Here's a translation of the first 20 chapters of Pedini's transcription of the rules he found. Just the translation, done by ChatGPT, which doesn't understand all technical terms but is consistent and therefore workable.
Chapters XI and XII seem to be the relevant chapters for scoring points and rounds in the game. The text can be downloaded here -
http://badigit.comune.bologna.it/mostre ... izione.pdf
Explanation of the game of Tarochino
Courteous reader,
Here is the manner in which our forefathers used to play Tarochino, ingeniously devised to pass leisure hours virtuously. I found it not long ago among various ancient writings, and thus I share it with you so that you may be provided with an excellent master, and I may be comforted by witnessing the game played as it should be. Be joyful.
Of the Game of Tarochino:
This game consists entirely of the following rules and laws divided into chapters, and these laws must be observed inviolably.
On the Quantity of Cards Chapter I:
The cards used in this game are a total of 62, divided into Tarocchi (trumps), Trionfi (triumphs), Figures, and Cartaccie (small cards), namely, four Tarocchi, eighteen Trionfi, sixteen Figures, and twenty-four Cartaccie.
On the Quality of Cards Chapter II:
Speaking universally, the cards fall into two classes: Trionfi or one of the four regular sequences of Swords, Cups, Batons, and Coins, each representing something different from the others. They must all be of the same design and without any blemish, particularly on the reverse side.
On Trionfi Chapter III:
All Trionfi have different names and different meanings, and they are placed in the following order as they rank among themselves: Angel, World, Sun, Moon, Star, Lightning, Devil, Death, Traitor, Old Man, Wheel, Strength, Justice, Temperance, Chariot, Love, four Popes, Juggler, and Fool.
On Games and Sequences of Cards Chapter IV:
The sequences or games are Swords, Batons, Cups, and Coins, and each of these games has ten cards, all of the same quality, namely, four figures and six Cartaccie. The figures are King, Queen, Knight, and Knave, and the Cartaccie are six in number: ten, nine, eight, seven, six, and one, called Ace.
On the Order of Cards Chapter V:
Among the cards, there is both superiority and inferiority. Among the Trionfi, the order is as assigned above. Among the other games, the King precedes the Queen, the Queen precedes the Knight, and the Knight precedes the Knave. Among the Cartaccie in the games of Swords and Batons, the number of the higher card prevails over the lower one, while in the games of Coins and Cups, the lower card conquers the higher.
Warnings:
Every Trionfo, even the lowest, has superiority over the Cards of the Games, even if it were a King or Queen. The cards of the four Games are so distinct that those of one Game have no connection with those of the others. There is no particular order among the Popes, except that among them, the last played wins over the first. Some claim that Love and Chariot follow a certain order among the Popes, but this is an abuse that should not be tolerated, as Chariot should take Love. The Fool, although counted among the Trionfi, has the peculiarity that it always accompanies but does not capture other cards. It is not taken by any other card, and it also serves as a Trionfo or Cartaccia when Trionfi or Cartaccie are called.
On the Value of Cards in Counting Chapter VI:
The Tarochi, which are Angel, World, Juggler, and Fool, are worth five points each when counting. Each King is worth five points as well. Each Queen is worth four points; each Knight three, and each Knave two. For all the others, whether Trionfi or Cartaccie, four of them together make one point when playing in a game. Note that the mentioned cards have the stated value when each of them is accompanied by three other Cartaccie or Trionfi, making four in total for one point. If, in a particular case, there are no Cartaccie but only other figures, in that case, one point is deducted for each figure's value except for the first figure. For example, with a King, Queen, Knight, and one Cartaccia, the first two would be nine, the others would be three, so it would score ten points. All of them, accompanied by Cartaccie, would score twelve points.
On Sequences Chapter VII:
By sequence, we mean a sequence of at least three cards of the same game or Trionfi or other games, always supposing there is the highest card, namely, in Trionfi, the Angel, and in Games, the King. For example, a King with two figures from his game scores ten points, with three, fifteen, and when you add one of the Counters, which are Juggler and Fool, they score twenty points, with both of them, they score twenty-five, and if there is also the Ace, they would be thirty. Similarly, in the Granda, the Angel with two following Trionfi scores ten, with three, fifteen, and so on until the end.
Warning:
The Ace does not enter a Sequence unless there are two figures, including the King, or at least one figure with the Counter supplementing it. For example, the King, Queen, and Ace do not score, but if there is the Counter, they score fifteen points. Regarding the sequence of Trionfi or the Granda, as we want to call it, it should be noted that if one of the first cards after the Angel is missing in counting, such as World, Sun, or Moon, it is considered out, and no further can be said to be out. However, there must either be the Star or something else after it, either supplied by the Counter or counted in the Granda. In counting the Granda, the first hand is made with three cards, and the others are in pairs, counting ten points each time. If there is one odd card left, it counts five points. Aces do not count in a Sequence unless as mentioned above, but when there are at least three of them, they score ten points, and if there are four, they score fourteen, and if two with a Counter, ten, and if both Counters, fifteen, continuing in this manner, so that four Aces with two Counters score twenty-five. The same order as the Aces applies to the Popes. Whoever has more than two Sequences doubles the points. For example, if someone has three sequences worth ten points each, they score sixty, and so on for more points and sequences.
On Counters Chapter 8:
As mentioned above, there are two Counters, namely, Juggler and Fool. These are added to any game and sequences, as mentioned earlier. However, when putting together the Granda or the Sequence of Trionfi, it should be noted that when you reach a point where you cannot continue without placing both Counters one after the other, then the Granda is over, and you cannot add the Triumph that would follow. For example, there is the Angel, Sun, World, and Juggler, and also the Fool. If there is the Devil, it cannot be counted. The Fool has some privileges, as it accompanies any card played during the game, and it also exempts the player from the obligation to respond. For example, one plays Swords, and the other can play the Fool, even if they have Swords in hand, and it is not placed in the middle of the table but only shown and then placed among the player's captures or, if they have none, brought forward as a capture. Furthermore, it can also be played solo by the first player, in the same way, showing it only, and the following player can play freely as if they were the first. It should be noted that when tallying the points of the cards in the last capture of three cards when the Fool is played, the side with the Fool must give a Cartaccia or another card in its place, but never the same Fool, except in the case of a "game marcio" (a specific rule violation).
Regarding the Pair Cap: IX:
The Pair, or Cricca, is nothing more than having at least three or four cards of equal rank, and they score as follows: Whoever has three Tarocchi scores 18 points, whoever has four scores 36. Whoever has three Kings scores 17, and whoever has four scores 34. Three Queens score 14, and four score 28. Three Knights score 13, and four score 26. Three Knaves score 12, and four score 24.
On the Criccone Cap: X:
The Criccone is formed by three of the aforementioned Pairs or Cricche, and then the points are doubled. For example, three Tarocchi, three Kings, and three Queens score a total of 49 points, and because they form three Cricche, making the Criccone, they score 98 points. Note that although it is called three Pairs, it is not necessary for each of them to have exactly three figures; it is enough that they are not less, so if someone has four Tarocchi, four Kings, and three Queens, they have a larger Criccone, and even more so if they have four Pairs or five.
On Scoring Points Cap: XI:
All of the above about Sequences, Pairs, and the Criccone is meant to be considered when scoring both before playing each player's cards and at the end when the cards are gathered by the same players to tally the points. However, if one of the parties has not bet, they do not count even if they have a higher point total.
On Scoring the Rounds Cap: XII
Scoring points and scoring rounds are two different things. Scoring points means that after tallying what is accused before playing (i.e., according to the value of the Sequences or Pairs accused) and adding up these points, it is necessary to place in front of oneself or one's partner as many symbols, whether they be Ferlini or Fave, as there are tens in those points. Note that if, after the last ten, the number reaches five or more, it always makes a complete ten. For example, 15 or 17 points always count as 20, but 14 or 34 count as only 10 or 30, and so on for similar cases. The side that scores fewer points than accused does not re-bet but loses those points that they did not score. However, the side that scores more points than accused re-bets and loses both the points and the game, even if it would have been "game marcio."
In the case where both partners score their points correctly, there is no issue. But if one of the partners accuses fewer points, and the other more, and both score them correctly, then at the end of the game, if they win, they are worth the lower number of points. If they lose, the opposing side can put the higher number in their favor. If one of the sides forgets to score their points, the other side, if they win, remembers and counts those points in their favor at the end, adding as many rounds. However, if the side that forgot to score wins, they cannot count those points, as they have lost them for not recording them.
Regarding scoring rounds, this means placing the symbols of the rounds in the Piatto or Tondino (a game component) established for honors of Pairs, Sequences, the number of Trionfi, or Cartaccie shown during accusations, or for the capture of the World or Juggler during play, or for achieving 500 points and other hundreds more, or for other cases as will be mentioned later. The side that wins at the end of the game by having more points than the other side must collect from these rounds by counting how many times 25 enters into the sum of these points and place that many rounds in the Piatto, along with the honors owed, and add as many rounds as there are tens or symbols of points accused and scored by that victorious side, as well as all those accused by the opposing side. The rules for the aforementioned honors are as follows:
If you have three Popes initially, you place ten rounds to your credit in the Tondino, and if you have four, you place twenty rounds.
If you have three Tarocchi, you place ten rounds, and if you have four, you place twenty.
If you have ten Cartaccie, you place ten rounds; if you have eleven, you place twenty; if you have twelve, you place forty; if you have thirteen, you place eighty; if you have fourteen, you place one hundred sixty; if you have fifteen, you place three hundred twenty.
The same applies to Trionfi, and afterward, you play the game as usual.
If you have three Kings, you place ten rounds, and if you have four, you place twenty.
If you have three Sequences, you place ten rounds, and if you have four, you place twenty; if you have five, you place thirty.
If you have Criccone with three Pairs, you place ten rounds; with four, you place twenty; with five, you place thirty. Alternatively, it's customary to place twenty rounds for the Criccone regardless of the number of Pairs.
The first to place rounds in the Piatto puts twenty rounds.
If you do not want to play à Monte (a gambling term) and win, you place twenty rounds.
If you are without Trionfi, you place twenty rounds, but if you have discarded any Trionfi, you place only ten.
If you win having kept both Counters, you place ten rounds.
If you capture Juggler from the opposing side, you win five rounds.
If you capture the World, you win five rounds.
If you win the game with both Counters held by the opposing side, you place ten rounds.
If, after counting points at the end of the game, you have made 500 points, you place twenty rounds; if six hundred, you place thirty; if seven hundred, you place forty; if eight hundred, you place fifty; if nine hundred, you place sixty; if one thousand, you place seventy; if one thousand and one hundred, you place eighty.
If you make five hundred points without Angel, you place ten; if six hundred, you place ten.
If you win the game marcio (a game where no captures were made), you should double the points and, similarly, the number of rounds won. However, it is common practice to place two hundred rounds in the Piatto for all the points and honors that may exist, and the game is considered marcio when no captures were made by either side.
About the word "Sminchiate" Cap: XIII:
This word, I do not know if it means anything in any other context except in this game, where, without any derivation, it means to play a Trump card, usually understood to refer to the highest Trump.
On Beating Cap: XIV:
It is allowed, while placing a card on the table with the same hand that holds the card, to tap on the table, whether in the middle or on one side, provided that it is immediately placed in the middle. When you beat in the middle, it means or signifies having the highest capture of that round. But if you tap on one side, it means that you have the second capture.
On Drawing Back Cap: XV:
When one does not want their partner to take the highest capture of that round, they slightly draw the card back before immediately placing it in front with the others in the middle.
On Opening the Hand Cap: XVI:
If someone wants to indicate that they have no more cards of that round, they open their hand while placing the card on the table, but they do not speak.
On Card Secrecy Cap: XVII:
Just as in all card games, the quality of any card must be concealed, so in this game, they cannot be revealed in any way, neither through deception nor explicitly, neither with the voice nor through gestures, neither intentionally nor accidentally, neither out of carelessness nor out of grace. Whether the card is of any rank, even if it's a Cartaccia, whether at the beginning of the game or at the end, even with just one card in hand. The beginning is understood as the moment the cards are lifted from the opposing side, so it is never permissible to reveal cards except to score points.
On Silence Cap: XVIII:
This is a game that relies heavily on memory, and therefore, silence is necessary to avoid disturbing it. When we say silence, we mean not speaking. Thus, during the entire time cards are being played, it is not allowed for a player to utter any word other than "Sminchiate." Therefore, instead of speaking, gestures like tapping, drawing back, and the like have been invented. It is considered an abuse to say "I beat here" instead of actually beating the table, or to say "I draw back the card" instead of physically doing so. This should not be permitted for good reasons related to the game. Furthermore, it is strictly forbidden to engage in banter or praise with one's partner. In essence, no words related to the game, whether specific or general, can be uttered in any way during play.
On Reneging Cap: XIX:
Before starting to play, each player implicitly commits to playing by the established rules of the Tarocchino game or by the customary rules of the conversation where they are playing. If, out of ignorance or foolishness, they fail to observe these rules, it is called "reneging." This means breaking the trust and promise made, and as a consequence, they must suffer the penalty of having lost that game. They have no further action in that game and cannot count any points. Usually, it is customary to place the points that were scored correctly (i.e., before reneging) in comparison to the points counted by the opposing side at the end of that game. If the points correctly accused by the opposing side exceed, it is said that the side that reneged has won, and they place the corresponding parts in the Pot, along with the customary honors. However, in any other case, they cannot count and have lost the game, unable to place any parts in the Pot.
On the Way to Play Cap: XX:
The players agree together, as follows: one player is chosen to be the dealer, and the cards are shuffled as allowed for everyone. The dealer gives the cards to be drawn to the player on their left. Then, the dealer picks up the remaining cards on the table and starts distributing them, five for each player, beginning with the player to their right. As they take five cards for themselves, they pause and listen to what the other players say. The first player who receives the cards must either say "A' Monte" (I'll go) or "La tengo" (I keep it). They cannot say anything else, nor can they pass the cards to their partner, as that would be an abuse. The other players follow suit. However, it is true that the partner of the dealer always says "A' Monte." If the next player also says "A' Monte," then the dealer has the special right to reply with either "A' Monte" or "La tengo," and nothing else. If everyone has said "A' Monte," then the dealer checks their cards and decides with actions what the others have said with their words. If they continue to deal the cards, it means they kept them. If they reveal the cards, it means "A' Monte," and they relinquish the cards to the next player, who does the same. The player who dealt the cards then discards two cards at their discretion, provided they are not Tarocchi or Rè, and sets them aside. Then, they say "Giocate" (Play), and at that point, and not before, the player to the right, if they have points to score, says it aloud and places the cards on the table, announcing the points, marking them with Lupini (counters) or other symbols. They then pick up the cards and play one at their discretion. All the other players do the same by marking points and responding with a card from the same game, placing it in the middle of the table. If they do not have cards of that game, they play a Trump card. If they do not have a Trump card either, they play another card at their discretion. The player who has played the top card among the three, pushes all three cards forward and plays another card at their discretion, continuing in this manner until the end. The only exception is the Matto card, which is played as described above. After finishing playing the cards, each side gathers the cards they have captured, counts the points, and determines who has scored more. The side that surpasses the other by just one point is declared the winner of what was agreed upon for each game, worth 25 points or otherwise, assuming that no one has reneged. In such a case, only the side that did not renege counts their points, and the other side cannot count, having lost all rights, except for the points scored correctly, as is generally customary.
Some rules observed by good players:
Playing well is different from being a good player. Playing well means strictly adhering to the aforementioned rules. A good player is one who knows how to win or at least knows how to lose as little as possible. This arises from the diversity of actions in this game, as some are necessary, and others are arbitrary. Those who use the arbitrary actions well have an advantage and are often the winners. For example, discarding two cards is a necessary action, but which cards to discard is arbitrary. Likewise, playing a card is essential, but which card to play is at one's discretion. Actions like sminchiare, beating, and the like are all arbitrary. Giving strict rules for these is impossible due to the variety of cards dealt to players. Therefore, although some are suggested, they are not always reliable. I have only one rule that I can assign as an infallible maxim, and that is that someone without a good memory will never be a good player. It is necessary for those who want to use the arbitrary actions well to know which and how many cards are being played in each round. In any case, among the many that exist, I will assign some rules not because they are observed but because this completes my work.