Königrufen – Rules
Play Königrufen against the computer
1. Overview
| Name | Königrufen (Tarock) |
| Type | Trick-taking game with tarocks as trumps and changing partners |
| Players | 4 |
| Recommended age | 12 and up |
| Playing time | one deal 5–8 minutes; a round (everyone has dealt once) 25–35 minutes |
| Material | 54 tarock cards (Industrie und Glück), pen and paper |
| Goal | As the declaring side, take at least 36 of the 70 points in tricks. |
| Difficulty | demanding |
What is it about? Königrufen (“calling the king”) is the most popular tarock game in Austria. Besides the four suits there are 22 tarock cards that are always trumps. The highest bidder in a “Rufer” calls a king – whoever holds it is their secret partner. Only during play does it become clear who is playing together.
2. Cards and material
- Pack: 54 cards: 22 tarocks and 32 suit cards (hearts, diamonds, spades, clubs).
- Tarocks: I (Pagat) to XXI (Mond) and the Sküs (Excuse). The Sküs is highest, then XXI, XX … down to I.
- Suit cards (high → low): king, queen, cavalier, jack, then in red 1, 2, 3, 4 and in black 10, 9, 8, 7.
- Card values:
| Card | Value |
|---|---|
| Sküs, XXI, I (Trull) | 5 |
| King | 5 |
| Queen | 4 |
| Cavalier | 3 |
| Jack | 2 |
| all others | 1 |
- Counting: Cards are counted in groups of three; subtract 2 from each group. There are 70 points in total.
- Face up and face down: Hand cards concealed, the talon face down until it is turned over.
3. Preparation and start
- Dealer: By lot; after that the deal passes round.
- Shuffle and cut: The dealer shuffles, the left neighbour cuts.
- Deal: 6 cards to the talon, everyone gets 12 cards (in packets).
- Bidding: Starting with forehand, everyone bids a game or passes. The highest game plays. Forehand may hold an equal bid.
- Calling: In a Rufer or Solorufer the declarer names a king they don't hold. Whoever has it is their partner – but doesn't say so.
- Talon: Depending on the game, the declarer takes one half of the talon and discards three cards face down.
- Start: Forehand leads to the first trick.
Start example: Player 1 bids “Rufer”, the others pass. He calls the king of hearts. Player 4 has it – he is Player 1's partner, but only he knows.
4. Goal and winning
- Normal games: The declaring side needs at least 36 points (of 70).
- Bettel: The declarer must take no trick.
- Game: After an agreed number of deals, whoever has the most points on the score sheet wins.
- Tie: 35 points are not enough for the declaring side – the game is lost.
5. Play in detail
The main games (ascending).
| Game | Value | What happens |
|---|---|---|
| Rufer | 1 | Call a king, take one half of the talon. |
| Solorufer | 2 | Call a king, the talon counts for the opponents. |
| Dreier | 2 | Alone against three, take one half of the talon. |
| Bettel | 3 | Alone, no talon, take no trick. |
| Solodreier | 4 | Alone against three, no talon. |
Taking the talon. The talon is laid face up in two halves. The declarer chooses one half; the other belongs to the opponents. Then they discard three cards face down. Kings and Trull cards may not be discarded, tarocks only if there's no other choice (face up).
A trick.
- The leader plays any card.
- Follow suit if possible.
- If you can't follow suit, you must play a tarock.
- Only a player with neither the suit nor a tarock may discard freely.
- The highest tarock wins, otherwise the highest card of the suit led. The winner leads next.
Example with Players 1 to 4. Player 1 plays a Rufer and has called the king of hearts.
- The talon shows on the left queen of diamonds, tarock XIV, 7 of spades, on the right king of clubs, 3 of hearts, tarock II. Player 1 takes the left half. The right half (with the king of clubs) goes to the opponents.
- Player 1 discards the 7 of spades, 1 of diamonds and 2 of diamonds. Now he has no diamonds and no spades.
- Player 3 leads the king of spades. Player 4 has spades and plays the jack of spades. Player 1 has no spades and must play a tarock: XV. Player 2 has spades and must follow: 8 of spades.
- Trick to Player 1. King 5 + jack 2 + tarock 1 + 8 of spades 1. Player 3's king is won for Player 1's side.
- At the end Players 1 and 4 count 39 points together: the Rufer is won.
6. Scoring
- Counting: Count tricks in groups of three, add the card values of each group and subtract 2.
- Won: The declaring side has 36 points or more.
- Settlement: Each player of the winning side gains the game value, each loser loses it. In Dreier, Bettel and Solodreier all three opponents pay the declarer (or the declarer pays each).
- Recording: One column per player, running total.
7. Special rules and situations
- Called king in the talon: The declarer then plays alone; if they take the half with the king, it counts for them.
- Holding the king yourself: You may not call a king you hold. With all four kings you call a queen.
- Finding your partner: The partner only reveals themselves by playing the called king.
- Bonuses (optional): Pagat ultimo (tarock I wins the last trick), announcing Trull or four kings, Valat (all tricks) – each with extra points.
- Revoke: A player who fails to follow suit or to play a tarock when required loses the game for their side.
- Common mistakes: forgetting the duty to play a tarock; discarding kings; not supporting your partner once they're known.
8. Variants
Standard in this description: Rufer, Solorufer, Dreier, Bettel and Solodreier, 36 points to win.
| Variant | What changes | Suits |
|---|---|---|
| Trischaken | If everyone passes, everyone plays for themselves; whoever takes most points loses. | full groups |
| Piccolo | The declarer takes exactly one trick. | experienced players |
| Farbendreier / Farbensolo | Tarocks count for little, suits become important. | experts |
| With bonuses | Pagat ultimo, Valat, Trull and four kings are announced. | tournament players |
When playing against the computer on cardgames.zone you play Rufer, Solo(rufer), Dreier, Bettel and Solodreier. A game lasts 2, 4 or 8 deals; there are no bonuses and no Trischaken.
9. Tips for beginners
- Count tarocks: There are 22 tarocks – keep track of the high ones.
- Short suits: A missing suit is good: you trump it with tarocks.
- Find your partner: Watch who defends the called suit.
- Save kings: Lead a king while the opponents still hold that suit.
- Choose the talon wisely: Take the half that lets you get rid of a suit completely.
- Feed points: When your partner is winning, give them queens and cavaliers.
- Sküs at the end: The Sküs always wins – keep it for a valuable trick.
10. Summary in 10 steps
- 54 cards: 22 tarocks and 32 suit cards.
- 6 cards to the talon, 12 to each player.
- Bidding: the highest game wins.
- Rufer: call a king; whoever holds it is your partner.
- Talon in two halves: take one, discard three cards.
- Follow suit, else tarock, else any card.
- The highest tarock wins; the Sküs is highest.
- Count in groups of three, minus 2 per group; 70 points in total.
- The declaring side needs 36 points; Bettel: no trick.
- Credit or debit the game value.
11. Frequently asked questions
Must I play a tarock when I can't follow suit?
Yes. That's compulsory. Only without tarocks may you discard another suit.
How do I know my partner?
Only once the called king is played. Until then you must work it out from the play.
What is the Trull?
The three highest tarock cards together: Sküs, XXI (Mond) and I (Pagat). Each is worth 5 points.
Why count in groups of three?
That gives exactly 70 points; each group counts its values minus 2.
What if the called king is in the talon?
Then the declarer plays alone against three.
How long does a deal take?
About five to eight minutes.
Origin & history
Tarot games came to Central Europe from Italy and France in the 18th century. In Austria the shortened 54-card Tarock developed in the 19th century; Königrufen established itself in the 20th century as the most popular Tarock game of eastern Austria and is played today in leagues and cups.