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Tarocchini

Tarocchini are a family of point-trick-taking card games played with a specialized 62-card deck known as the , originating in , , where they have been documented since the 15th century. Tarocchini specifically refers to the games played with this deck in and around Bologna. These games emphasize strategic play through trumps, card combinations, and point scoring from both tricks won and declared melds, typically involving three or four players in partnership or individual formats. The deck, reduced from the standard 78-card by omitting the 2 through 5 of each suit, features 22 unnumbered trumps (including the unnumbered or Matto) alongside four suits of cups, coins, swords, and batons, each with numeral cards 6–10, aces, and three court cards. The earliest known reference to tarocchi in dates to 1442, when a local merchant sold decks of trionfi (an early term for cards) in nearby , indicating the game's roots in . By the , specific rules such as the "equal-papi" mechanism—governing priority between the and trumps—were established, reflecting allegorical ties to medieval power dynamics and 's factional history. Iconic early decks, like Giuseppe Maria Mitelli's artistically innovative Tarocchini di Bologna of 1664, commissioned for the Bentivoglio family, highlight the game's cultural significance and evolution from traditional designs to more localized, diminutive ("tarocchini") formats. Prominent variants include Ottocento, a four-player partnership game aiming for 800 points per rubber through trick-taking and bonus-scoring combinations like the four kings ("crown" or corona), which preserves 16th-century elements and remains popular in Bologna today. Other forms adapt the core mechanics for different group sizes while maintaining the deck's unique structure. Detailed rule books, such as Carlo Antonio Pisarri's 1754 Il giuoco dilettevole delli tarocchini di Bologna, underscore the game's antiquity and instructional tradition, linking it to ancient play described in local manuscripts. Despite tarot's later association with divination, Tarocchini has endured primarily as a social and competitive pastime, with modern revivals through organizations like the Accademia del Tarocchino Bolognese.

History and Origins

Early Development in

Tarot cards, the foundational deck for games like Tarocchini, originated in during the early as a trick-taking card game for the , rather than for . The invention is dated to the second quarter of the century, approximately 1420–1440, with likely centers in or , where luxurious hand-painted decks were commissioned by ruling families such as the Visconti and Este. These early decks combined standard cards with a special series of allegorical "triumphs" that outranked the suits, introducing a hierarchical element to gameplay that emphasized both chance and strategy. Surviving examples, such as the from around 1450, illustrate this structure and confirm the game's initial recreational purpose among the elite. The earliest documented description of rules for a tarot-like game appears in a manuscript by Martiano da Tortona, composed around 1424–1425 for , Duke of . This text outlines a deck featuring four suits—each with ten pip cards and a king—and sixteen allegorical depicting deified heroes or gods, grouped thematically (e.g., virtues, riches, virginities, pleasures), totaling approximately 60 cards. The rules specify that the triumphs outrank all suit cards and kings, with mechanisms for capturing tricks based on the triumphs' and suit strengths, such as eagles taking directly and doves in reverse. Commissioned for 1,500 ducats and possibly illustrated by Michelino da Besozzo, this work represents the first known articulation of a trump-based , predating fuller tarocchi rules. By the , early tarocchi had evolved into various variants, adapting deck sizes, trump sequences, and scoring to local preferences while retaining the core trick-taking mechanics with triumphs. These developments reflected broader dissemination across , where the game gained popularity beyond courts, influencing family and social play. Tarocchini emerged as a shortened variant of tarocchi in the , streamlining the deck to 62 cards by omitting the 2 through 5 of each suit to enhance accessibility. A pivotal historical text, Istruzioni necessarie per chi volesse imparare il giuoco dilettevole delli tarocchini di Bologna by Carlo Antonio Pisarri, published in 1754, documents these rules in detail, including the game's antiquity and Bolognese-specific play, marking a key codification of the variant. This early Italian tarocchi framework, distinct from the later 78-card decks used in French tarot, laid the groundwork for enduring regional games like Tarocchini.

Establishment in Bologna

Tarocchini, as a distinct 62-card variant of tarot, originated in Bologna in the late 15th or early 16th century, evolving separately from the fuller 78-card French Tarot and the Austrian Tarock traditions through its use of Italian-suited cards and omission of the 2s through 5s in each suit. Traditionally attributed to the exiled Pisan prince Francesco Antelminelli Castracani Fibbia in the 15th century, the variant's roots trace back to early references like a 1442 sale of trionfi decks by a Bolognese merchant in nearby Ferrara. This regional adaptation, known as Tarocco Bolognese or Tarocchino, was confined primarily to Bologna, where it developed a unique local identity tied to the city's cultural practices. The earliest printed rules for the game appeared in Bologna in 1754, in the pamphlet Istruzioni necessarie per chi vuole imparare il giuoco de' tarocchi bolognesi, marking a key step in its standardization as a trick-taking game with point-counting mechanics. Bolognese printing traditions solidified the game's distinctiveness, with local workshops producing decks featuring characteristic unnumbered trumps and symbolic artwork, such as the four on certain triumph cards. Around 1660, Filippo Bentivoglio commissioned an elaborate copper-engraved deck from artist Giuseppe Maria Mitelli, exemplifying the high-quality, bespoke production that became a hallmark of Bolognese . In the , printers like those behind the Al Mondo deck (circa 1725–1760s) used woodblocks to create single-headed cards with enduring motifs, such as the card depicting a woman with a staff, preserving the style across generations despite broader European shifts toward double-headed designs. These traditions, rooted in Bologna's artisanal heritage, ensured the deck's visual and structural uniqueness compared to variants elsewhere. The game's persistence in Bologna contrasted with tarot bans in other Italian regions, where ecclesiastical authorities occasionally suppressed cards associated with gambling or divination; for instance, a 1725 papal decree following the controversy over Luigi Montieri's geographic tarot pack imposed restrictions, yet Bolognese production adapted by standardizing motifs like the four Moors to comply while maintaining play. This resilience allowed Tarocchini to endure as a secular parlor game, played continuously in Bolognese families and social circles for over 400 years without significant alteration. In the 20th and 21st centuries, Tarocchini experienced revivals through documentation and organized play, including post-World War II efforts to codify rules in card game literature, such as Luigi Laghi's 1983 manual Il gioco dei tarocchi bolognesi and scholarly works by Franco Pratesi. Tournaments and club matches persist today in and surrounding areas, supported by cultural associations promoting traditional games, ensuring the variant's vitality among enthusiasts.

The Deck

Composition and Ranks

The Tarocchini deck, originating from , , is composed of 62 cards, a reduction from the standard 78-card deck used elsewhere in . This structure includes 22 cards comprising the : 21 ranked trumps, referred to as tarocchi (from Bégato or Bagatino the lowest, through the four equal Moors in intermediate positions, numbered equivalents 6 to 17, , Sun, , to the highest), often unnumbered in traditional patterns, alongside the unnumbered Matto () which serves as an excuse card. The remaining 40 cards form the suit portion of the deck, divided equally among four suits: coins (denari), cups (coppe), swords (), and batons (bastoni or mazze). Each suit contains 10 cards: the , numeral cards 6 through 10, and four court cards: the Fante ( or jack), Cavallo ( or mounted soldier), Donna (), and (king). In swords and batons (long suits), the order is (high) to (low); in cups and coins (round suits), ace follows the courts as second highest. The hierarchy of the trumps places the Bégato at the lowest position, followed by the four (of equal rank, equivalent to the fourth through seventh highest trumps, depicted as identical Moorish figures), then ascending through the numbered equivalents 6 to 17, (18), (19), (20), culminating in the highest trump, the (21). A unique aspect of the Bolognese system involves the four , which hold equal rank among themselves and feature special rules that elevate their strategic importance, with the last played winning the trick when multiple are played; they replace traditional papal and imperial figures found in other tarot traditions, reflecting regional adaptations in the deck's evolution.

Card Values and Suits

Tarocchini uses a 62-card featuring four Latin suits: cups (coppe), (denari), swords (), and batons (bastoni). Each suit consists of ten cards: , , jack, and numbered cards from (or 10 in some suits) through 6, with the lower ranks (2-5) omitted. The suits function primarily in trick-taking, where the led suit must be followed if possible, but the trump suit (tarocchi) overrides all others. Additionally, the includes 22 trumps, which outrank the suits and determine many key plays. The trumps are ranked from highest to lowest as follows: (21), (20), Sun (19), (18), numbered trumps 17 through 8, the four (unnumbered, equal in rank as the fourth through seventh trumps), and Bégato (1). The four , depicted as identical Moorish figures, serve as extra trumps of intermediate strength; they beat the Bégato but are beaten by higher trumps, and when multiple Moors are played to a trick, the last one played wins. The (Matto, unnumbered as 0) has no fixed rank and functions as an "" card: it can be played to any trick regardless of suit or trump led, and if it wins the trick (by default as the lowest card), the player retrieves the Matto and substitutes another card from the won trick. Among the trumps, only the , , Bégato, and Matto carry a base value of 5 points each; all other trumps (including the , Sun, , and numbered ones) are valued at 1 point each in the basic counting system. In the suits, point values are assigned to the court cards, while numbered cards share a uniform low value. Kings are worth 5 points each, queens 4 points, knights 3 points, and jacks 2 points. The remaining numbered cards in the suits (aces, 6-10) are each worth 1 point in the basic system. These values emphasize the importance of court cards in scoring, as they contribute significantly more than pips. To ensure whole-number scores, card points are tallied in pairs from each side's captured tricks (since each trick has four cards, totals are always even), deducting 1 point per pair. This method is equivalent to assigning fractional values to individual cards: 4.5 for 5-point cards (, , Bégato, Matto, kings), 3.5 for , 2.5 for knights, 1.5 for , and 0.5 for all other cards (including low trumps and numbered suit cards). The total point value of the deck's 62 cards is thus 87 points, divided between the two partnerships during play. No additional rounding is applied, as the pairing ensures integer results.
Card TypeExamplesBase Value (Individual)Effective Fractional Value
High Trumps & FoolAngel (21), World (20), Bégato (1), Matto5 points4.5 points
KingsOne per suit5 points4.5 points
QueensOne per suit4 points3.5 points
KnightsOne per suit3 points2.5 points
JacksOne per suit2 points1.5 points
Low CardsNumbered suit cards, low trumps (incl. Moors, Sun, Moon, 2-17)1 point0.5 points

Core Gameplay

Setup and Dealing

Tarocchini is typically played by four players organized into two fixed , with partners seated opposite each other across the table. Solo variants exist for 2–6 players but are less common than the partnership format. The game uses a 62-card deck, consisting of four suits and 22 trumps. To begin, the dealer shuffles the deck thoroughly, after which the player to the dealer's left cuts it. The cards are then dealt counterclockwise in three rounds of five cards each, starting with the player to the dealer's right; this distributes 15 cards to each of the four players. After the third round, the remaining two cards go to the dealer, giving them a hand of 17 cards, from which they must discard two face down—these discards, known as scarti or pozzetto, cannot include high-value cards such as or trumps like the , , Bagatto, or , and they are added to the dealer's tricks only if the dealer captures at least one trick. Dealing and play proceed counterclockwise, with the dealer position rotating to the right after each hand. In some traditional rulesets, particularly variants outside the standard Ottocento, a brief bidding phase follows the deal, where players may optionally call for specific trumps or declare temporary partnerships to adjust alliances.

Trick-Taking and Declarations

Tarocchini is played in a counter-clockwise direction, with the player to the dealer's right leading the first trick by playing any card from their hand. Subsequent players must follow suit if able; if unable to follow suit, they must play a trump if possible, otherwise any off-suit card may be played. Trumps outrank all non-trump cards regardless of the led suit, and the trick is won by the highest trump played to it or, in the absence of trumps, by the highest card of the led suit. The winner collects the cards played to the trick and leads the next one. The Matto (Fool) functions as a special excuse card with no fixed rank, playable to any trick without following suit; it cannot win a trick on its own but remains with the player's side, exchangeable for a worthless card from the opponents' won trick if they capture it—misuse of the Matto as an excuse when following suit is possible incurs a renounce penalty. Declarations occur immediately before the first card is played to the opening trick, with players announcing and briefly showing qualifying combinations (melds) from their hand without revealing other cards. These melds fall into two main categories: sequential and associative. Sequential melds consist of three or more consecutive cards in trumps or a suit, scoring 10 points for the minimum three-card run and increasing by 5 points per additional card up to 25 points for a six-card run; examples include runs among the high trumps (such as the Angel followed by the World, Sun, and Moon) or in a suit starting from the king downward. Associative melds involve groups of three or four cards of identical rank across different suits or specific sets, such as three kings scoring 17 points (four kings: 34 points); the four Moors (the four equal low trumps) form a prized associative meld worth 20 points when declared. Players may declare multiple melds but must show each distinctly, and declarations are optional though strategically valuable for early scoring. If three or more melds of the same type are declared, their points are doubled.

Basic Scoring

In Tarocchini, the basic scoring system tallies points from the cards captured in tricks, melds declared during play, and certain bonuses, with teams competing to accumulate game points over multiple deals. Card points are assigned as follows: trumps (Angel, ) and Matto: 5 points each; : 5 points each; knights: 3 points each; : 2 points each; all other cards: 1 point each. Captured cards are counted in pairs, deducting 1 point per pair from their total value (effectively valuing low cards at 0.5 points each). The total card points available is , and the team that captures more than 43.5 (i.e., at least 44) of these points secures the majority for that deal, contributing to their overall score. Meld points from valid declarations, such as cricche (sets of cards of the same ) or sequences, are added directly to the declaring team's at the end of the deal. Additional bonuses include 6 points for capturing the last trick and, in some rulesets, points from the pozzetto—the dealer's two-card discard, which is revealed and scored for their team if they win at least one trick. A rubber concludes when one team reaches 800 game points (hence the name Ottocento for this variant); in case of a at the target, the team with the higher card points from the final deal wins. Half-points arising from card valuations are rounded up or down as per local custom, and penalties are applied for infractions like failing to follow suit, typically deducting 1 or more points from the offending team's score.

Variations

Ottocento

Ottocento is a four-player partnership trick-taking tarot game played with the 62-card deck, where partners sit opposite each other and play anticlockwise. The objective is for one team to be the first to accumulate 800 points across multiple hands, with scoring derived from captured cards, declared melds, and bonuses. This variant emphasizes strategic risk through optional declarations that reveal hand information to opponents while potentially yielding high points, encouraging bold play in partnerships to coordinate via subtle signals like card taps or slides. Declarations occur during the first trick, where players may lay face-up any combinations they hold without obligation to reveal all, allowing selective disclosure for tactical advantage. These include criccone, sets of three or four identical cards such as (34 points) or three (14 points), with Tarocchi combinations (Angel, , Sun/, Bégato, or Matto) scoring up to 36 points for four cards. Sequences of three or more consecutive cards score 10 points base plus 5 per extra card; notable types are the grande (high trump sequence starting with the and including , Sun, , extendable downward), suit sequences beginning with the King, Moors sequences (minimum three of the four unnumbered trump Jacks, at least two genuine), and Aces sequences. The Bégato and Matto serve as in sequences but cannot substitute consecutively or for the in grande. Four Moors form a criccone worth 24 points or a of 20 points if extended, with declarations adding directly to the team's score. If a player or partnership declares three or more criccone or three or more sequences, all declaration points for that type double, amplifying rewards for strong hands but increasing opponent awareness. In play, the dealer distributes 15 cards to each player in three five-card packets (starting to the right of the dealer), receiving 17 cards themselves and discarding two face down as skarte. Any leads the first trick; players must follow if able, otherwise play a , with the highest (or the lowest remaining if multiple) winning the trick—Moors rank in the order played, from lowest to highest. There are 21 trumps, ranked from the (highest) down to the Bégato (lowest), including four equal-ranking Moors near the bottom, with no need to call trumps as the suit is inherent. The Matto, a special non-trump, may be played to any trick without following suit and stays with its owner regardless of the trick's outcome, though it scores 5 points only if captured in a trick; owners may later exchange it for a low-value from their hand. No formal counter-declarations occur post-initial melds, but play involves signaling (e.g., "volo" for leads, "busso" for trumps) to capture key honors like the 5-point and court cards. The skarte and any melds from them are revealed and scored for the dealer's team at the end of play, regardless of who wins the ultima (last trick). Scoring combines base card points from tricks and skarte—Tarocchi and at 5 each, Queens at 4, Knights at 3, Jacks at 2, Aces and numbered trumps at 1 (totaling points across the )—plus 6 points for the ultima, with all values counted in partnerships and adjusted by subtracting 1 point per under- or over-trick pair to balance totals near 26.5 per player. Meld points from initial declarations, skarte (always included), and any criccone or sequences formed solely from captured trick cards are added; unlike base scoring, these melds do not adjust for pairs. The doubling mechanic for multiple declarations applies only to the initial melds, not post-play combinations. A single hand's total can exceed 800 via strong declarations (e.g., dealer using 15 cards or the right-hand player their full hand), ending the game immediately, though typical hands score 50–200 points, promoting sustained partnership strategy over many rounds.

Terziglio

Terziglio is a three-player variant of Tarocchini, in which one player competes against two allied opponents. It is the only Tarocchini variant that incorporates a phase to determine the solo player and their use of a central pool of cards. The game uses the standard 62-card deck, consisting of four suits (cups, coins, swords, batons) with 10 cards each (ace, 6 through 10, knave, knight, king) and 21 trumps (the Bagatto/Bégato through the Angel/XXI) plus the separate Matto. The dealer, determined by the player to the right of the initial receiver (chosen by drawing the highest card), distributes the cards counterclockwise in three rounds of six cards each, giving 18 cards to each of the three . The remaining eight cards form a face-down pool known as the pozzo, placed in the center of the table. Unlike four-player variants such as Ottocento, there is no fixed beyond the player versus the pair, and the pozzo introduces strategic options during . Bidding begins with the receiver and proceeds counterclockwise. The receiver may pass ("passo"), passing the opportunity to the next player, or propose to play solo using the pozzo ("posso?"), which requires unanimous approval ("va bene!") from the opponents; if approved, the solo player draws the pozzo, discards eight cards (face down, without showing), and plays with 18 cards from their original hand plus the eight drawn. Alternatively, the receiver may declare "faccio di mio" to play solo immediately with their 18 cards, bypassing the pozzo. An opponent may counter by declaring "no! faccio di mio" to become the solo player instead. If all pass, the hand is redealt. This bidding mechanism allows the solo player to potentially strengthen their hand but risks opposition takeover. Play follows standard Tarocchini trick-taking rules: the solo player leads to the first trick, and players must follow if possible; otherwise, they may play any , with (including the Matto as an excusing ) beating non-trumps. The highest or led-suit wins the trick, and the winner leads to the next. Declarations of combinations (cricche, such as three or more kings, or sequences of three or more consecutive ) may be announced before play for bonus points, similar to other , but only the declaring side scores them if won in tricks. The Matto excuses failure to follow but cannot win a trick unless led. The pozzo is awarded to the winner of the last trick; however, if the opponents shut out the solo player (cappotto, winning all tricks), the solo player's discarded (if any) are added to the opponents' score. Scoring is based on card points captured in tricks (following Tarocco Bolognese values, often adjusted fractionally for balance in this variant, totaling approximately 87 points in the deck) plus declaration bonuses plus any pozzo or discard points. The solo player aims to capture more than half the total points; the is the side with the . Points are converted to poste (units): typically, 0-14 points = 0 poste, 15-24 = 1 posta, 25-34 = 2 poste, and so on (up to 45+ = 4 poste or adjusted scales). The solo player wins or loses double the poste, divided equally between the two opponents. Declaring "faccio di mio" doubles the stake compared to using the pozzo. A cappotto doubles the opponents' score against the solo player. Each deal is independent, with games often played to a set number of poste, such as 21.

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