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Neunzehner-Rufen

 

 

The Four player Neunzehner-Rufen still survives, although when The Game of Tarot was written, Michael Dummett believed that it had long died out. It is not a bad game but of interest to me are the three and two player variations. What distinguishes them from other tarot games is that they use dummy hands. If you’ve played bridge or any of the varieties of dummy whist, then you’ll know what these are. A dummy hand is one that is dealt face up to an unoccupied place at the gaming table. The dummy will be the partner of one of the actual players in the game, who will play from the hand at the dummy’s turn. This may have begun as a nifty way of making a four player game playable by fewer but the device does something more than that – it releases a lot of information and that can add spice to a game. When we were little and playing whist, the dummy’s place was actually occupied, either by my teddy bear or my sister’s cuddly rabbit and by all accounts they were very good players.

 

 

The cards

 

A standard 54 card tarock pack is used with the usual points using irrational ranking. There are 22 trumps, numbered I-XXI and the Fool ranking as highest trump. Honours are the I, XXI, and Fool.

 

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

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

 

Honours 5 points

Kings  5 points

Queens  4 points

Cavaliers 3 points

Valets  2 points

Other cards 1 point

 

 

 

 

They are counted in three’s minus two to give 70 points in the pack and a requirement of 36 points or more to win the game.

 

 

Deal

 

First Dealer is chosen at random, deal then moves to the right with each hand. The top six cards are dealt to the stock, each player is then dealt two packets of 6 cards.

 

 

Bidding

 

Eldest is obliged to make a positive bid, other players may bid higher or pass.

 

Call: Declarer takes the top four cards from the stock and discards four cards into a scart, the discards may not include Kings, Honours, or, unless there is no alternative, trumps. The second and fourth players take one each of the remaining cards from the stock and discard into a defender’s scart according to the same rules. Declarer then calls for the highest trump below the XX that he/she does not hold. Whichever player holds that trump is Declarer’s partner though they may not announce their identity.

 

Three Cards: Declarer plays alone against the other three and may take three cards from the stock according to the following scheme. Declarer examines the first three cards and if desired, takes them – this is playing at the first level. If the first three are not wanted, then they are placed face up and the second three are examined and if desired, Declarer takes them – this is playing at the second level. If, after examining the second three, Declarer would prefer the first three after all then the second three are placed face up and the original three taken – this is playing at the third level. The remaining cards in the stock count towards the defenders’ tricks

.

Two Cards: Declarer plays alone against the other three and may take two cards from the stock according to the scheme described above except that the cards are examined in twos. This way the game can be played to the fifth level (where the second pair is taken after examining the last two cards). The remaining cards in the stock count towards the defenders’ tricks.

 

One Card: Declarer plays alone against the other three and may take one card from the stock according to the scheme described above except that the cards are examined individually. This way the game can be played up to the eleventh level (where the fifth card is taken after the sixth has been examined). The remaining cards in the stock count towards the defender’s tricks.

 

Solo: Declarer plays alone against the other three with the scart counting towards the opponent’s tricks.

 

 

Announcements

 

Eight: Player has eight or more trumps. Scores 4 points

 

Ten: Player has ten or more trumps. Scores 8

 

Twelve: Player has twelve or more trumps. Scores 12

 

Honours: Player has all three honour cards. Scores 8 points

 

Kings: Player has all four Kings. Scores 8 points

 

Royal Honours: Player has four or more Kings and Honours – but not all Honours or Kings

(ie cannot be combined with those respective bonuses). Scores 12 points

 

Pagat Ultimo: Contracts the player’s side to win the last trick with the Pagat. Scores 10 points

 

Slam: Contracts the player’s side to win all the tricks. Scores 20 points

 

Starting with declarer, players each have a turn to make any announcements before play commences. Contras may be called by players but only along with their own announcements.

 

 

Play

 

Declarer leads to the first trick. 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 the highest trump that wins.

 

 

Scores

 

Declarer must win 36 game points to win the hand, if won, then the defenders each pay the score to Declarer, or one each pays either the score to Declarer or his/her partner. There is a base value to the game of 10 points, add to this the number of game points won above or below 35. This sum is then multiplied by the bid:

 

Call   X1
Three Cards  X3
Two Cards  X4
One Cards  X5
Solo   X6

 

 

 

 

 

If and only if the hand was lost, then the score is further multiplied by the level at which the game was played. Finally, the score is multiplied again by any contras made.

 

 

Three-handed Game

 

The deal and bidding are all as for the four player game with the dummy hand being exposed after the bids and announcements have been made.

If a Call has been bid, then the top four cards are taken by declarer, while the two other actual players each take one of the remaining cards. Declarer then calls for the trump below XX that he/she doesn’t have. If held by one of the actual players, that player announces that they are declarer’s partner. The dummy hand is then played by the remaining player. If the called card is in the dummy’s hand, then declarer treats dummy as partner and plays from the hand in turn.

If any of the five high calls are made, then one of the defenders must volunteer to play from dummy’s hand.

 

 

Tarock for Two Dummies

 

The deal is as for the four player game with four hands dealt. Dealer and Opponent sit opposite each other with a dummy hand to each side of them. There is no bidding round and the dummy hands are both exposed immediately after the deal is complete. Dealer’s Opponent must call for the highest trump below the XX that he/she doesn’t hold and that is in one of the dummy hands. Whichever dummy holds that is Opponent’s partner, while Dealer is partnered to the remaining dummy. Opponent leads to the first trick and players play from their partner’s hands in turn.

 

Kings & Honours

5

Queens

4

Cavaliers

3

Valets

2

All Others

1

Call

x1

Three Cards

x3

Two Cards

x4

One Card

x5

Solo

x6