14 - Tarocco Piemontese. (part 2). copertina

14 - Tarocco Piemontese. (part 2).

14 - Tarocco Piemontese. (part 2).

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Tarocco Piemontese. (part 2). Gameplay. Basic Rules. The Tarocco Piemontese deck is primarily used for trick-taking games in northern Italy, with the most common being Scarto, a game for three individual players (no partnerships). Other variants exist for four players in fixed partnerships, such as regional games in the Piedmont valleys. Play generally proceeds anticlockwise, starting with the player to the dealer's right. The full 78-card deck is used, consisting of 22 trumps numbered from 0 (Matto, or Fool) to 21, and four suits (batons, cups, coins, swords) of 14 cards each (10 pips plus king, queen, knight, and jack). In Scarto and most Piemontese games, the trump hierarchy ranks the Angel (20) highest, followed by the World (21), then 19 down to 1, with the Matto as a special card. In Scarto, the dealer shuffles and deals packets of five cards to each player three times, giving each 25 cards. The remaining three cards form the scarto (discard pile), placed face down; the dealer also discards three cards from their hand face down onto the scarto (avoiding high-value cards like 5-point honors or the Fool where possible). The objective is to capture the most card points over one or more deals, with the player having the lowest cumulative score losing (traditionally paying for drinks or a stake). There are no declarations or bonuses beyond card points and the scarto. Trick-taking follows standard rules: the leader plays any card, and subsequent players must follow suit if possible; if unable, they must trump if able, otherwise play any card. The highest card of the led suit wins unless trumped, in which case the highest trump wins (with 20 > 21 > 19 > ... > 1). The Matto can be played at any time as an excuse, without following suit or trumping; it does not win the trick but is returned to the player's won tricks pile. The winner of each trick leads the next, and all 25 tricks per player are played (though the scarto is added to the dealer’s tricks if they win the last trick or per variant rules). At the end of the deal, card points are tallied using the nominal system: kings and trumps 1 & 20 score 5 points each; queens and the Fool score 4; knights 3; jacks 2; all other cards (including trumps 2–19 except 20) score 1. The total raw points approximate 91 (exact varies by method); points are counted in batches of three cards from each player's won tricks (last batch may have 1–2 cards), subtracting 2 points per full batch of three, with adjustments for incomplete batches (e.g., +1 then -2 for Fool's 2-card batch). Each player's effective score is their adjusted points minus 26 (or half the total divided by 3). The scarto cards are typically added to the dealer's score. Multiple deals continue until a player reaches a loss threshold. Four-player partnership variants adjust dealing (e.g., 18–19 cards each with a small talon) and scoring to team totals, often aiming for over half the card points (around 45–57 depending on variant). Strategies and Variants. Effective strategies in Tarocco Piemontese games focus on controlling tricks with high trumps, particularly preserving the Angel (20) and World (21) to capture honors and pips while forcing opponents to use lower trumps early. In individual play like Scarto, players balance aggressive leading of suits they are long in to draw trumps versus saving them for key moments. The Matto is valuable for evading unwanted tricks containing low points or avoiding ruffs. Timing is crucial, as over-trumping can deplete resources needed later. In partnership variants, signaling via card plays or gestures conveys information about trump length or voids, such as leading specific low trumps to indicate holdings in high trumps (15–21). Declarations of combinations (buon gioco), like sequences of trumps or matings (king-queen pairs), may be allowed for bonus points in some 4-player games, declared before play. The pozzetto (dealer's discard) encourages the dealer to win at least one trick to claim those points. Risk assessment weighs trumping for immediate gains against developing suits for length wins. The Piedicavallo variant, played in Piedmontese valleys, uses a 62-card deck (removing low pips: 1–4 swords/batons, 7–10 cups/coins), emphasizing trump play due to shorter suits. It is for four partnerships, with 15 cards each plus dealer's 17 (discarding 2), targeting 57+ points from 114 total, including vola bonus for all tricks. Signaling is explicit with words and gestures, and the Matto acts as a permanent excuse. Three-player adaptations like basic Scarto dominate, but 4-player versions vary regionally, such as in Turin-Milan areas with full deck, adjusted hierarchies, or declaration values. These preserve core mechanics while fitting local preferences. Cultural and Symbolic Aspects. Role in Piedmontese Culture. Tarocco Piemontese has long served as a cornerstone of social interaction in Piedmontese society, particularly in ...
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