The cards
The 78-cardCard points
At the end of the game, cards are counted in groups of four, subtracting three points for each group. The dealer (in Romansh, ''scartist'') will have two odd cards, counting for combined value, minus one point. The full deck totals 72 points, and cards are worth the following: kings and honours (1 and 21 of trump, and theThe deal
Before the game starts, each player cuts for trump. The two highest and the two lowest form partnerships. The dealing and play are counterclockwise. Traditionally, the deck is cut and not shuffled. Each player is given nineteen cards; Dealer takes the last two, giving them a hand of twenty-two cards. The last card dealt to each player is traditionally turned up. Usually, the cards are dealt in packets of six, six, and seven, with dealer taking the last nine. A team that is losing by at least nine points may request that the deal be in packets of nine and ten, with dealer taking twelve; a team losing by at least eighteen points may request that the deal be in a single packet each (nineteen cards and twenty-one for the dealer). After the dealing of each packet, players can give coded statements known as ''tschintschar'' to their partner to decide whether or not to have the cards redealt. All players must give consent to cancel the deal. These are the ones allowed in tournaments:Play
The dealer discards two cards, which may not include Kings or Honours (the I or XXI of trump, as well as the Fool 'il narr''. Other trumps may be discarded, though this is inadvisable. A good strategy is to eliminate a suit in which one is short, to allow trumping when this suit comes up in play; if this is impossible, it is advisable to discard the lowest two cards of a suit in which one is long. The dealer leads the first trick with any card; each player in turn, moving to the right, must follow suit. If this is impossible, they must trump, and if this is impossible as well, they can play any card but can not win. The winner of the trick leads the next one. The Fool can be played in any trick. It excuses the player from following suit. If the side that wins the trick did not play the Fool, they must return it to their opponents, in exchange for a one-point card. If the Fool leads a trick, the next player's card determines the trick's suit. The Fool can only be lost if the player's side fails to win any tricks. The most distinguishing aspect of Troccas which separates it from other tarot games is a rule involving the king and jack of each suit. When a suit is led for the first time and that suit's king is played in it, whoever wins that trick can demand that the jack of that suit be surrendered (if it hasn't already been played). The jack's owner takes back their original card and exchanges it with the jack unless they had played the queen, cavalier, or the Fool. If the player who played the king also held the jack, they can play both cards together. After the trick, they can demand a card of the same suit from the other players. This rule has no effect if the jack was one of the two cards discarded by the dealer. In some regions, a player with the highest unplayed trump can let their partner know by knocking on the table.Scoring
Players win or lose game points equal to the card points over or below thirty-six; in practice, each point generally corresponds to a small stake.References
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