4 players · You + AI partner against two AI opponents · Single deal
Capture scoring cards and combinations with your partner, and fight for the last trick. Combinations in your opening hand can also earn declaration points.
- 1
Objective
- Partner with the computer opposite against the other two players. Capture cards in tricks, then add your team’s card points, combinations, declarations and last-trick bonus.
- 2
Setup
- Use 62 cards. Choose a dealer at random, deal 17 to the dealer and 15 to each other player. The dealer discards two, never Kings, Angel, World, Bégato, or Matto. Discards provisionally belong to the dealer’s team.
- The player to the dealer’s right leads, and play proceeds anticlockwise. Before your first card, declare every available combination or skip. Partial declarations are not offered. Declared cards become public.
- 3
Playing a turn
- Each player plays one card to a trick. Follow the led suit if possible. Otherwise play a trump. If you have neither, play any card. Matto may always be played instead.
- The highest trump wins. Without trumps, the highest card of the led suit wins. The winner leads next. You need not overtrump.
- Ordinary ranks, highest first: Swords/Batons use Re > Regina > Cavallo > Fante > 10 > 9 > 8 > 7 > 6 > Asso. Cups/Coins use Re > Regina > Cavallo > Fante > Asso > 6 > 7 > 8 > 9 > 10.
- Trumps, highest first: Angel > World > Sun > Moon > 16 down to 5 > four equal Moors > Bégato. The last Moor played wins a tie. Matto never wins. When led, the next card sets the suit.
- 4
Scoring and ending
- Play all hands over 15 tricks. Counting values: the four Tarocchi (Angel, World, Bégato, Matto) and Kings = 5. Queens = 4. Knights = 3. Jacks = 2. Others = 1. Subtract 0.5 per card, equivalent to one per pair. The deck has 87 card points.
- The team winning the last trick earns six more points. Score opening declarations and captured combinations separately, then compare complete team totals. Equal totals draw.
- 5
Scoring sets
- Sets of three/four score: Tarocchi 18/36, Kings 17/34, Queens 14/28, Knights 13/26, Jacks 12/24.
- At least three different sets double the set subtotal. This is independent of doubling for sequences.
- 6
Forming and scoring sequences
- A sequence needs at least three cards for 10 points, with five more per extra card. At least three different sequences double the sequence subtotal.
- A suit sequence needs a real King and two of Regina/Cavallo/Fante, at least one real. An Ace adds length. Aces and Moors each need at least three cards, at least two real.
- Grande needs a real Angel and two of World/Sun/Moon, at least one real. Extend in order through numbered trumps 16 down to 5, then to Moors if the numbered sequence is complete.
- Bégato and Matto are Contatori: each may fill a gap or add length once in a sequence, and may also serve other sequences. Two consecutive substituted positions stop Grande’s extension. Contatori not used to fill gaps may still add length.
- 7
Settling Matto and discards
- Matto normally stays with its original team even when that team loses the trick. If the other team won, settle at the end by exchanging a captured 1-point card. If none exists, this table offers a lowest-value captured card other than Matto.
- A team winning no tricks loses Matto to the other team. If the dealer’s team wins no tricks, its discards also go to the other team.