Tapp (card game)

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Tapp or Württemberg tarot has some similarities with the Bavarian Haferltarock or with the now widespread Skat and is played with a French hand with 36 cards. The Tapp game is only known regionally in Württemberg .

Tapp can be played by three or four people. At the beginning of a game round it is maxed out who plays a game. There are the color games, the zero game, the caller and the through. In the color games, the goal is to achieve more than half of the total number of eyes, i.e. at least 61 eyes in the stitch. In the zero game no trick may be taken, with Rufer and Durch all tricks must be taken. If no player plays a game, they ram , that is, there is no trump and whoever has the most eyes down has lost.

It is usually played for money, so no score is recorded.

Equipment

French leaf colors
Diamonds heart Spades cross
SuitDiamonds.svg SuitHearts.svg SuitSpades.svg SuitClubs.svg

You need a French card game with 36 cards. Playing cards marked Jass / Tapp are customary in trade . In addition, a few small coins (if possible 5 cents, 10 cents and 50 cents) with a total value of one or two euros are required for each player. (Of course, chips or similar are also suitable.) Note: Sometimes only 32 cards are used (without sixes, as in Skat). This is mainly done in a four-player game, as otherwise there is often " begging " (zero game).

The 32-card Skat sheet (here: French picture with German colors) is often used for the four-player tap game.

Numbers

The Tapp card game traditionally consists of 9 card values ​​in the four colors of hearts, diamonds, clubs and spades with the following numbers:

imprint A. 10 K D. B. 9 8th 7th 6th
designation Ass Tens king lady Jack Nines Eighth Sevens Six
Number 11 10 4th 3 2 0 0 0 0

The total number of eyes of all cards in the game is 120 eyes. The cards with zero eyes are called Luschen or “ Nintle ” in Swabian .

Stabbing power

The trick power corresponds to the sequence of card values ​​shown in the table above within the individual colors from ace (highest card value) to six (lowest card value).

Hierarchy of card values ​​within the colors
cross Spades heart Diamonds
crossA cross10 crossK crossD crossB cross9 cross8 cross7 cross6 SpadesA Spades10 SpadesK SpadesD SpadesB Spades9 Spades8 Spades7 Spades6 heartA heart10 heartK heartD heartB heart9 heart8 heart7 heart6 heartA heart10 heartK heartD heartB heart9 heart8 heart7 heart6

Rules of the game

It is dealt and played counter- clockwise. The player to the right of the dealer is in front (he is in the forehand position), i.e. That is, he begins with the playing of the cards in the game (except for the begging). The next player (to the right of forehand) begins bidding, i.e. that is, he says “ I play ” or, if he doesn't want to play, “ away ”. So it goes in turn to forehand, he is the last to say whether he wants to play. Then everyone says which game they want to dare. Whoever plays the game type with the highest rank has the game. In the case of equal games, the one who is further ahead wins. The one who has the game always plays against all other players. The opponents are not allowed to coordinate or give any signs. Only when it comes to junk everyone plays against everyone else.

Course of the game

Give

The first dealer is drawn by lots (e.g. first ace) after which the next player always gives the previous dealer right. The cards are dealt in the following order:

• With three players: 11 cards per player and three in the talon , here called "Tapp"; Order: four - three - three in the tap - four

• with four players: 8 cards per player and four in the tap order: three - two in the tap - two - two in the tap - three

Games

Possible games in ascending order:

Precedence game value
1 Color play: clubs, scoops (spades), diamonds 5 cents
2 Play of colors: heart 10 cents
3 Begging (zero game) 15 cents
4th Caller: clubs, scoops (spades), diamonds 15 cents
5 Rufer: Heart 30 cents
6th Placed begging (zero ouvert) 30 cents
7th Through: clubs, scoops (spades), diamonds 30 cents
8th By: heart 60 cents

If no player is playing: Ramsch (Swabian: "an Runda"), 5 cents (with Jungfer 10 cents).

Color is compulsory in all games , i. This means that the suit must be known or (in suit games) trump played if the suit is not present in a player's hand. If there is also no trump, any card can be discarded. There is no compulsion to stab, i. In other words, the highest card value in the trick does not have to be outbid. It is thus possible to lie in wait for a specific card that has not yet been played.

The tap always remains covered, i.e. that is, there is no game in which the tap is recorded. The cards in the tap count towards the player's trick in suit games. If the game is won, the player collects the game value from each opponent. If the game is lost, the player must pay each player the game value.

There is also the option of playing a color game heart as the lowest game by picking up (and then pressing) the tap.

Play of colors

The player announces the trump suit. He must have at least 61 eyes to win the game. If the opponents have a total of 60 points, the game is lost. Color is compulsory. Forehand begins the game.

Begging

The player is not allowed to take a trick, not even with a lot of luschen (nintle). It is an advantage in this game if you are two- to a maximum of three-colored (which means that the beggar player should only hold cards of two or three different colors in his hand) to avoid any " sick cards " (individual cards of one color with high value) to be able to discard. The opponents must try to find the " sick " card (s). As soon as the player takes a trick, the game is lost. Color is compulsory, there is no trump card. Forehand begins the game.

Placed begging

The player starts this game himself. He may play the first card from the face down cards. Then he has to put the cards face up on the table. The one who took the first trick plays the next card. The same rules apply as for normal begging.

Caller

The player announces the trump suit and may call any card he lacks from his opponents and exchange an unfavorable card for it. Whoever has the called card must give it to the player and take the exchange card for it. If the card is in the tap, it is bad luck for the player. He now knows that no opponent has the missing card, but he cannot surrender the unfavorable card either. All stitches must be made. As soon as the opponents take a trick, the game is lost. Color is compulsory. Forehand begins the game.

By

The player announces the trump suit. All stitches must be made. As soon as the opponents take a trick, the game is lost. Color is compulsory. Forehand begins the game.

Junk

There is no trump card here, but there is a color requirement. Forehand plays the first card. When it comes to junk, you have to try to keep your eyes peeled as little as possible. It is even better not to make a stitch at all. The one who takes the last trick must also take the tap. Whoever has the most eyes has to pay. Whoever doesn't have a trick is a maid and gets 10 cents, everyone else gets 5 cents.

Playing

If the tap game is to be ended, the ace of hearts is announced. The player who receives the ace of hearts in the next round pays for the last round in which a game can be played. Of course, he doesn't have to say at the start of the game that he has the ace of hearts. You can see this in the course of the game. After this last round of the game, each player gives a forced jam again . Then the tap game is over and the money can be counted.

Individual evidence

  1. a b Entry in Meyer's Großem Konversations-Lexikon, Volume 19. Leipzig 1909, p. 319.