Play Tarock Online

Game rules

Learn the shared foundations first, then continue with the rules for four, three, or two players.

Rules shared by every version

These rules apply whether Tarock is played by two, three, or four players.

Round sequence

The server shuffles all 54 cards, selects the dealer and starting player, then deals. Declaration or bidding follows, then counter-clockwise trick play, scoring, and the end of the round.

Deck

Tarock uses 54 cards: 32 suit cards and 22 trumps. Pagat, Mond, and Sküs form the trula.

Following

Follow the led suit when possible. Otherwise play a trump; if you have neither, play any card. A trump lead must be followed with a trump when possible.

Winning a trick

The highest trump played wins the trick; if no trump was played, the highest card of the led suit wins. The winner leads the next trick.

Direction and goal

Play moves counter-clockwise. Winning a standard game requires more than 35 card points.

Counting

Card values and the exact counting method are shown in the table below.

Counting tricks

Card values

These values are used when totalling the cards won by each player or partnership.

What is a counting card?

The counting cards are the trula (Pagat, Mond, and Sküs), kings, queens, cavaliers, and jacks. Each is worth at least 2 points.

What is a platelc?

Platelci are the low suit cards: ace, 2, 3, and 4 in hearts and diamonds; 10, 9, 8, and 7 in spades and clubs. Ordinary trumps are not platelci, but they are also counted as 1-point cards.

Card Examples Value
Trula Pagat (I), Mond (XXI), Sküs 5 points
King King of any suit 5 points
Queen Queen of any suit 4 points
Cavalier Cavalier or knight 3 points
Jack Jack of any suit 2 points
Other cards Ordinary trumps and platelci 1 point

How are the cards totalled?

Arrange the cards in groups of three, add their values, and subtract 2 points from every complete group. In other words: subtract 2 from three counting cards; with two counting cards and one ordinary card, subtract 1 from the counting-card total; one counting card with two ordinary cards keeps its full value. Three ordinary cards count as 1 point.

When the final group is incomplete:

  • Two counting cards: add their values and subtract 1 point.
  • One counting card and one ordinary card: the counting card keeps its full value.
  • Two ordinary cards, including two platelci: together they count as 1 point.
  • One card: a counting card keeps its full value; an ordinary card counts as 0 points.

Complete scoring

Contracts, announcements, and the final score

Card points, contract value, and additional announcements are separate items. The portal shows each item in the final calculation.

Announcements

After using the talon and before the first card is led, the declarer may announce extra objectives. A successful announcement scores its full value; a failed one scores the same value negatively. An unannounced, quiet achievement is worth less.

AnnouncementQuietAnnounced
Trula1020
Kings1020
Pagat ultimo2550
Trulapagat5070
Valat250500

Trula means winning Pagat, Mond, and Sküs; kings means all four kings; Pagat ultimo means winning the last trick with Pagat. Trulapagat combines trula and Pagat ultimo, while valat means winning every trick.

Contracts by value

A higher contract outranks a lower one during bidding. The chosen contract determines how many talon cards are taken.

ContractValueTalon
Three / solo three10 / 203 cards
Two / solo two20 / 302 cards
One / solo one30 / 401 card
Solo without talon50no talon
Piccolo60no talon
Beggar70no talon
Open beggar80no talon

Games without the talon

Klop

Everyone plays alone, the talon stays closed, and a higher legal card must be played when possible. All won card points are negative; a player taking no trick scores +10.

Solo without talon

The declarer plays alone, does not open the talon, and the opponents add it to their cards after play.

Piccolo

The declarer must win exactly one trick or lose the contract.

Beggar and open beggar

The declarer must win no tricks. In open beggar, the declarer's hand is exposed on the table.

Opposition

Contra doubles the challenged result (×2), re quadruples it (×4), and sub multiplies it by eight (×8). If only one announcement is challenged, only that item is multiplied.

Complete scoring example

In a three-player hand, the declarer plays ‘two’, wins 39 card points, and completes an announced trula. There is no contra.

Card result 39 − 35 +4
Two contract base value +20
Announced trula successful +20
Declarer's final score +44

The full 39 card points are not added—only the margin above 35. The declarer's side scores +44 and the defending side −44. A contra on the entire game would make it +88 and −88.

Two-player tarock

A heads-up variant using open cards and three closed piles for each player.

1

Deal

Each player receives three batches of five cards, giving 15 in hand. Three piles of four closed cards are then placed before each player.

2

Declaring

The declaration is based only on the 15 cards currently held in the player's hand. The three piles remain closed during the declaration and must not be considered. The non-dealer first chooses whether to play for at least 36 points or pass the decision to the dealer. If both pass, the hand is still played without the declaration multiplier.

3

Opening piles

After the declaration, both players turn over the top card of each pile. If it is a trump or king, the player takes it into hand and immediately reveals the next card in that same pile. This continues only while consecutive trumps or kings remain on top. The player stops at the first ordinary card, which stays face up while the cards beneath it remain hidden. If all four cards are trumps or kings, the player takes all four and leaves the pile empty.

4

Playing exposed cards

Exposed top cards count as part of the player's available cards. Reveal the next card whenever one is played. When leading a trick, the player must use a card held in hand; they may lead from a pile only after their hand is empty. When playing second, they may answer with an exposed pile card, provided they still follow the suit or trump rules.

5

Winning and scoring

A player wins with at least 36 card points. Scoring multiplies only the difference from 35, not all card points collected. A successful declaration with 36 points scores (36 − 35) × 2 = +2; 40 points score (40 − 35) × 2 = +10. If the declarer loses with 34 points, the result is (34 − 35) × 3 = −3; 30 points score (30 − 35) × 3 = −15. A declared win is therefore doubled and a declared loss tripled. If neither player declares, the difference from 35 is scored without a multiplier and the loser loses as many result points as the winner gains: a 36–34 result scores +1 and −1; a 40–30 result scores +5 and −5.

Play Tarock Online

Portal rules

Rules that apply to rooms, started games, and player responsibility on the portal.

Cancel game

Only the room creator may cancel a started game, only during the first round and before the cards are dealt. From the second round onward, cancellation is not possible even before shuffling. Confirmation is always required.

25-point penalty

The game has not started yet. Cancelling it will deduct 25 points.

After the cards are dealt

The game can no longer be cancelled because the cards have been dealt.

The rating remains unchanged

An allowed game cancellation deducts 25 game points. The player rating does not change because the cards have not been dealt and the round has not been played.

How the player rating is calculated

The rating changes after every completed round. The portal uses an Elo calculation with K = 24 and compares the player's round result with every other player.

Expected result against an opponent E = 1 / (1 + 10((R2 − R1) / 400))

R is the rating before the round. Beating a higher-rated player therefore earns more, while losing to a lower-rated player costs more.

Rating change after the round ΔR = round(24 × (S̄ − Ē))

S is the actual result: 1 for a better round result, 0.5 for an equal result and 0 for a worse result. The bar over S and E denotes the average of comparisons with all other players.

New rating R′ = max(0, R + ΔR)

In three- and four-player games, each player is compared with every other player. Equal round results count as a draw. With four equally rated players, each member of the winning team therefore normally receives +8 and each member of the losing team −8. A rating can never fall below 0.

Win example

With two players rated 1,000, the expected result is 0.5. The winner receives round(24 × (1 − 0.5)) = +12, bringing the new rating to 1,012.

Loss example

With equal ratings, the loser receives round(24 × (0 − 0.5)) = −12, bringing the new rating to 988.