In Mitigation three play for themselves to win the most
card points. The game is the first that features a negotiations to
determine if the hand is played or not.
Pack: A tarot pack of 78 cards is used consisting of four regular suits of 14 cards, a suit of 21 trumps, and The Fool.
Card Points:
Honours | 5 points |
Kings | 5 points |
Queens | 4 points |
Cavaliers | 3 points |
Valets | 2 points |
All Others | 1 point |
Ranking: Rational ranking is used...
Pip cards rank in suit from high to low:
King, Queen, Cavalier, Valet, 10, 9, 8, 7, 6, 5, 4, 3, 2, Ace
Trumps rank by their number, 21 high, 1 low.
Empty Cards: These are cards that have values of 1 point or less.
Honours: The Juggler, The World, and The Fool are called The Honours. They are always among the highest scoring cards.
A game consists of three hands
Deal:
First Dealer is chosen at random or by consent with the role moving
to the player on the right after each hand.
Dealer hands out 25 cards to each player in five
packets of 5 cards, with dealer taking the remaining 3 cards into
his/her hand.
After each round of the deal excluding the first
and the last, there is an opportunity for players to evaluate their
hands so far and to bargain to discontinue the hand. At these
opportunities, players speak in turn, beginning with Eldest (the
player to Dealer’s left). Players may pass, declare the game points
they are willing accept to discontinue the hand, declare the number
of game points they are willing to give to discontinue the hand, or
they may call for the deal to continue. Once players have spoken they
may not speak again on their next turn to better their previous offer
for themselves – so a player who has offered points to discontinue
may not offer fewer points the next round (though they may offer
more), nor may a player who has asked for points to discontinue ask
for more the next round (though they may accept fewer). Bargaining
continues until either a player calls to continue or until the game
points offered to discontinue at least equal or exceed the points
demanded. If the hand is to be discontinued, players settle up points
and then deal moves to the left.
Once a deal has been completed, Dealer discards
three cards that may not include either Honours or Kings, these cards
will count towards his/her tricks at the end of the hand.
Declarations:
Players then have an opportunity to make some declarations for bonus
points (these do not count towards card points and thus towards
winning the hand but are instead treated as game points won against
the other players). The available bonuses are:
Abundance:
Players may score 10 points for declaring 10 or more trumps in their
hand with an additional point for every trump over 10. Players with
more than 10 trumps need not declare all of them but any trumps used
to score must be exposed to the other players. Trumps used to declare
Abundance may not be used to declare more than one of the other
bonuses.
Kings:
Players may score 20 points for declaring that they hold all four
Kings, they may also score a further 5 points for every Honour card
held in addition. However, if declaring both Kings and Honours,
players may not use their King cards to increase their Honours bonus.
Honours:
Players may score 15 points for declaring that they hold all three
Honours, they may also score a further 5 points for every King held
in addition. However, if declaring both Honours and Kings, they may
not use their Honour cards to increase their Kings bonus.
Mixed
Honours: If players are not declaring either Kings or
Honours they may still score 10 points for declaring they hold Kings
and Honours that total four cards, with an additional 5 points for
every one over four.
Play:
Eldest (Dealer’s Left) leads to the first trick by placing a card
face up on the table. Each player in turn, moving to the left, must
play a card from their hand of the suit led – this is called
following suit. If they do not have any cards of the suit led, it is
called being void in that suit and they must play a trump card
instead. However, if they have no trumps, they may then play any
other card, though it will not win. Whoever plays the highest trump
to the trick wins it, or if trumps are not played, then whoever
played the highest card of the suit led wins it. The winner takes the
cards and places them face down in their trick pile to be counted at
the end.
The player that wins the trick then leads to the
next one and play continues until the hand has been played out.
If The Fool is held, then it may be played at any
time instead of a card that the rules might otherwise require and
although it will not win, it is seldom lost. When played, The Fool is
returned to to its player who then places it face up beside them
until the end of the hand when they must pay the player who won the
trick with a card from their trick pile (obviously, they will choose
an empty card if they can). However, if they have taken no tricks,
then they must surrender The Fool instead.
Scores:
Players then count their card points singly and then add a bonus of 1
card point for each trick they have won (The Dealer’s extra three
cards do not count as a trick), so the total number of card points in
the game is 130+25=155. Players win or lose 1 game point for every
card point in their hand over or below 52.
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