The game of Conference is a ‘dead’
game now but worth reviving, if only for learning and for those whose
style of game play is hopelessly informal (yes you, Bindi,
Rebecca, and Jossie).
Four play in fixed partnerships and, unusually for
such games, they sit next to each other. The goal is simply to win
the most card points. The Conference rule allows partners to discuss
their hands and strategy.
The game of League is original and does
away with this rule but implements a novel order of play from a
Hungarian game, that makes for some interesting strategy.
There are two other original – and entirely
optional – rules sets introduced: Allegiances and
Gallowglass.
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 four hands.
Deal:
First Dealer is chosen at random or by consent with the role moving
to the player on Dealer’s left after each hand.
First Dealer
shuffles the cards but for subsequent hands they are instead cut by
Youngest (Dealer’s Right) – this is done by setting the pack face
down and then lifting off three or four piles that are then
re-stacked in a different order. On any deal any player may call for
the cards to be re-shuffled.
Dealer gives
each player 19 cards in one packet of 4 and two packets of 5, taking
the last 2 cards into his/her own hand. Dealer must then discard two
cards that may not include Kings, Honours, or, unless there is no
other choice, trumps (if playing the Game of Allegiances, then Aces
may not be discarded either). The discards count toward Dealer’s
Side’s tricks at the end.
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.
The
Conference Rule: Players of each side may quietly confer
with one another about their hand and strategy. However, they may not
show each other their cards. I would caution against this rule for
the alternative games of Allegiances and League.
A
Game of Allegiances: This is an original and optional
set of rules – if it is to be played at all, it must be agreed by
all the players. The conference rule is optional for this game but I
would caution against it.
Ace of Allegiance: When an Ace is played to a trick there is an opportunity to play under allegiances. The four suits are comprised of two Round suits (Cups and Coins) and two long suits (Swords and Batons), and each Ace is treated has having a corresponding card accordingly. So the Ace of Cups corresponds with the Ace of Coins, and the Ace of Swords corresponds with the Ace of Batons. When an Ace is played to a trick, then if whoever played it or their partner holds its corresponding Ace, they may show it to the other players and make a Call of Allegiance.
The Call is either “ours” or “yours”. If the call is “ours”, then the player and partner will only score points in their tricks for those corresponding suits, while their opponents will only score points in their tricks for suits of the opposite correspondence. So, if on playing the Ace of Cups to a trick, the player then shows the Ace of Coins and calls “ours”, then that player and partner will now only score points in their tricks for cards of either Cups and Coins, while their opponents will only score of taking Swords or Batons in theirs
Switching Allegiance: When allegiances have been set, they may yet be changed under the same scheme by either team. When this happens, each team starts a new trick pile. Cards of the first pile are scored according to the first called allegiance, while those of the second pile score according to the new one.
League:
Having partners sitting next to one another means that rather than
simply play Tarocchi with different seating, we can introduce an
innovation from Hungary’s Royal Tarokk. Here, Dealer’s side will
be Attackers, while the other players are the Defenders. I would
caution against using the Conference rule in this game.
Before each
deal, the Dealer removes both the 20 and the 21 of trumps, keeping
the 21 and giving the 20 to Partner. Then, in the first round of the
deal, Dealer and Partner each receive only 3 cards instead of 4.
Dealer takes
the role of Driver, while Partner has the role of Catcher. Dealer
leads to the first trick and the direction of play from that point is
opposite to the side that Dealer’s partner is seated – so, if
Partner is sitting on Dealer’s left, then the direction of play for
that hand will be to the right and vice versa. If Partner wins the
trick, it will still be Driver who leads to the next trick.
You might also
want to allow the Gallowglass rules.
Gallowglass:
Broadly, a gallowglass was a mercenary. Originally it was specific to
an ethnicity but over time it referred more generally to skilled
mercenaries of another nation. Employing such mercenaries from
outside had a serious benefit – they didn’t have a dog in the
local race!
Dealer has the
option to nominate one of the regular suits to be the gallowglass
suit which has both benefits and a cost.
When a suit has
been led in which a player has only one or more court cards, then, if
they hold any, they may play a card from the gallowglass suit as if
it was of the suit led. This means that if the gallowglass card is
higher than any card of the suit led and no trumps have been played,
then it may win the trick. If a card of the suit led and the
gallowglass are of the same rank, then the second of the two to be
played ranks higher. However, gallowglass cards have no point value,
nor do any cards in a trick that is won by them. And herein lies
their cost, they reduce the total value of card points in the pack
all the while, the declarer must still win as many points as their
contract requires – so this option should be used with caution.
Scores:
When the hand has been played, players count their teams’ card
points individually and then add 1 bonus card point for each trick
(Cards of the discard to not count as a trick). There are therefore
149 card points to be won in the standard game. Whichever side wins
75 points or more wins the difference in game points from the
opponents.
For a game of
Allegiance, the maximum number of points that can be won by a team
will vary. Players total their card points according to the changing
allegiances and the number of tricks won. Whichever side wins the
most points wins the difference between the two scores from their
opponents.
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