Tarot Rules | Master the Game

Understand the rules of tarot, including general guidelines and exciting variants. Start playing like a pro!

Dive deeper into the world of tarot, its history, its rules, and its competitive side. The History of Tarot The Origins of Tarot Tarot was invented in the 15th century, and is believed to have originated from a game from the Middle East called Nahib. That game itself likely came from Asia and was brought to the Mamluks by the Mongols. Tarot is therefore one of the oldest card games still played today. It was a favorite of King Charles VI and continued to be enjoyed in royal courts for centuries. The version closest to modern tarot is clearly Tarocchi, an Italian variant from Lombardy. Today, French tarot is the most widely played version worldwide. In France, it remains popular across all social classes and is deeply rooted in the country’s culture. Modern Evolution In the early 2000s, digital versions appeared, allowing people to play against the computer. This made tarot more accessible, with tutorials to learn the game without needing another person, in a fun and interactive way. These offline, single-player versions also gave players the chance to practice and refine their strategies against different types of AI. From the 2010s, the first online multiplayer tarot games appeared, making it possible to play against real opponents at any time of the day or night. What was once innovative is now the main way to enjoy tarot. Online play has helped tarot grow more than at any point in its history, making it the second most-played skill-based card game in France. Tarot Glossary Trump Trumps are the most important cards in tarot. They are numbered from 1 to 21, with 21 being the strongest and 1 the weakest. Chien The “chien” refers to a set of 3 or 6 cards (depending on the number of players) that are exchanged at the beginning of each hand against the same number of cards from a player’s hand. Petit The “Petit” is the trump card numbered 1. It is one of the three most crucial cards in tarot, known as “bouts.” Bidding Bidding is the initial phase where players decide which contract to take, or whether to pass. The player who commits to the highest contract wins the bid. Excuse The Excuse acts like a joker in tarot. It allows a player to avoid playing the suit demanded and, strategically, to hold onto stronger cards. Poignée A “Poignée” is a sequence of trumps, usually 8, 10, or 13, that a player can choose to reveal after bidding to earn extra points. It’s a risky strategy but can pay off if the player is confident. Contract The contract is the commitment made by the player during bidding. To win the hand, the player must succeed in meeting this contract. Calling a King In 5-player tarot, the declarer must secretly choose a partner by calling a king’s suit. The partner is revealed only when they play the called king, adding strategy and suspense to the game. Petite This is the smallest bid, where the only condition is for the declarer to score more points than their opponents. If successful, it yields fewer points than higher contracts. Garde Without Chien This contract means the player chooses to play without using the “chien.” It is riskier but rewards more points than a Petite. Garde Against Chien The most daring contract: the declarer plays against the chien, meaning they don’t use its cards and give its points to the opponents. Risky, but the highest-paying bid in tarot. Camps The two sides in a game: the declarer versus the defense. In 5-player tarot, there can be one or two declarers. In 4-player tarot, one declarer faces three defenders playing as a team. Trick A trick is the set of cards played by each player in a round. The highest card played wins the trick. Capot When a player wins every single trick in a hand, it’s called a “capot.” This requires either a very strong hand or excellent teamwork. Misère “Misère” is a special announcement made by a player who believes they won’t win a single trick. If successful, they earn points for the declaration. Petit au Bout A famous expression meaning keeping the Petit (the 1 trump) until the very last trick and winning it. This grants extra points. Announcements Special declarations that players can make at the start or during a hand. When completed successfully, they award bonus points.

Discover the complete rules of French Tarot, explained step by step to help both beginners and experienced players. Learn the basics, explore the variants, and master the strategies that make Tarot one of the most exciting card games.

General rules of Tarot The Deck French Tarot is famous for its 78-card deck with 21 unique trump cards. It consists of four traditional suits: Spades, Hearts, Diamonds, and Clubs, plus 21 trumps and one special card called the Fool. Each suit has 14 cards, from King down to the numbered card 1. The trumps are numbered from 1 to 21, with the 1 known as the "Petit" and the 21 being the most powerful. Meanwhile, the Fool plays a special role during the trick phase and cannot be captured like other cards. Card Values In Tarot, cards are not only important for winning tricks but also for their point values used in scoring. At the end of the game, each side (individuals in 4-player Tarot and teams in 5-player Tarot) counts their points to determine if the taker has succeeded in fulfilling the contract. Cards have the following point values: Bouts (21, 1, Fool): 4.5 points each Kings: 4.5 points each Queens: 3.5 points each Knights: 2.5 points each Jacks: 1.5 points each Other cards: 0.5 points each From these values, it is clear that protecting the Bouts and Kings is essential. The Fool is special because it can be saved from being captured. Game Objective Tarot rules may look complex due to the trump cards, but the core objective is simple: the taker must complete a contract by earning enough points in tricks. The number of points required depends on the number of Bouts captured: 3 Bouts: 36 points required 2 Bouts: 41 points required 1 Bout: 51 points required 0 Bout: 56 points required This adds another layer of strategy, as players must adapt their play depending on the Bouts they hold. Winning depends not only on taking tricks but on capturing the right ones. Bidding Before play begins, there is a bidding phase where players decide who will be the taker. The bids, in ascending order of risk and reward, are: Petite: Basic contract with a ×1 multiplier. Garde: A higher-risk contract, worth ×2. Garde Sans: The taker plays without using the kitty, worth ×4. Garde Contre: The boldest bid, where the kitty’s points go to the defense, worth ×6. 4-player rules Setup In a 4-player game, each player receives 18 cards, and 6 are placed face down in the middle to form the kitty (called the "Chien" , meaning "dog" in French). The taker plays against the other three players. After winning the bidding phase, the taker exchanges cards with the kitty, except if the bid was "Garde Sans" or "Garde Contre," where the kitty is restricted. This mechanic adds variety and unpredictability to the game. Thresholds As explained above, the taker must reach a certain number of points depending on the number of Bouts captured. If this objective is not met, the taker loses the contract and the defenders score instead. The thresholds for the 4-player variant are: 3 Bouts: 36 points required 2 Bouts: 41 points required 1 Bout: 51 points required 0 Bout: 56 points required Card Play Players take turns leading tricks. A player must follow suit if possible; if not, they must play a trump if they have one. If they cannot, they may play any card. The highest trump played wins the trick; if no trump appears, the highest card of the led suit wins. Players must carefully decide when to play trumps, when to hold them, and when to sacrifice weaker cards. Bonuses Several bonuses in Tarot add excitement to the game: Petit au Bout: +10 points if the Petit wins the last trick. Poignée: A player who declares and shows 10, 13, or 15 trumps earns +20, +30, or +40 points. Chelem: Winning all the tricks grants a huge bonus (+400 if announced, +200 otherwise). 5-player rules Setup In a 5-player game, each player receives 15 cards, and 3 are placed face down in the middle to form the kitty ( "Chien" ). The taker not only exchanges cards with the kitty but also calls a King (of a specific suit) to determine their secret partner for the hand. Partnership The taker calls a King they do not hold. The player with that King becomes their partner, revealed only when the King is played during the game. These temporary alliances add excitement and strategic opportunities. Scoring As in the 4-player variant, the score depends on the Bouts captured: 3 Bouts: 36 points required 2 Bouts: 41 points required 1 Bout: 51 points required 0 Bouts: 56 points required Scoring is then adjusted for partnerships: The taker receives 2 points per point above or below the threshold. The partner receives 1 point per point above or below. The defenders (the other three players) each score 1 point per point in the opposite direction.