

Sicilian Tarocchi
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-
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-
Card Points:
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
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 call of “pass” must be made. If all players call “pass”, 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 call “pass”, then Declarer must call a King (or Queen) according to these rules:
The named King 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 be of the shortest suit in Declarer’s hand that lacks Kings
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Partners cannot announce themselves, they must be discovered from their game play.
Scores
Players keep their own tricks, with partners totaling 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 |
|
Piccoiotti (I) |
10 |
|
Fuggitivo (Fool) |
10 |
|
Pallo (XIX) |
5 |
|
Sole (XVIII) |
5 |
|
Luna (XVII) |
5 |
|
Stella (XVI) |
5 |
|
|
|
|
Kings |
5 |
|
Queens |
4 |
|
Cavallo |
3 |
|
Donna |
2 |