Tarot – Rules

Play Tarot against the computer

1. Overview

NameTarot (French tarot)
TypeTrick-taking game with 21 trumps, one player against three
Players4 (variants for 3 and 5)
Recommended age12 and up
Playing timeone deal 6–10 minutes; a game 30–60 minutes
Material78 tarot cards, pen and paper
GoalAs taker, win enough points in tricks – how many depends on the number of oudlers you hold.
Difficultymedium to demanding

What is it about? Tarot is one of France's most popular card games. Besides four suits there are 21 numbered trumps and the Excuse. The highest bidder plays alone against the other three. The three oudlers – trump 1 (the Petit), trump 21 and the Excuse – are especially valuable: the more you have, the fewer points you need.

2. Cards and material

CardPoints
Oudler (21, Petit, Excuse)4.5
King4.5
Queen3.5
Cavalier2.5
Jack1.5
all others0.5

3. Preparation and start

  1. Shuffle and cut. Traditionally the cards are not shuffled too thoroughly – either is allowed.
  2. Deal: Packets of 3, with 6 single cards going to the dog along the way. Everyone has 18 cards.
  3. Petit sec: A player holding the Petit and no other trump must say so; the cards are redealt.
  4. Bidding: In turn, starting right of the dealer, everyone bids a contract once or passes.
  5. Dog: Depending on the contract, the taker picks up the dog and discards 6 cards (no kings, no oudlers, trumps only face up).
  6. Start: The player right of the dealer leads.

Start example: You hold trump 21, the Petit and seven more trumps. You bid “Garde”, the others pass. You pick up the dog and discard six cards.

4. Goal and winning

Depending on the number of oudlers in their tricks, the taker needs:

OudlersPoints needed
336
241
151
056

5. Play in detail

Contracts (ascending).

ContractMultiplierDog
Petite1taker picks it up
Garde2taker picks it up
Garde sans4unseen, counts for the taker
Garde contre6unseen, counts for the defenders

A trick.

  1. The leader plays any card.
  2. Follow suit if possible.
  3. If you can't follow suit, you must trump.
  4. If a trump is already in the trick you must over-trump if you can – also when trumps were led.
  5. Only with neither suit nor trumps may you discard anything.
  6. The Excuse may always be played. It never wins but returns to its owner, who gives a 0.5-point card in exchange.
  7. The highest trump wins, otherwise the highest card of the suit led.

Example with Players 1 to 4. Player 1 plays Garde with two oudlers. Order: Player 3, 4, 1, 2.

  1. Player 3 leads the king of hearts. Player 4 has no hearts and must trump: trump 5.
  2. Player 1 has no hearts either. As a trump is already in the trick, he must over-trump: trump 12.
  3. Player 2 has hearts and follows with the 7 of hearts.
  4. Trick to Player 1: king 4.5 + two trumps 0.5 + 0.5 + 7 of hearts 0.5 = 6 points.
  5. At the end Player 1 has 47 points; he needed 41: won by 6 points.

6. Scoring

In the example: (25 + 6) × 2 = 62. Each defender −62, you +186.

BonusPoints
Single poignée (show 10 trumps)20
Double poignée (13)30
Triple poignée (15)40
Slam announced and made400
Slam made unannounced200

7. Special rules and situations

8. Variants

Standard in this description: four players, Petite to Garde contre, scoring under the official French rules.

VariantWhat changesSuits
Three players24 cards each, dog of 6.three players
Five playersThe taker calls a king; its holder is their partner.large groups
No bonusesNo poignée and no slam.beginners
More deals8 instead of 4 deals.long evenings

When playing against the computer on cardgames.zone you play with four over 2, 4 or 8 deals; the bids are Petite, Garde, Garde sans and Garde contre.

9. Tips for beginners

  1. Count oudlers: With two or three oudlers bidding is almost always worth it.
  2. Protect the Petit: Play it when it's sure to get through or nobody can over-trump any more.
  3. Long trumps: Many trumps are the basis of any attack.
  4. As defenders: Lead suits the taker lacks so they use up trumps.
  5. Save kings: A king in a short suit is in danger.
  6. Discard wisely: Void a suit so you can trump it.
  7. Keep count: Remember the high trumps.

10. Summary in 10 steps

  1. 78 cards: 4 suits, 21 trumps, Excuse.
  2. 18 cards each, 6 form the dog.
  3. Bids: Petite, Garde, Garde sans, Garde contre.
  4. The taker (depending on contract) takes the dog and discards 6.
  5. Right of the dealer leads; play anticlockwise.
  6. Follow suit, else trump, always over-trump.
  7. The Excuse may be played any time but never wins.
  8. Counting: oudlers and kings 4.5 … others 0.5.
  9. Needed: 36/41/51/56 points with 3/2/1/0 oudlers.
  10. (25 + margin) × multiplier, from each defender.

11. Frequently asked questions

Must I over-trump?

Yes. If a trump is in the trick and you have a higher one, you must play it.

What are oudlers?

Trump 21, trump 1 (the Petit) and the Excuse. They lower the number of points needed.

When may I play the Excuse?

Always. But it never wins a trick and stays with your side.

What happens to the dog in Garde contre?

It isn't looked at and counts for the defenders.

How many points are there in total?

91.

How long does a deal take?

About six to ten minutes.

Origin & history

Tarot cards were invented in northern Italy in the 15th century for games – long before they were used for fortune-telling. Today's French Tarot was standardised in the 20th century; since the 1970s there have been official rules of the Fédération Française de Tarot.