensolo”. The Ace and 10 are lower cards, 10 of Spades, 10 of Clubs, Ace of Hearts, Ace of Diamonds are “Glatzen” and count for 0 points. The ranking of the suit cards is from King (highest) to Ace or 10 (lowest). The ranking of the tarot cards is from Sküs (highest) to Pagat (lowest).
Should one player’s hand be particularly bad, the cards are dealt again. Reasons for a re-shuffle are: a player either has no or just one Tarock card, or a player has all four “Glatzen” (10 of Spades, 10 of Clubs, Ace of Hearts, Ace of Diamonds).
Each player begins the game with 10 cards and beginning with the forehand, the players then take it in turns to make bids regarding the game they wish to play (Rufer, Farbensolo or Solo) and/or any additions (Absolut, Pagat or Valat). Players can overbid the chosen game type and bid premiums. Once three players have consecutively clicked “Next” (only the forehand must bid at least once) the bidding is over and the game begins.
As soon as a player bids a higher game (“Farbensolo” beats “Rufer”, “Solo” beats “Farbensolo”), the additions for the previous game become redundant (including all “Kontras”). Once you agree to the current game (by either clicking “Next” or by bidding an addition), you may not bid a higher game.
The following games are possible (in ascending order):
Normal game/Rufer (the bidder calls XX, XIX, XVIII, XVII, XVI)
The forehand calls XX. If the forehand has the Tarock XX, he/she may call the Tarock XIX or the XVIII if he/she holds the XIX etc. In Rufer, players play in 2 teams. The declarer plays with the player who has the card he or she has declared (as soon as this is made clear, i.e. the partner has played the card or it is made clear through additional bids, the player will be identified by a green flag or red flash sign) This game counts for one point.
A player plays Farbensolo alone against 3 other players and can only bid it if he/she has least 5 suit cards. In “Farbensolo” the Tarock cards are not trumps and therefore do not beat the suits. A player may not play a Tarock card if he/she holds a suit card. Nevertheless, you must still follow suit and play a Tarock if you do not hold a suit card. Farbensolo counts for 4 points.
The following special rules apply to non-biddable premiums (see below): the premiums “Pagat” cannot be bid and there is only a premium for “Königstrull” (all 4 Kings in a hand), but not for “Pagat”, “Mondfang” and “Trull”.
Solo overrules Farbensolo and is also worth 4 points. A player plays against the other 3 but in contrast to Solo, the Tarock cards are trumps.
The following additions are possible by the declarer or his/her partner:
- Kontra to Absolut (the opponent)
- Kontra to Pagat (the opponent)
- Kontra to Valat (the opponent)
- Rekontra to the game
- Rekontra to Absolut
- Rekontra to Pagat
- Rekontra to Valat
- Subkontra to Absolut (the opponent)
- Subkontra to Pagat (the opponent)
- Subkontra to Valat (the opponent)
The following additions are possible by the opponent:
- Kontra (to the game)
- Kontra to Absolut
- Kontra to Pagat
- Kontra to Valat
- Rekontra to Absolut (the opponent)
- Rekontra to Pagat (the opponent)
- Rekontra to Valat (the opponent)
- Subkontra (to the game)
- Subkontra to Absolut
- Subkontra to Pagat
- Subkontra to Valat
In an Absolut game, the team that bid Absolut must reach 56 points to win. Should a team reach this total without having bid Absolut, the game is won as a “Still”. For Rufer games, the still Absolut counts once (+1 point), the bid Absolut twice (+2 points). For Solo or Farbensolo games, the still Absolut counts twice (+2 points), the bid Absolut four times (+4 points).
The player who holds the Pagat can bid Pagat. To win the Pagat, the player must win the very last trick with the card. The bidder may only play the Pagat at the last point possible, even if this leads to a loss. If the holder of the Pagat wins the last trick without having bid accordingly at the start of the game, the Pagat is played as a “Still”. If the holder of the Pagat has to concede in the last trick, the game is lost as a “Still”.
For Rufer games, the still Pagat counts once (+1 point), the bid Pagat twice (+2 points). For Solo or Farbensolo games, the still Pagat counts twice (+2 points), the bid Pagat four times (+4 points).
To win a Valat, the team that bids Valat must win every trick. If the team wins every trick without having bid accordingly at the start of the game, the game is won as a “Still”. In Rufer games, the still Valat counts for six times the game value (+6 points), while the bid Valat counts for twelve times the game value (+12 points). In Solo or Farbensolo games, the still Valat counts for twelve times the game value (+12 points), while the bid Valat counts for twenty four times the game value (+24 points).
A Valat overrides all other premiums (Pagat, Mondfang, Trull), irrespective of whether they were bid or “Still”. Only the Valat and any Kontras will be valued. For this reason, no other additions can be bid following the announcement of Valat.
The following restrictions apply to bids:
In addition to the rules of the game, we have introduced a number of limitations regarding possible bids to prevent the players from making meaningless bids. For example, the game does not allow “Valat” to be bid if the your hand is too weak. These measures support inexperienced players and make it difficult for a player to deceive his/her opponents.
An opponent may only bid “Absolut” after a “Kontra” has been bid. No additions can be bid following a “Valat” except for “Kontra”. If an opponent of the declarer (therefore not in a “Solo” game) has the “Trull”, he/she must “Kontra” the game (providing a “Kontra” has not already been bid for this game and no “Valat” has yet been bid).
With regard to the declaration of the teams, each bid must be clear on which team the declarer belongs to. In the rare case that this is not clear following the bidding, an opponent must additionally say “Against the game”.
Following bids, the forehand begins the game by laying first. The players must follow suit or Tarock. If you cannot follow suit or all Tarocks have been dealt, you must play a Tarock. Tarock cards, as the trump cards, beat suit cards. Should all three “Trull” cards (“Sküs”, “Mond”, “Pagat”) be played in one trick, the “Pagat” wins. This rule, however, does not apply in “Farbensolo”.
To play a card, drag and drop the desired card with the left mouse button from your hand into the middle of the table. Once the card has been played, the next player may make his/her move in a clockwise direction. If the opponents cannot beat the card laid, you win the trick and the cards are laid next to your hand face down. You may check the cards in your own tricks at any time simply by clicking on them. In a “Rufer” game, members of the same team may see the cards in their partner’s trick as soon as it is clear who is playing with whom.
End of the game
To win the game, a team must reach at least 45 points. This value remains unaffected by a Kontra. In an Absolut game, the team that bid Absolut must reach 56 points to win and win every trick if they bid Valat. The sum of all of the cards in the game is 88.
The values of the cards are as follows:
- Trullstücke (Sküs, Mond, Pagat): 5 points
- Other Tarock cards: 1 point
- Kings: 5 points
- Queens: 4 points
- Knights: 3 points
- Jacks: 2 points
- Lower suit cards (Glatzen: 10 of Spades, 10 of Clubs, Ace of Hearts, Ace of Diamonds): 0 points
Normal “Rufer” games are awarded single values (i.e. with one point) and Solo or Farbensolo quadruple values (i.e. 4 points).
Scores for each round are calculated separately and shown in a separate window. The value for the game and all additions and still premiums are calculated individually and added together. All Kontras to the game and additions double the respective value.
Scores for non-biddable premiums:
- Trull:in a “Rufer” game, the team that has the Trull in a hand (all Trulls in a hand) is awarded an additional point, and 2 additional points in a Solo game
- Mondfang: If the Mond is beaten by the Sküs during the game, the player will receive an additional point – even if the Sküs was played by his/her partner, and 2 additional points in a Solo game
- Königstrull: If a player has all the Kings in a hand at the start of a game, they will be awarded an additional point in a Rufer game and 2 additional points in a Solo and Farbensolo game.