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Tarot card games
Tarot card games
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Hungarian statesmen playing tarokk in 1895, the preferred card game of the pre-communist era.[1]

Tarot games are card games played with tarot packs designed for card play and which have a permanent trump suit alongside the usual four card suits. The games and packs which English-speakers call by the French name tarot are called tarocchi in the original Italian, Tarock in German and similar words in other languages.

Tarot games are increasingly popular in Europe, especially in France where French tarot is the second most popular card game after Belote.[2] In Austria, Tarock games, especially Königrufen, have become widespread and there are several major national and international tournaments each year. Italy, the home of tarot, remains a stronghold. Games of the tarot family are also played in Hungary, Slovenia, Liechtenstein, Czechia, Slovakia, Switzerland, Denmark, south Germany and south Poland.

History

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The introduction of trumps is one of only two major innovations to trick-taking games since they were invented, the other being the idea of bidding.[3] Trump cards, initially called trionfi, first appeared with the advent of tarot cards, in which there is a separate, permanent trump suit comprising a number of picture cards.[4] In contrast, a different concept arose in the game of the contemporary game of Karnöffel. In this south German game played with an ordinary pack, some cards of the chosen or selected suits had full trump powers, others were partial trumps and the 7s had a special role. These features are retained in games of the Karnöffel family to the present, but are never seen in tarot games.[5][6]

The earliest known example of a fifth suit of trumps was ordered by Filippo Maria Visconti around 1420 and included 16 trumps with images of Greek and Roman gods.[7] A basic description first appeared in the manuscript of Martiano da Tortona, written before 1425.[8]

From Italy, Tarot first spread to France and Switzerland in the 16th century and Belgium in the late 17th century. Then to most parts of Europe in the 18th century with the notable exceptions being the British Isles, the Iberian peninsula, and the Balkans.[9] While there are many brief or vague descriptions of how Tarot was played in its first two centuries, the earliest detailed description of rules for a tarot game in any language were published by the Abbé de Marolles in Nevers in 1637.[10][11] The abbot learnt this variant from Princess Louise-Marie of Gonzague-Nevers, who introduced some rule variations from the normal game. It was played by three players with a 66-card pack, obtained by removing the 3 lowest cards of each suit from a standard 78-card, Italian-suited tarot pack. Two players received 21 cards each. The dealer received 25, from which four were discarded. There were payments for declaring certain card combinations at the start, for playing the Ace of Coins and for taking the last trick with a King or the Pagat. The usual tarot rules or play and card point values applied. The winner was the one with the most points in tricks and was paid an amount by the losers based on the difference in scores.[12]

Tarot decks did not precede decks having four suits of the same length,[13] and they were invented not for occult purposes but purely for gaming.[14] In 1781, Court de Gébelin published an essay associating the cards with ancient wisdom, the earliest record of this idea, subsequently debunked by Dummett.[15] As a result of the unsupported theories of de Gébelin and other occultists,[16] tarot cards have since been used for cartomancy and divination as well as gaming, although now fortune-tellers tend to use specially developed tarot decks rather than those used for games.

Rules

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Number of players

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Tarot can be played by two to eight players, but the vast majority of rules are for three or four players. Players can compete individually or be part of a fixed partnership or have variable alliances that change with each hand.

Deck of cards

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A complete Tarot deck such as one for French Tarot contains the full 78-card complement. It can be used to play any game in the family, with the exception of Minchiate, an extinct game that used 97 cards. Austrian-Hungarian Tarock and Italian Tarocco decks are a smaller subset, of 63, 54, 40, or even 36 cards, suitable only for games of a particular region. These games remove various ranks of pip cards to increase the chances of a void or short suit.

Regional tarot decks commonly feature culture-specific suits. In Italy (excluding Trieste) and parts of Switzerland, the original Latin suits of Cups, Coins, Clubs, and Swords are used. In Trieste and everywhere else, the French suits of Hearts, Diamonds, Clubs, and Spades are used. The trump suit does not have a suit symbol, they are ranked by large Arabic or additive Roman numerals.

An Austrian-style 40-card Tarock hand: the Skys (Fool) as highest trump, trump 21 (the second highest), five other trumps, K, Q, and 1.

The 78-card tarot deck contains:

  • 14 cards each in four suits (French or Latin depending on the region): "pip" cards numbered one (but called Ace) to ten. Plus four court cards, a Jack (or Knave or Valet), a Knight (or Cavalier), a Queen, and a King.
  • The 21 tarots function in the game as a permanent suit of trumps.
  • The Fool, also known as the Excuse, is an unnumbered card that excuses the player from following suit or playing a trump in some variations, and that acts as the strongest trump in others.

The 54-card 'Tarock' deck contains:

  • 8 cards each in four suits (usually French), the "pip" cards being stripped out leaving 1 to 4 in the red suits (Ace highest) and 10 to 7 in the black suits (ten highest). The court cards remain the same.
  • 22 Tarocks as permanent trumps, including the Sküs (the Fool) as an unnumbered Tarock XXII, the Mond as Tarock XXI and the Pagat as Tarock I, which are collectively known as the Trull or "Honours" and have a special role.

Due to the antiquity of tarot games, the cards are ordered in an archaic ranking. In the plain suits, Kings are always high. With the exception of modern French tarot and Sicilian tarocchi, the ranking in the Latin round suits (cups and coins) or the French red suits (diamonds and hearts) goes from King (high), Queen, Cavalier, Jack, 1, 2, 3 ... 10 (low).

For the purpose of the rules, the numbering of the trumps is all that matters. The symbolic tarot images have no effect in the game itself other than influencing the naming of a few of the cards (Fool, Mond, Pagat, Little Man). The design traditions of these decks evolved independently, and they often bear only numbers and whimsical scenes arbitrarily chosen by the engraver.[citation needed] There are still traditional sequences of images in which the common lineage is visible. E.g. the moon that is commonly visible at a corner of the trump card 21 in the Industrie und Glück stems from confusion of the German word Mond, meaning "moon", with Italian mondo and French monde, meaning "world", the usual symbol associated with the trump card 21 on Italian-suited tarots.

Basic rules of play

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  • Play is typically anti-clockwise; the player to the right of the dealer plays to the first trick. Players must follow suit if they have a card of the suit led, otherwise they must play a trump if possible. The winner of each trick leads to the next.
  • After the hand has been played, a score is taken based on the point values of the cards in the tricks each player has managed to capture.

Common card values

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The aim in almost all card games of the Tarot family is to make as many points as possible from the cards taken in tricks, the cards having different point values. Those cards which have little or no point value are called various names – Skartins, Ladons or cartes basses depending on the region – but may be referred to as low cards.[17]

Cards which have a higher point value may be called counting cards or counters. They usually include the Fool (Excuse or Sküs), the I (Pagat Petit, Bagatto or Little Man) and the XXI (Mond) plus all the court cards. In such a case, the low cards are the remaining tarots (II to XX) and all the pip cards. Not all games follow this precisely. In some games, other cards are included among the counters. However, the division of counters and low cards described is the most common and is often accompanied by the following 'standard' card values:[17]

The Trull, the highest-valued trumps in Central European Tarock games
  • Oudlers or Trull cards – Trumps I, XXI and the Fool: 5 points
  • Kings: 5 points
  • Queens: 4 points
  • Cavaliers or Knights: 3 points
  • Knaves, Valets or Jacks: 2 points
  • Low cards: 1 point

Tarot scoring

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The system by which players work out their scores in almost all Tarot games may appear "eccentric and puzzling", but the rationale to it is that, originally, the cards were each valued at one less point than that shown above (e.g. Kings were worth 4 points and low cards had no point value), but every trick taken scored one point. Dummett argues that the tedious work of counting tricks and card points separately led players to fuse the two processes into a single operation. There are several practical methods, but all are designed to achieve the same aim: a quick and relatively simple way of calculating the score.[17]

A very common system used in many 54-card Tarock games is counting in packets of three.[a] Under the original scoring scheme, the pack would have been worth 52 points and there would have been 18 points for the 18 tricks making a total of 70 points in total; thus, in most cases, a declarer needs 36 points to win.[b] Mayr and Sedlaczek described 3 common systems:[18]

Counting in threes with low cards

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The first, easiest and oldest method is counting in threes with low cards.[c] A player gathers the cards won in tricks and groups them into triplets each comprising one counting card and two low cards. Each triplet scores the value of the counter only e.g. a Queen and two low cards scores 4. A triplet of three low cards scores exactly 1 point. In some games, players may end up with one or two cards over. Two remaining low cards are rounded up to score 1 point; a single low card is rounded down to zero. This is the simplest method but it doesn't work if a player does not have enough low cards for every counter.[18]

Counting in threes with a 2-point deduction

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The second method, popular in Vienna, was developed later: counting in threes with a 2-point deduction.[d] Cards are grouped in threes again, but the composition is irrelevant. Within each triplet the card values are added and then 2 points are deducted from the total. So, for example, a Queen, Cavalier and Ten are worth 4 + 3 + 1 – 2 = 6 points. Players try to ensure that any odd cards left over are low cards. Again, two low cards are worth 1 point and a single low card is worthless.[18]

Counting in fractions

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The third method is a new development and the most precise, but also the most complicated and least used: counting in fractions.[e] Cards are given fractional values as follows: Trull cards and Kings – 4+13, Queens – 3+13, Cavaliers – 2+13, Jacks – 1+13 and low cards – 13 each. In this way individual cards can be counted. So a Queen, Cavalier and Ten are worth 3+13 + 2+13 + 13 = 6 points, producing the same result as the second method.[18]

A variant of this method is used for French Tarot, where low cards are each worth half a point, and are combined with a counting card. The fractional values of each of the cards are as follows: Oudlers and Kings - 4+12, Queens - 3+12, Cavaliers - 2+12, Jacks - 1+12 and low cards - 12 each. The same method is used as above but counting only two cards. For example, a Queen (worth 3 1/2 points) and a low card (1/2 point) would be counted together to make 4.

Variants

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Fool as the excuse

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Games with only three counting trumps

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In these games, the Fool, the XXI, and the I are the only trumps that have a scoring value greater than one point. Despite being grouped with the trumps, the Fool cannot trump, it can only excuse the player from following suit. Out of the three cards, only the lowest trump is generally considered vulnerable. Many games do not envision the Fool to ever be lost but in some games, it must be surrendered if the player or side that held it fails to win any tricks to the opponent that won the trick in which the Fool was used. Grosstarock and French Tarot forbid the Fool from being played in the last trick or last few tricks, doing so forfeits the Fool to the trick's winner.

Games where no information is shared
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These are basic games in which players share no information with each other. In the 21st century, they are confined to Grisons and Piedmont. In the past, they were played in France, Austria, and Lombardy. Scarto is a modern Piedmontese example.

Games with signalling
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In these games, players exchange information through conventional codes and gestures. The majority of these games are for four players in fixed partnerships. In the present, they are played only in Grisons and Piedmont. Troccas is a Grisonian example.

Games with declarations
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Also known as Classical Tarot, this family is historically well attested and was played in every country that has a tarot tradition going back to at least the first half of the 19th century. The game described by the Abbé de Marolles above in 1637 is a member. These games share the following features:

  • Most games are for three players competing individually.
  • Before play, players can declare their possession of certain cards for extra points. The most common declarations are: ten or more trumps, all three trump honours, four kings, and all the court cards of the same suit.
  • There is a bonus for winning the last trick with a king or the lowest trump (ultimo). There may be a penalty for losing the last trick with these cards. In the 18th century, a new rule was added in which players can announce their intention to pull this off, which increased the bonus and penalty for this feat.

Despite being once the most widespread form of Tarot, Classical Tarot is now played only in Piedmont (Mitigati) and Denmark (Grosstarock).

Games with bidding
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The concept of bidding first appeared in the game of Ombre. The game of Tarocc'Ombre was invented in Lombardy around the mid-18th century. These are the general features:

  • The preferred game is for three players, however more can play. Regardless of the number of players, there are only two sides.
  • Later versions used the 54 card deck when playing with less than five players.
  • In the earliest versions, the winner of a low bid can "buy" one, two, or three cards not in his hand. The other players must exchange them for low cards and then are allied against the soloist. The highest bid is for 'no cards', in which the contractor attempts to win without exchanging cards. Later versions included bidding over the three-card talon, which was previously the dealer's privilege. There are also higher bids than 'no cards' such as bids to win all the tricks (slam).
  • In games of five or more players, the contractor can also "call" a card not in his hand. This is usually a valuable card like a king or a high trump. Whoever holds that card is the contractor's secret partner for this hand. The contractor can also call a card in his own hand to deceive the other players into thinking that there is an opponent among them. In later versions, partner calling became allowed in games of four players.

In Piedmont, these games were known as Permesso, but they fell out of popularity in the 19th century. In German speaking countries, it was known as Taroc l'Hombre. Droggn, a descendant of Taroc l'Hombre, was played in the Stubai Valley until the 1980s. Although this branch of tarot (the Fool as excuse, without declarations, and card buying) died out, the concept of bidding and partner-calling left a lasting influence on other branches of tarot.

Games with declarations and bidding
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French Tarot being played.

There have been several attempts at combining Classical Tarot with contract tarot since the late 18th century. The modern version of French Tarot is the most successful. Classical Tarot, like the one described by the Abbé de Marolles, declined in popularity throughout most of France from the mid-17th century onward, surviving only in the eastern borders of that country. In the 19th century, the modern game evolved in Bourgogne-Franche-Comté. These are the general features:

  • There are three to five players, with the four-player game being preferred. There are only two sides. It is always played with the full 78-card deck regardless of the number of players.
  • From Classical Tarot, the declaration of ten or more trumps and the bonus of winning the last trick with the lowest trump have been carried over. Players can also announce a slam.
  • Bidding is over the 6-card talon.
  • In games with five players, the contractor can call a king. Whoever has this card is the contractor's secret partner.
  • French Tarot is unique for its overtrumping requirement.
  • The Fool is lost if played in the last trick like in Grosstarock. It is surrendered if the side that played it failed to win any tricks. If the player or side had won all the previous tricks, in the last trick it becomes the highest trump.

Games with more than three counting trumps

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In these games located entirely within Italy, there are other trumps that are worth more than one point. All of them have a last trick bonus that can be won with any card.

  • In Tarocchini, the game is played with the 62-card Tarocco Bolognese. The second highest trump is also worth five points. The four trumps above the Bégato are known as mori (formerly as papi) and are of equal rank. The game features signalling, declarations, and bonuses for assembling melds from the cards taken. The preferred game is for four players in fixed partnerships. Bidding is also used in one three-player version. Tarocchini has exerted a strong influence on the games played in Asti and formerly in Annecy.
  • The game of Minchiate is played with a 97-card deck in which the trump suit has almost doubled in size. Half the trumps are counting cards while kings are the only plain suit cards that have value. The top five trumps are known as arie and the bottom five as papi. There are declarations and bonuses in creating melds like in Tarocchini. The preferred game was for four players in fixed partnerships. This game went extinct in the 1930s.
  • Sicilian tarocchi is played by three or four players with the 63-card Tarocco Siciliano. The top five trumps are counting cards known as arie. Below the trump 1 is an unnumbered trump labelled Miseria, but it is not a counting card. The trump honours are worth 10 points while the rest of the arie are worth 5. Most of the games feature bidding over the talon and some have partner calling. The oldest versions also have bonuses for making melds from captured cards.

Fool as the highest trump

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Le Fou (The Fool) from a Cartes de Suisses pack

The earliest evidence of the Fool treated as the highest trump comes from early 18th century tarot decks produced in Rouen and the Austrian Netherlands (Belgium). Their wrapping paper labels them as Cartes de Suisses (Swiss cards). It is not known how the Fool came to be the highest trump. In early Taroc l'Hombre and its descendants Droggn and French Tarot, the Fool is an excuse but becomes the highest trump in the final trick if the side that played it won all the previous tricks.[19] This rule allows the holder of the Fool, a card that otherwise has no trick-taking power, to perform a slam. In the Swiss game of Troggu and the Badenese game of Dappen, this rule has been turned on its head. The Fool is normally the highest trump, but if it is the final trump in the player's possession, he can elect to play another card instead. When this happens, the Fool is treated as an excuse that is reserved for the last trick.[20] Usually, players do not exercise this right as it is more advantageous in most situations to keep the Fool as a trump.

With the Fool as the highest trump, the XXI became vulnerable to being taken. This opened up a new objective of capturing or protecting the XXI. In Königrufen, even the Fool can be caught if it is played in the same trick with the other Trull cards.

Games with bidding

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Troggu, also known as Tappä, and its relatives Dappen/Tappen and the Fribourg game of Tape belong to a poorly documented family of games thought to be of 18th century Swiss origin.[20] Here are some common features of that family:

  • The games can accommodate three to eight players with six and seven being preferable. This is unusually large for tarot games. Despite the large number of players, there are only two sides.
  • Players bid over a large talon called the tapp. The contractor is known as the tappist or tapper. In some games, the tappist can call a high trump for a secret partner.
  • The Fool is usually the highest trump but can act like an excuse as mentioned above.

Games with bidding and declarations

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54-card Tarock
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Industrie und Glück trumps

By the beginning of the 19th century, the game of Tapp Tarock appeared in which the Fool is always the highest trump. This game is thought to have originated in Further Austria. When these territories were ceded to the Grand Duchy of Baden in 1805, the games that developed there and the rest of the Habsburg monarchy began diverging. Its descendants are widely played in the Upper Rhine valley and its surrounding hills such as the Black Forest or the Vosges, and the countries within the boundaries of the former Austro-Hungarian Monarchy, for which even the name 'Tarockania' (Tarockanien) has been coined. They share the following features:

  • There are no games with more than four players. There are only two sides.
  • These games use the 54-card French suited Cego decks in Baden or Industrie und Glück decks in the former Austria-Hungary.
  • Bidding is over the six-card tapp.
  • From Grosstarock, declarations, announcements, and ultimo bonuses have been inherited.

Other three-handed games include Dreiertarock, Point Tarock, Illustrated Tarock, and Viennese Grosstarock. Two-player adaptations include Strohmandeln and Kosakeln.

The four-handed adaptations have since eclipsed the three-handed versions in popularity. In the early four-handed games, contractors could call any king or high trump for a secret partner as in Taroc l'Hombre. However, this eventually led to a split into two distinct games: calling a king (Königrufen) and calling trump 19 (Neunzehnerrufen). The former is dominant in Austria, Slovenia and Romania, while the latter in the Czech Republic and Slovakia. In Baden, the game of Cego developed from a three-handed variant called Dreierles. It is noted for having a large blind that can be used as a replacement hand.

42-card Tarock
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Tapp Tarock variants with 42 cards have been around for almost as long as the 54-card original. 42-card Industrie und Glück decks were produced until the late 20th century. Contemporary players purchase the 54-card version and remove the unnecessary cards. In these games, each suit has only one pip card, leaving the court cards extremely vulnerable. No plain suit can be led twice without getting trumped. Galician Tarok and Husarln are examples of three-handed games.

Its four-handed adaptation is Zwanzigerrufen (calling trump 20). Hungarian Tarokk is noted by Dummett to be the most difficult of all tarot games.[21]

Ace-ten Tarock

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German Tarok was created as result of the attempt to play Grosstarock with a normal 36-card German-suited pack. Instead of the dedicated trump suit, Hearts is chosen as the trump suit or at least as a preference suit. It spawned several descendants such as Württemberg Tarock or Tapp, Bavarian Tarock, Bauerntarock, Frog and Dobbm. They are ace–ten games that incorporate features of Tapp Tarock, but are not true Tarock games.

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In the denouement of the first volume of Dorothy Dunnett's Lymond Chronicles, The Game of Kings, the protagonist's life depends on his friend winning a prolonged game of tarocco.

See also

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Footnotes

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References

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Further reading

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Tarot card games are a category of trick-taking card games utilizing a specialized 78-card deck that features four suits of 14 cards each—typically cups, swords, batons (or wands), and coins—plus a distinct trump suit of 21 numbered cards and one unnumbered Fool, which often functions as a wild card or highest trump. These games emphasize strategic , trick-taking, and scoring through melds or point values on certain cards, with rules that have remained largely consistent since their inception. Originating in around the 1440s, the earliest known Tarot decks, such as the , were commissioned for the nobility in regions like and , marking the invention of the permanent trump suit in European card play. From , Tarot games spread to France, Germany, Austria, and other parts of by the late 15th and 16th centuries, evolving into regional variants while retaining core mechanics. Notable early examples include in and the broader Tarocchi tradition, which influenced over 200 documented variants played today. In contemporary play, Tarot games like or Austrian Tarock remain popular in their countries of origin, accommodating 3 to 5 players and involving phases of bidding for contracts, calling a to form partnerships, and capturing tricks to fulfill point goals. The trump suit's hierarchy, from the lowest (Bagatto or Magician) to the highest ( or similar), along with the Fool's unique role—allowing it to avoid losing a trick or excusing suit-following—distinguishes these games from standard 52-card trick-takers like or Bridge. Decks vary slightly by region, such as the pattern used in , but all prioritize the interplay of suits, trumps, and the Fool for tactical depth.

History and Origins

Early Development in Italy

The earliest evidence of Tarot card games, known as Tarocchi in , emerges in during the early , primarily among the as a trick-taking pastime using hand-painted luxury decks. Historical records suggest the game's invention around 1420–1440, with initial developments centered in , , and to a lesser extent , where decks were commissioned as elite amusements rather than mass-produced items. In , Duke ordered allegorical card sets as early as 1425, incorporating moral themes that foreshadowed the trump sequence, while 's accounts from 1442 document the creation of four packs featuring of cups, coins, swords, and batons alongside trionfi (trumps). These early decks marked a departure from standard playing cards, introducing a dedicated suit of permanent trumps as a novel mechanic in European card games. Surviving artifacts provide concrete evidence of this period, most notably the Visconti-Sforza deck, a hand-painted dating to circa 1450, likely produced in for the Visconti family and later associated with the Sforza dynasty through marriage. This incomplete set of 74 cards exemplifies the opulent craftsmanship of early Tarot, with and vibrant illustrations tailored for aristocratic play, reflecting the patronage of powerful families like the Visconti, who ruled , and the d'Este in . Other early examples include the Cary-Yale deck from around 1441, commissioned for the wedding of Francesco Sforza and Bianca Visconti, which incorporated heraldic symbols and an expanded structure hinting at evolving game rules. These decks were not for but served as status symbols in courtly entertainment, transitioning from bespoke art to more standardized forms by the mid-15th century. The basic framework of early Italian Tarocchi involved a 78-card deck comprising four suits of 14 cards each (, , knave, and pip cards from 1 to 10) plus 22 unnumbered trumps depicting allegorical figures inspired by Petrarch's I Trionfi, such as the , , and the World. The Bagatto, or Fool, functioned as a special "" card, allowing the player to avoid following without penalty and often exempt from tricks, adding strategic depth to the trick-taking mechanics where trumps outranked other . This structure built upon influences from contemporaneous games like , a German trick-taking variant from the 1420s that featured partial trumps, but innovated by establishing a fixed, hierarchical trump that permanently dominated play. Michael Dummett's analysis in The Game of Tarot underscores how these elements solidified Tarocchi as a game for three or four players, emphasizing skill in trump management and from its inception.

Spread and Evolution in Europe

Tarot card games, originating in 15th-century , began migrating northward during the of the early , with French troops introducing the pastime upon their return home. By mid-century, the game had gained traction in French royal courts and among the nobility, evolving from its Italian tarocchi roots into a distinctly regional variant known as . Mass production in cities like and facilitated this spread, with enabling widespread availability; historian estimated that approximately 500,000 Tarot de Marseille decks were produced in during the alone. This pattern, featuring 78 cards with Italian-style suits and vivid allegorical trumps, became standardized around 1650 through decks like that of Parisian cardmaker Jean Noblet, whose design emphasized clarity for while retaining symbolic imagery. By the , Tarot games had reached German-speaking regions, where they adapted into tarock variants, particularly in and . French-suited decks, such as the Industrie und Glück pattern—named for an inscription on its second trump card and first documented around 1815—influenced these developments, blending local preferences with mechanics for trick-taking play. Key milestones included the reduction of the deck to 54 cards in Austrian tarock during this period, achieved by excising lower pip cards (2 through 5 in each suit) to streamline games for three or four players while preserving the 22 trumps and the Fool. In , innovations such as designating the lowest trump (Le Petit, or 1 of trumps) with special scoring rules, including penalties or bonuses if it won or lost the final trick, were documented as early as the , enhancing in variants like tarots à la fer. The of 1789 profoundly influenced tarot's social trajectory, transitioning it from an aristocratic pursuit to a bourgeois as revolutionary fervor democratized leisure activities. Post-revolutionary decks, including simplified "" patterns, omitted monarchical symbols to align with republican ideals, broadening access among the middle classes while maintaining core trick-taking elements. In the 19th century, revivals documented the game's enduring recreational focus; Michael Dummett's seminal analysis in The Game of Tarot (1980) substantiated that remained primarily a gaming tool across until the late 18th century, predating any widespread associations by centuries.

The Tarot Deck

Composition and Suits

The Tarot deck used in card games consists of 78 cards, divided into the 56 cards of the —organized into four suits—and the 22 cards of the , which include the trumps and the unnumbered Fool. The four suits, derived from the Italian tradition, are Cups, Swords, Batons (also known as Clubs or Wands in some variants), and Coins (sometimes called Pentacles or Discs); each suit contains 14 cards, comprising numbered pip cards from 1 () to 10 and four court cards: Page (or Knave), , Queen, and . The common standard size for Tarot cards is 2.75 × 4.75 inches (70 × 120 mm). This structure distinguishes the Tarot from standard 52-card playing decks by incorporating the additional 22 cards as permanent trumps, plus the versatile Fool, to form the complete 78-card set essential for games. Historically, early decks from the 15th century, such as the (ca. 1450), were hand-painted on pasteboard using opaque paints and tooled gold grounds, often commissioned for and featuring intricate woodblock-printed designs. By the , production shifted to woodcuts for broader accessibility, and from the late onward, enabled mass printing on cardstock, with modern decks, such as the Tarot de Marseille, typically standardized at dimensions like 70 mm by 120 mm to facilitate . Regional variations in suit symbols maintain core consistency across Italian, French, and German decks, though adaptations occur: Italian decks retain Batons and Coins, while French decks use Bâtons and Deniers, and certain German Tarock decks incorporate French suits (spades, hearts, clubs, diamonds) for practicality. Despite these symbolic differences, the 14-card suit structure and overall 78-card composition remain uniform, ensuring compatibility in traditional Tarot card games like Tarocchi or Tarock.

Trumps, Fool, and Special Cards

In Tarot card games, the 22 consist of 21 numbered trumps and the unnumbered Fool, forming a dedicated trump that outranks all cards from the four standard suits (batons, cups, coins, and swords). The trumps are sequenced from I (The Magician, or Bagatto, depicting a street performer or juggler) to XXI (The World, showing a triumphant figure or cosmic victory), with allegorical figures such as (XIII, often a skeleton wielding a ) and The Tower (XVI, a struck building symbolizing upheaval) occupying key positions in the hierarchy. This order, established by the mid-15th century, allows higher-numbered trumps to beat lower ones, enabling players to "cut" tricks led by suit cards regardless of the suits' internal ranks. The Fool, frequently assigned no number or placed at 0 or 22, serves a dual role as a special "excuse" card in , functioning as a wild card that permits a player to avoid following suit or trumping without penalty, though it typically loses the trick unless it secures the final one by default; however, if led, the Fool can be captured by any card. Its imagery portrays a wandering beggar or in ragged attire, carrying a and often accompanied by a , evoking themes of and despite its gaming utility. In some variants, the Magician (I) acts as the lowest trump, reinforcing the sequence's base, while the Fool's exemption from standard obligations makes it a strategic asset. The iconography of these trumps originated in the opulent hand-painted Visconti-Sforza deck of the 1450s–1460s, commissioned for Milanese nobility, where cards featured detailed artistry on gold-ground pasteboard—such as as a crowned and The Tower as a flaming edifice—drawing from moral and allegorical motifs without initial esoteric intent. By the 17th century, this evolved into the more accessible Tarot de Marseille pattern, characterized by stylized woodblock prints with simplified, bold outlines and vibrant colors, standardizing figures like the Fool as a nude or semi-clothed vagabond to facilitate mass production while preserving Italian allegorical roots in French workshops. These designs emphasized humanistic and ethical themes, reflecting the cards' primary purpose as tools for trick-taking games rather than .

Core Rules of Play

Number of Players and Setup

Tarot card games typically accommodate 3 to 5 players, with most variants designed for exactly 3 or 4 participants to balance trick-taking dynamics and card distribution. For instance, is commonly played by 3, 4, or 5 players, while Austrian Tarock variants like Königrufen are structured for 4 or 5, and Tapp Tarock is specifically for 3. Adaptations exist for 2 players in simplified forms or up to 6 or more in regional games like Dappen, though these are less common and often involve sitting out or dummy hands. Seating arrangements are arranged in a circle, with play proceeding either clockwise or anticlockwise depending on the regional tradition; follows counter-clockwise order, while many Central European variants like Königrufen use anticlockwise progression. The dealer position rotates after each hand—typically to the right in or anticlockwise in Austrian games—to ensure fairness, with the initial dealer selected randomly. Only a single standard deck is used, consisting of 78 cards in most cases (or 54 in some Tarock variants), without any additional jokers or secondary decks. Preparation begins with the dealer thoroughly shuffling the deck face down to randomize the cards, often assisted by the player opposite in to prevent bias. The shuffled pack is then offered to the player to the dealer's left (or right in some traditions) for cutting, where a portion is lifted from the top and placed at the bottom, ensuring an impartial starting point. Essential equipment includes the Tarot deck itself, along with score sheets or chips for tracking points across multiple hands, and optional bidding tokens in auction-based variants like Königrufen. Hand sizes adjust based on player count to utilize the deck efficiently while leaving cards for a central talon or stock; for example, each of 3 players receives 24 cards in , 4 players get 18 each, and 5 players receive 15 each. In 4-player Tarocchi Bolognesi like Ottocento, players start with 15 cards, though the dealer discards 2 after an initial over-distribution. These variations maintain without exceeding the deck's capacity.

Dealing, Bidding, and Objectives

In Tarot card games, dealing typically involves distributing the 78-card deck counterclockwise to 3 to 5 players, often in packets to form hands of 18 cards each for four players, as seen in where the dealer gives three packets of three cards per player followed by three more packets of three, leaving six undealt cards as the "chien" or dog. This packet method ensures even distribution and allows for the reserve pile, which the successful bidder may exchange with part of their hand in certain contracts. In variants like Italian Tarocchino, dealing may occur singly or in smaller groups to suit 4 players with 14-card hands, but the counterclockwise direction remains standard across European traditions. The bidding phase, present in many Tarot games such as and Austrian Königrufen, follows the deal and proceeds counterclockwise starting from the player to the dealer's right, with each participant having one opportunity to declare a or pass. Contracts reflect hand strength and risk level; for instance, in , bids range from "Petite" (using the chien for exchange) to "Garde" (no exchange, higher stakes), "Garde sans le chien" (opponents score chien points unseen), and "Garde contre le chien" (bidder scores chien points unseen), with the highest bidder becoming the solo declarer against the others. If all pass, the hand is redealt by the next dealer; in partnership variants like Taroky, the bidder may call a specific card to recruit an ally. Bidding escalates only if a higher is announced, emphasizing strategic assessment of trumps and honors. The primary objective in Tarot games is for the declarer to capture sufficient card points through tricks to fulfill their , typically aiming for at least 41 of the deck's 91 points in to secure a basic win, with shortfalls resulting in penalties and successes doubling the point value based on the bid level. Opponents collectively aim to prevent this by winning key point cards, while bonuses apply for declaring slams (capturing all tricks) or specific combinations like the three highest trumps. In the chien variants, the declarer incorporates the dog cards after discarding equivalents, counting them toward their total if the succeeds, which heightens the tactical exchange. Across games like Cego or Hungarian Tarokk, the goal similarly centers on point accumulation via tricks, though target thresholds and penalties vary by regional rules.

Trick-Taking and Basic Mechanics

In Tarot card games, play proceeds through a series of tricks, with the player to the right of the dealer leading the first trick by playing any card from their hand except the Fool in most variants. Each subsequent player, proceeding counter-clockwise, must follow to the led card if they hold any cards of that ; failure to do so requires them to play a trump if available, though they may choose to play the Fool instead as an exception. If unable to follow or trump, a player discards any card, but such discards do not win the trick unless they are the highest valid play. The trumps form a dedicated suit that outranks the four suits (typically cups, coins, swords, and batons or their regional equivalents), allowing any trump to beat a non-trump card led to the trick. A trick is won by the highest trump played to it, or, in the absence of trumps, by the highest card of the led. Overtrumping requirements vary by variant; in , when required to play a trump, a player must play the lowest trump that beats any trumps already in the trick if possible, whereas in many Tarock variants like Königrufen, any trump may be played. The player who wins the trick collects all cards played to it and leads the next trick, continuing this process until all cards in players' hands are exhausted. The Fool (known as the , Matto, or Pagat in various traditions) functions as a unique wildcard, permitting a player to evade the obligation to follow or trump without penalty in most cases. When played to a trick, the Fool does not contribute to winning it and is typically returned face-up to the player who played it after the trick is resolved, allowing them to retain it for later use. However, if the highest trump played to that trick outranks all others, the Fool may be captured and added to the winning player's trick pile, effectively transferring control and preventing its reuse. In the final trick, the Fool gains special potency, often winning outright or carrying additional value, depending on the variant. Throughout play, strict adherence to suit-following and trumping rules is enforced, with reneging—playing an off-suit card illegally when able to follow—resulting in immediate penalties such as loss of the hand or forfeiture of points, as determined by the game's conventions. In certain variants like , players may declare a "chelem" (slam) during the course of play, committing to capture all remaining tricks for a substantial bonus if successful, though failure incurs a penalty; this declaration heightens strategic tension in the later stages of the hand.

Card Values and Scoring

Standard Point Assignments

In Tarot card games, the standard point assignments assign fixed nominal values to cards based on their rank and type, with higher values for court cards and select trumps known as honors or bouts. The in the suits are worth 5 points each, 4 points, cavaliers (knights) 3 points, and jacks (valets or knaves) 2 points; aces and the remaining numeral cards (2 through 10) in each suit are worth 1 point each. Among the trumps, the sequence includes 21 cards numbered from 1 (the Bagatto or Magician) to 21 (the Mondo or ), with the low trumps (2 through 20) valued at 1 point each and the high trumps (1 and 21) at 5 points each; the Fool ( or Matto) is worth 5 points in Italian variants and functions as a special excuse card that allows the player to avoid following suit without winning the trick. These values derive from the game's Italian origins in Tarocchi, where the trumps form a permanent suit of increasing strength from 21 (highest) down to 1 (lowest, aside from the Fool). The full 78-card deck has a nominal total of 130 points under this : 96 from the four s (24 per suit, comprising 10 points from the ace and numerals 2-10 plus 14 from the courts) and 34 from the trumps and Fool (19 low trumps at 1 point, plus 15 from the three 5-point honors). In traditional Italian Tarocchi games, however, points are tallied by grouping captured cards into sets of three (or equivalent), deducting base values and adding per group, yielding an effective total of 70 points across all honors and low cards. In the 63-card Sicilian Tarocchi, which uses a reduced deck by removing some low suit cards, the point values differ from the standard (e.g., trumps 16–19 worth 5 points, 1, 20, and Fool worth 10), yielding an effective total of 109 points after grouping. In the influential French Tarot variant, which spread widely in , half-point values standardize scoring to prevent ties: kings, the 1, 21, and Fool each at 4.5 points; at 3.5, cavaliers at 2.5, jacks at 1.5; and all other cards (including aces and numerals) at 0.5 points, for a deck total of 91 points (approximately 70 from honors like courts and bouts, plus 21 from low trumps). The Fool here acts as an , allowing the player to avoid following without winning the trick, and is worth 4.5 points if captured. These assignments emphasize strategic capture of honors while devaluing low cards, core to the game's trick-taking mechanics.

Traditional Scoring Methods

In traditional Tarot card games, such as , the winner of each trick collects all the card points contained within it, with the total points from all tricks captured by a player or team determining the hand's outcome. The taker (the player who successfully bid to play alone against the others) must achieve a of the available card points—typically 41 or more out of 91 total points when two bouts (high-value cards: the 1 of trumps, the 21 of trumps, and the ) are present—to claim the base score for the hand. This threshold adjusts based on the number of bouts won: 36 points required with three bouts, 51 with one, and 56 with none. The base score is then calculated as 25 points plus the excess points above the threshold, multiplied by the bid level (e.g., 1 for petite, 2 for garde). Bonuses enhance the scoring for specific achievements, adding to the taker's total if conditions are met. The last trick bonus, known as petit au bout, awards an extra 10 points to the team that wins the final trick if it contains the 1 of trumps. Declaration bonuses are granted for announcing a strong hand in trumps, called a poignée: +20 points for 10 trumps, +30 for 13, or +40 for 15, provided the announcement is made before play and the hand is revealed. Slams, where the taker wins all tricks, yield a substantial +400 points if announced and achieved, or +200 if unannounced; a failed announced slam incurs a -200 penalty. Games are typically played to a cumulative total of 500 or 1,000 points, with scores carrying over from hand to hand until one side reaches the target. If the taker fails to meet the point threshold, they incur a penalty equal to double the score they would have won, distributed to the opponents. These methods ensure balanced play, with the overall scoring system rooted in 18th-century French rules that emphasized of points through consistent tallying and adjustments for incomplete card groups.

Variations in Point Calculation

In Tarot card games, variations in point calculation often deviate from the standard assignments—where trumps I, XXI, and the Fool are worth 5 points each, kings 5, 4, knights 3, jacks 2, and other cards 1—to accommodate regional traditions, faster play, or simplified tallying. These alternatives emphasize grouping, deductions, or overrides to handle low-value cards more efficiently, particularly in Italian and Germanic variants. One common approach is the "threes counting" method, where low-value cards (often worth 1 point each, such as numbered cards or low trumps) are grouped into sets of three to score 1 point per complete set, with any remainder calculated as fractions of a point. For example, three empty (1-point) cards form a group worth 1 point total, while a (5 points) paired with two empty cards yields 5 points for the group, effectively treating the empties as contributing 1/3 point each to reach whole numbers. This system streamlines scoring in games like by bundling minor values, reducing the need to count each card individually. The deduction method provides another simplification, particularly for fast-play variants, by assigning nominal values to cards and then subtracting a fixed penalty per group to account for low trumps or empties. In groups of three, for instance, a 2-point deduction is applied after summing individual values, which penalizes holdings heavy in low trumps (e.g., three 1-point trumps sum to 3 minus 2 equals 1 point total). This approach, seen in some Central European Tarot games, minimizes arithmetic errors during tallying and favors strategic play over exhaustive enumeration. Fractional systems are prominent in Italian Tarocchi variants, such as Sicilian Tarocchi, where unpaired low cards contribute 1/3 point each, with totals retained as fractions until the end of the hand when they are adjusted to whole numbers for final scoring. Here, incomplete groups of empties—such as a single low card—yield just 1/3 point (termed "one card" in play), while two yield 2/3, ensuring precise distribution without rounding mid-game. This method preserves the granularity of card values in games, where small differences can determine victory. In some Germanic variants, like Bavarian Tarock, an ace-ten emphasis overrides traditional court card values, assigning aces 11 points and tens 10 points each, placing them above kings (4 points), obers (3), and unders (2). This structure, drawn from broader ace-ten point-trick traditions in German-suited packs, prioritizes high pip cards in scoring, with low trumps and other suits often valued at 0 or 1 to highlight these key honors. Such weighting simplifies focus on power cards in solo or calling games. Modern digital adaptations of Tarot games, including apps like Tarot Counter and Taromètre, incorporate automated fractional calculations to reduce errors in threes or deduction systems, allowing players to input cards for instant totals without manual grouping. These tools handle 3- to 5-player sessions by tracking partial points in real-time and adjusting to whole numbers at hand's end, making traditional complexities accessible in online or mobile play.

Major Variants

Games with Fool as Excuse

In Tarot card games where the Fool functions as an , this special unnumbered card allows the player to avoid following or trumping a trick, but it cannot win the trick unless played as the final card in certain variants. The Fool is retained by the player who plays it, except when exchanged for a low-value card if the opposing side wins the trick, emphasizing its role as a defensive tool rather than an offensive one. This mechanic originated in early Italian Tarot traditions and became standardized in French and Italian games, distinguishing it from variants where the Fool holds trump power. Simplified Italian sub-variants, such as Tarocchino (also known as Tarocchi Bolognesi or Ottocento), employ a reduced deck of 62 cards and limit elevated point values to four special trumps—the Bagatto (I), (XX), (XXI), and Fool (Matto)—each valued at 5 points, while other trumps and non-court cards are worth 1 point each (counted in pairs, effectively 0.5 per card after deduction). In these games, the Fool (Matto) is played as an without rank, exempting the player from suit-following rules while being retained in their trick pile; if the trick is lost, it is exchanged for a worthless card to maintain balance. Scoring focuses on sequences and combinations involving these special trumps, with the Fool contributing to totals but not altering trick outcomes, promoting strategic play around defensive excuses in four-player partnerships. In contrast, the expanded French Tarot variant uses the full 78-card deck with point values as follows: trumps II to XIV and XVI to XX worth 0.5 points each, while the honors () and the worth 4.5 points each; the scores 4.5 points and, through retention rules, provides a strategic bonus via card exchange when the trick is lost, though its retention provides a bonus by reducing the opponent's point total through card exchange. The Fool can be played to any trick without obligation, but if led, it loses to the highest trump played; in slams (chelem), it may switch sides if played last. This setup heightens the Fool's utility in balancing point-heavy hands. A practical example occurs in three-player , where 24 cards are dealt per player and the declarer aims for 41 points (with two bouts including the Fool). Holding the Fool in a defensive hand against a high-bid taker, a player might play it early to dodge a penalty-inducing trick in a led they lack, retaining the card and forcing opponents to exchange a 0.5-point card, thus mitigating losses and aiding the defense in blocking the taker's . This excuse role for the Fool dominated 18th- and 19th-century play, spreading from Parisian circles to provincial areas and influencing standardized rules codified by the Fédération Française de Tarot in the 20th century for modern tournament formats. Italian traditions like Tarocchino preserved the mechanic amid regional simplifications, ensuring its continuity in competitive settings today.

Games with Fool as Highest Trump

In Central European Tarock variants, the Fool, known as the Sküs, assumes the role of the highest-ranking trump, surpassing all other trumps including the XXI (Mond) and I (Pagat), and can beat any card played to a trick when used offensively. This positioning allows the Sküs to be played strategically to win tricks or capture key cards like the XXI for bonuses, though it carries a high point value of 5, making its loss costly. These games typically employ either 54-card or 42-card decks, with the Sküs retaining its distinctive joker-like appearance and unnumbered design across variants. Transitional games such as Königs-Tarock emerged in the early as hybrids blending Italian Tarocchi elements with Germanic innovations like structured and fixed partnerships, first documented in around 1740 and spreading to by 1750. In these early forms, the Sküs solidified its status as the top trump, while gameplay incorporated contracts like calling a to designate a partner and avoiding tricks in certain bids. This evolution marked a shift from solo Italian-style play to more collaborative Central European structures, influencing subsequent Tarock developments in the Habsburg regions. The 54-card Tarock, standard in , features a full suit structure with 22 trumps and four suits of eight cards each, often illustrated with scenic or animal motifs on the trumps—for instance, lower cards depicting owls or hunting scenes in 18th-century decks. Partnerships are formed through bidding, where the declarer calls a to ally with its holder, aiming to secure at least 36 of the 70 total card points; games like Königrufen exemplify this, with four or five players engaging in contracts such as Rufer (calling) or Solo. The Sküs plays a pivotal offensive role, enabling the declarer to override opponents' trumps, while bonuses like Sküsfang reward its capture. In contrast, the 42-card Tarock variant, prevalent in Bavarian and Austrian regions, reduces the deck by removing the 7s, 8s, and 9s from each suit, leaving 5 cards per suit (ace, 10, unter, ober, king), maintaining the 22 trumps with the Sküs as highest. Examples include Tapp Tarock for three players, focusing on individual competition through bidding and talon draws to exceed half the points. Notable subtypes include Hungarian Tarokk, a four-player partnership game using the 42-card deck, where bidding determines contracts like "three" or "solo," and the declarer's team must capture over 47 of the 94 points, with the Sküs crucial for honors like the Trull bonus. Similarly, Croatian Talijanka follows analogous Tarock traditions in the region, adapting the Sküs-led trump hierarchy for local playstyles. These variants highlight the game's adaptability across Central Europe, emphasizing strategic trump control and alliance formation.

Ace-Ten and Other Specialized Variants

The Ace-Ten scoring system, prevalent in Germanic Tarock variants, assigns 11 points to aces and 10 points to tens, while reducing the values of cards to =4, queen (or Ober)=3, and jack (or Unter)=2, with lower cards worth 0; this contrasts with the more balanced point distribution in Italian or games and emphasizes capturing high-value pip cards. This system is notably employed in Tarock, a 42-card variant played in , where the deck comprises aces through 7s in four suits plus 22 trumps, and scoring prioritizes these elevated ace and ten values to determine game outcomes. Specialized rules in these Ace-Ten Tarock games often highlight matadors—sequences of consecutive high trumps held by the declarer—for additional bonuses, such as extra payments when the player holds the top three trumps (XXI, XX, XIX) plus any unbroken extensions downward, multiplying stakes based on the length of the run. Solo play options are common, allowing a single player to bid against the others without a partner, increasing risk and reward through higher multipliers on successful contracts, as seen in variants like German Tarok where the soloist aims to capture at least half the points. Other specialized variants include Swiss Troccas, which uses a full 78-card Italian-suited Tarot pack and features regional scoring where kings score 5 points, queens 4, cavaliers 3, jacks 2, and all pip cards (including aces and tens) 1 point each, with trumps valued at 5 for the highest (XXI and I) and Fool or 1 for others; played in partnerships in the region, it integrates coded Romansh announcements to signal hands. Polish Taro, or Taroky, simplifies the game for exactly four players using a 54-card deck (eight cards per suit plus 22 trumps), with bidding contracts like "Pagat" or "Solo Brewer" that double or triple base scores based on points captured above 35, focusing on team play and bonuses for capturing the lowest trump (Pagat). Modern online adaptations, such as the Tarokk app and platforms like tarock.net, replicate these rules digitally, enabling multiplayer sessions with automated scoring and variants including Ace-Ten systems for global accessibility. Unique features across these variants include reductions in the trump suit to as few as 14 cards in some hybrid forms, blending Tarock elements with local trick-taking traditions to streamline play, and frequent integration with gambling stakes where lost points translate directly to monetary penalties or chips. These games saw a decline in popularity after due to cultural shifts toward simpler pastimes, but they persist through dedicated club play in regions like , , and , where organized tournaments maintain traditional rules.

Cultural and Modern Significance

Historical Role in Society

Tarot card games, like tarocchi, were played in courtly settings to showcase wit and social refinement among , extending traditional card play with a permanent trump suit that emphasized strategic depth. In the , Tarot games democratized, shifting from exclusive elite venues to more accessible social environments like , households, and gatherings across , , and , reflecting broader societal changes toward middle-class . This era saw their integration into culture, particularly in Austrian Tarock variants. Historically male-dominated in aristocratic and tavern settings, where participation reinforced norms of the era, Tarot games became more inclusive in bourgeois settings by the . Beyond recreation, Tarot games played an educational and cultural role by imparting lessons in , probability, and social hierarchy through their mechanics, where the trump suit symbolized authority and players negotiated alliances and bids to mirror real-world power dynamics. This structure influenced the evolution of other trick-taking games in , contributing concepts like permanent trumps to later developments in and bridge, which adopted similar and elements for intellectual engagement among players. In the 20th century, preservation efforts by scholars such as Michael Dummett documented the games' history through archival research and rule reconstructions, definitively establishing their non-occult origins as secular entertainments from 15th-century Italy rather than mystical tools. Dummett's seminal works, including The Game of Tarot (1980), cataloged variants and historical play, ensuring the cultural legacy of these games amid their overshadowing by divination associations. Tarot card games have appeared in literary works since the , often as elements of social or intellectual pursuits. , in his time in , composed a teaching poem praising the Quadrille-Taroc variant as the "crown of games" within elite society, reflecting its status as a sophisticated parlor activity. In Umberto Eco's 1988 novel , Tarot cards are woven into the narrative as both a historical game and a mystical symbol, with characters engaging in esoteric interpretations that blur the lines between play and symbolism, highlighting the deck's dual heritage. In film and television, Tarot decks frequently serve as plot devices, though rarely depicting actual gameplay. The 1973 James Bond film Live and Let Die features a custom Tarot deck used by the character Solitaire for , with cards like The Lovers and driving key scenes, though the story's casino setting evokes connotations without showing card game mechanics. Episodes of The Twilight Zone from the occasionally reference elements to propel supernatural twists, but without explicit Tarot gaming. A common misconception in popular media portrays Tarot primarily as a tool for , overshadowing its origins as a trick-taking . Dan Brown's 2003 novel exemplifies this by linking to ancient occult secrets and Leonardo da Vinci's supposed inventions, ignoring historical evidence that the cards emerged in 15th-century for gaming purposes like tarocchi. This conflation persists in adaptations, reinforcing the idea of as mystical rather than recreational. In modern media, Tarot-inspired elements appear in and digital platforms, while cultural events emphasize playful engagement. The 2003 anime Fullmetal Alchemist draws on alchemical themes that parallel 's symbolic trumps, inspiring fan-created Tarot decks featuring characters, though the series itself focuses on battles over card play. Since the 2010s, mobile apps like Exoty Tarot and Super Tarot have enabled online multiplayer games and tournaments for variants such as , attracting thousands of players daily in leagues and arenas. As of 2025, games remain popular in , with ranking as the second most popular card game in France after , supported by these digital platforms. Cultural revivals include -themed at festivals and conventions, where participants dress as card figures for interactive games, prioritizing entertainment and social play over esoteric readings.

References

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