French Tarot Version 2
Sympkyn of the Moor
Number of players: 4 to 6
Type of game: Cards (trick-taking)
Period: 1659
17th Century French Tarot, Version 2 is played exactly like Version 1 when it comes to playing and winning tricks, but it is scored differently. Instead of a single hand for the pot, players play a series of hands, gaining or losing points depending on how many cards they win, and the first player to reach 50 points wins the game.
History of French Tarot Version 2
Source: Like Version 1, this game comes from La Maison Académique des Jeux, a French book of games published in 1659, as described by Michael Dummett.
Scoring: The book gives points only for the Fool and the Kings. Dummett suggests the full scoring from Version 1 may have been used as well, and that the book simply left it out to save space.
Unclear Endings: The original rules do not say what happens if more than one player reaches 50 points in the same hand, so players need to agree how to settle it (see the house rules below).
Rules Source: These rules are adapted from the booklet published by MacGregor Historic Games (historicgames.com).
Rules of French Tarot Version 2
Setup
Deck: A full 78 card Tarot deck, with four suits of 14 cards, 21 trumps and the Fool.
Dealer: Choose the first dealer at random, for example by cutting the deck.
Deal: Deal 12 cards to each player, going counter-clockwise around the table. The rest of the deck is set aside.
Objective
- Win at least 12 cards (three tricks’ worth with four players) in each hand, capture the Fool and the Kings, and be the first to 50 points.
Gameplay
Tricks are played exactly as in Version 1:
The Eldest Hand, on the dealer’s right, leads the first trick.
Players must follow suit if they can. If they cannot, they must play a trump if they have one. Otherwise they may play any card.
The highest trump wins the trick, or if no trump was played, the highest card of the suit led. Kings are high and aces are low in the suits.
The Fool may be played at any time but never wins a trick. Its player keeps it and gives the trick’s winner another card in exchange.
The winner of a trick leads the next one.
Scoring
At the end of each hand, each player counts the cards they have won in tricks:
Fewer than 12 cards: lose 1 point for each card short of 12.
More than 12 cards: gain 1 point for each card over 12.
Exactly 12 cards: no gain or loss.
Then add points for these cards in the tricks you won:
| Card | Points |
|---|---|
| The Fool (Trump 0) | 5 |
| Each King | 4 |
Keep a running total from hand to hand.
Victory Conditions
- The first player to reach 50 points wins the game.
Optional and House Rules
1. Full Scoring
- Use the full point cards from Version 1: Fool 5, World 4, Magician 4, Kings 4, Queens 3, Knights 2, Pages 1.
2. Two Players Over 50
The original does not say what happens if more than one player reaches 50 in the same hand. Agree one of these before you start:
Highest Total: The player with the highest total wins. On an even score the winners split any bets.
Elder Hand: Ties go to the elder hand, the player who was dealt to first. This was a common tiebreak in early card games.
Instant Win: The first player to declare that they have reached 50 during play wins at once. This means keeping a close eye on your score as the tricks are played.
Summary Table
| Phase | Action |
|---|---|
| Setup | 78 card Tarot deck. Deal 12 cards each counter-clockwise, set the rest aside. |
| Play | As Version 1. Follow suit, or trump if you can’t. The Fool never wins. |
| Scoring | Lose 1 point per card under 12 won, gain 1 per card over 12. Fool 5, Kings 4. |
| Victory | First to 50 points. |