The Sicilian game is rather unusual in both its cards and its play. The Cards are surprisingly small, just a little larger than a patience pack, and the trump sequence is a little different with a unique un-numbered lowest trump, called the Beggar. Not all of the trump designs will be familiar, the Ship for example, is only found in one other Tarot, among the extra trumps for the game of Minchiate. While there is a simple round of bidding, for playing alone or to form partnerships, there is a preceding round of bargaining, where players can offer or accept game points to throw in the hand. Players may also notice the deviation from the traditional card values. This is an entertaining little game with enough character to be well worth your trying.


The Cards

Four regular Italian suits, omitting Ace to 3 in coins and the Ace to 4 in the swords, batons, and cups with rational ranking. There are 21 trumps numbered 1-20, the lowest trump, la miseria (The Beggar), is un-numbered. There is also a Fool called Fuggitivo that is used as an excuse.


Card Points:

panel_sicilian

XX, I, and Fuggitivo are called the diecine
The top five trumps are called the arie
All five point cards are called cinquine

Cards are counted in groups of three, subtracting 2 points for each group, there are also 5 bonus points for winning the last trick, giving a total of 109 points in the game.


The Deal

Two packets of five cards are dealt to each player, followed by 3 cards to the stock, called pattegiare, then a further packet of five to each of the players.


Bargaining

Players examine their cards and may offer up to 8 to 10 game points to throw in the hand. Each player may speak once only but in no particular order may:

Request to throw in the hand for a given number of points

State a willingness to throw in the hand for a minimum number of points

Call “I take” to accept an offer to throw in the hand.

Call “I hold” to play the hand.

If just one player wishes to hold, then the hand must be played.


Bidding

Solo: Dealer asks if anyone wishes to play solo. Preference begins with eldest and moves right. If someone accepts, they become Declarer and play against the other three. Declarer shows the stock, takes it into his/her hand and discards 3 cards.

‘20’ Partnerships: If there is no solo bid, then Dealer takes the stock unseen by the other players into his/her hand and then discards 3 cards. Players then bid in turn to determine partnerships for the hand. If a player has at least 20 points in 5 and 10 point cards, then a bid of “20” may be offered to become Declarer. Otherwise, a bid of “zero” must be made. If all players bid “zero”, then the hand is discontinued and the deal moves to the right.

If 20 has been bid, then there is another round to determine Declarer’s partner. Beginning with Declarer’s right, each player offers a bid of “zero” or, if they have at least 15 points in 5 and 10 point cards, they may bid “15” to form a partnership. If all three players bid “zero”, then Declarer must call a King (or Queen) according to these rules:

The named Jing cannot be in Declarer’s hand, if Declarer holds all the Kings, then a Queen may be called to the same rules. If all the Queens are held, then the Declarer plays solo.

The called King must of the shortest suit in Declarer’s hand that lacks Kings - excluding void suits. If there are two qualifying suits, then he/she must call that one with the better court card(s). If they are still equal, then coins must be called or, if coins are void or with a King, then any suit may be called.

Partners cannot announce themselves, they must be discovered from their game play.


Scores

Players keep their own tricks, with partners totalling their points at the end. Players win or lose game points for every card point over or below 55 (for the side with the stock) or 54 (for the side without the stock).
 

Giove (XX)

10

Picciotti (I)

10

Fuggitivo

10

Palla (XIX)

5

Sole (XVIII)

5

Luna (XVII)

5

Stella (XVI)

5

Kings

5

Queens

4

Cavallo

3

Donna

2