Troccas

Troccas is a card game of tarot family. It was included in the list of the living traditions in Switzerland. It is played in the Romansh - speaking part of the canton of Grisons, in the Surselva around the towns of Sedrun, Disentis, Medel, Sumvitg, Breil / Brigels, Dardin, Tavanasa Rueun, Pigniu, Ilanz, Laax, Falera and Domat / Ems. How the Tarot game arrived in Switzerland, is not known. It is assumed, however, that it has found its way to Switzerland in the 17th century over Italy.

Troccas translates as Tarot. And so on the one hand the game meant, but on the other hand, the name of the individual assets. Of these, it has 21 in the card pack.

This game is still played actively. There are tournaments and championships in the regions, which are organized by individual clubs or through the Grisons Troccasverband. There are game variations of three to six players. Most Troccas but played four of us, two players as a team against the other two.

In contrast to Jassspiel is communicated to the players during the Kartenausteilens in specially designated moments in coded form (" tschintschar " ), which we hold in our hands and if another handing out would be worth. If no one is happy with the cards you have, may be re- dealt once. In the basic course the game is played the same in all areas, but the expressions of Tschintschars vary from area to area, from village to village, from tavern to tavern, and from player to player community community.

The maps

The game is played with cards which images have been included from the 19th century and designed in the workshop of the card maker Johann Georg Rauch about 1831 to 1838. These cards are available from your authorized dealer 1JJ Swiss Tarot and Tarot and developed from the Tarot de Besançon. These are in turn emerged from the Tarot de Marseille. When 1JJ Tarot and the Tarot de Besançon trumps Jupiter and Juno occur. The cards are still available in stores, as they are also used in esoteric for the cartomancy. But you are not sure how many new Tarot cards have been designed by occultists and supplemented with esoteric symbolism. Nevertheless, they show, in contrast to other cards Tarockspiele, eg Königrufen, classical motifs.

A Troccas card set consists of 78 cards with 21 trump cards and four suits of 14 cards and a Fool ( Joker ). The colors are divided into coins, bars, swords and chalices. There are number cards from 1 to 10 and face cards King, Queen, Knight and Knave. The trump cards are numbered in Roman numerals 1 to 21 The fool can be used as a wild card, but has no piercing value.

There are the following Troccas ( stockings):

This trump card images have no meaning for the game. The numbers indicate the piercing power order: A stocking with a higher number stands lower. It should be noted that in most other Tarockspielen with no moon XVIII, but XXI meant. The reason for this naming is the fact that previous cards were written in French. the map XXI (The World ) is called in French " le monde " (or in Romansh " il mouth "). From " le monde " was in the German-speaking world then "moon ".

Rules of the game for four players

List

The game is played to fourth, while each form two players a team. The determination of the team goes like this: The cards are shuffled by a player and around the right is ever a face-up card to the players. When one receives a trump card, he gets a new card more. It is often distributed around until everyone has the right to be a trump card. The two lower highs forming a team against the two higher highs. If necessary, the players must now implement, so that partners sit opposite. The player with the lowest trump card is the first dealer.

Value of the cards

A total of 72 points in the game, however, is counted in stitches ( 4 cards that are played in a single round). If there is a map with count down, the stitch counts as much as this card. There are two cards with count down, these two values ​​are added together, and one must wegzählen a point. With three cards with count two points will be deducted. With four cards with count three points will be deducted. Are there any cards with count in a stitch that stitch is indicated with a dot. With 36 points, the goal for teams is reached. A team can be credited for example, 41 points now, so it has 5 Good (5 buns ), while the other team ( schliats 5) counts 5 bad.

Round

It played a total of four rounds, the better or worse, to be accounted for after each round. These rounds are divided into two phases: the first phase is the giving. The second phase is the stitch round. The first dealer is the one who got the lowest trump card of the drawing of lots. Then is the role of the timer counter-clockwise around the table.

Phase 1: Enter

Step 1: The dealer shuffles the cards and gives anticlockwise six cards to each player. The first card the player gets right next to him. Each player looks at his cards and tries to describe his cards with coded expressions. The first and the second player to the right of the dealer thus describe their cards or exploiting Ehlen immediately another round of giving. The third player can now decide whether he wants to reissue cards. He can do this command the transmitter ( cumandar ). But he can not decide that the entire game will be reshuffled, but the decision must be left to the fourth player in this case. This is the only one who can collect all the cards have already been distributed and must reshuffle and share. But would like to in the miminum a player that will continue to be distributed, this request must be complied with, as the fourth player must decide as a final and until then no one ordered.

Step 2: Now it goes into the second round of donor: The dealer deals six cards in a clockwise direction. Again, the cards will be communicated in turn. The procedure of the first round is repeated.

Step 3: The next round is performed similarly, only distributed donors every now seven cards, the last one can be laid open. The dealer gets the last nine cards at the end. Here again, the cards are notified ( the "Council held " ), the procedure is repeated.

These steps can also be modified: If a team that is already nine or more points in the negative, it may request that will be distributed only in two steps. In the first round each nine cards for each player and in the second round ten cards per player. Is the team as much as 18 points or more in arrears, it may require that all 19 cards per player in just a single step to be distributed.

At the end of the distribution of the cards of the dealer must put down two cards from his hand, that he has the same amount of cards in your hand, as the other players. These two cards hot scart and be counted at the end of the points (if the other team does not match). The 5-point cards ( ils honors ) must not be placed in the scart.

Phase 2: Stitch Round

The player to the right of the dealer starts the game. He puts a card in the middle of the table. Counterclockwise must now put on the table, each player one card from his hand. The rule is that the color needs to be established, or it there follow suit. Is (ie a coin card, the player has now placed so have all three players if they hold at least a coin card in hand, play a coin- card mandatory. Confesses color but only on the color of the card, which first is on the table. ) Can the player profess not the color, it must play a trump card. But if he has no trump on hand, so he is free, which map you want to play.

For the jump-off applies in this order: A higher stocking stands a lower stocking. A trump card stings a number or character card. The color that is played as the first card, cut out all the other colors. The higher number or character cards pierce the lower number or character cards of the same color. The fool stands out a card.

At this moment, the deposition of the two cards the dealer receives ( = scart ) to make sense. The encoder must try to bring about a lack of color in his cards namely. Only when he has not the color, he must play trump fact and so has the possibility of the enemy to rob a figure with count.

The significance of the number of cards in the colors but in different ways: (left map stands right map )

Therefore, there is always a unique value within the on the table four cards. The team, which has placed the card with the highest value, takes all the cards per se. One calls these four cards and the stitch. The stitches are combined and collected from each team on a stack.

The Fool has a special position: he stands no map. He can always be played, even if color coercion or play a trump prevails. If the fool played as the first card, the second card played determines the color constraint. The fool always a part of the team, which has played him. If a stab at the other team, so a 0 -point map of a previous stitch is exchanged ( from its own stack ) to the fool, so it can be added back to the stack. (This can also be exchanged later in the game or at the end of the counting. ) If a team does all the tricks, even the fool belongs to the winning team.

Does anyone as a color-determining map a king, so he can demand the boys after the bite. Who holds the boys of the same color in his hand, must play him at the end of the needle round and takes a 0 -point map of the same color from the table. Does the one who keeps the boys in his hand, but before that played the queen or the knight, so he exchanged the boy back against these ( higher ) card. The figure can be left in front of the boys in the lurch when the boy instead of " Buob " with " Buob tion " ( " Boy, if you have not already played a character " ) is called.

There are regional probe rules:

  • One says that the person who the highest trump card ( the first is the world) holds in his hand once may knock on the table. If this was played, the one who knocks on the table, which now holds the highest trump card. ( Now is the judgment of the highest trump. ) However, this rule is no longer allowed, neither in regional tournaments still in the championship.

A total of 72 points in the game, however, is counted in stitches ( 4 cards that are played in a single round). If there is a map with count down, the stitch counts as much as this card. There are two cards with count down, these two values ​​are added together, and one must wegzählen a point. With three cards with count two points will be deducted. Are there any cards with count in a stitch that stitch is indicated with a dot. With 36 points, the goal for teams is reached. A team can be credited for example, 41 points now, so it has 5 Good (5 buns ), while the other team ( schliats 5) counts 5 bad.

The whole game has 72 points. The number of points above or below the half ( 36 points) are now prevail. Eg one team has reached 40 points, then the four points more than half. This team now gets four points ( 4) and attributed to the opposing team minus four ( -4). In the next round, this number is added back with the new result. If, for example, made in the second round of the leading team only 30 points, so the minus six (-6) are a total of minus two points ( 4 -6 = -2). The other team has again mirrored the result, ie plus two ( 2).

For three to six players

Are there three or five players, the dealer deals out of 25 or 15 cards to each and shall, after distributing three instead of two of his cards away. Everyone plays for themselves. When counting the cards in groups of 3 are counted, otherwise proceed the same as four of the game. The average mass for each player now stands at three players on 26

Are there six players, so play three together and form two teams. The transmitter must now put away any of his cards and each player gets only thirteen cards allocated.

Tschintschar

In addition, the game come from a component that is called in Romansh tschintschar or cantar. (Translated: talk and sing. ) The idea of this talk is to be according to the various stages of giving to get information about their own cards the partner. The direct response of the cards is prohibited. However, it is allowed to speak in a particular and traditional secret language on the cards. The cards are circumscribed sent. For example, a family referred, for example, all character card of a color. It also addresses regional circumstances. People from Disentis were once considered posh and rich. Maps of Disentis thus mean character cards, as the King, the Queen, the Knight and the Knave are depicted elegantly dressed.

A selection of tschintschar - words and phrases:

Publications

  • Deplazes, Carla (1987 ): Troccas - The Tarockspiel in Graubünden in: Swiss Archives of Folklore 83 volume, issue 1/2, Basel 1987, page 41-59
  • Berther, Norbert and Carigiet, Gieri (1985 ): Tournament since Troccas a Savognin
  • Cathomas, Annalisa (2000): Cuorta introducziun el giug because Troccas
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