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In these games, a hand may be won on the bonuses for combinations, called cricche, and sequences. The forming and scoring for cricche is straight forward.

Honours 36 points for 4 cards 18 points for 3 cards Kings 34 points for 4 cards 17 points for 3 cards Queens 28 points for 4 cards 14 points for 3 cards Cavaliers 26 points for 4 cards 13 points for 3 cards Valets 24 points for 4 cards 12 points for 3 cards

If three or more cricche are scored at one time, then their score is doubled.

Sequences are made a little more complicated because of the privilege given to The Fool and the Pagat to function as wild cards. Each wild card may only be used once within any single sequence but can be used in more than one sequence. However, if a sequence is complete without wild cards, they may (both) still be added to the end to score extra points – so, for example, it is possible to score a sequence of six aces. Likewise,

if three aces were held with both wild cards, then a sequence of five could be scored.

Kings & Honours 5 points

Queens 4 points

Cavaliers 3 points

Valets 2 points

All others 1 point

Trumps: Beginning with the Angel down, a sequence of 3 or more trumps. The player must have at least the Angel and one of the other unnumbered trumps (World, Sun, or Moon) before being allowed to fill gaps with wild cards – but they may not replace two consecutive trumps.

Further, the sequence can continue to the numbered trumps after just three unnumbered ones. For example, a trump sequence might run Angel, Wild Card, Sun, 16, 15.

According to David Parlett, it is allowed to use two wild cards consecu-tively in a Trump sequence if and only if the cards replaced are an un-numbered trump and the 16.

Suits: Beginning with the King down, a sequence of 3 or more court cards plus the ace. The player must have at least the King and one of the other court cards before being allowed to fill gaps with wild cards. The wild cards may not be used to replace two consecutive cards.

Moors: A sequence of three or more moors. The player must have at least two moors before being allowed to use wild cards.

Aces: A ‘sequence’ of three or more aces. The player must have at least two aces before being allowed to use wild cards.

Sequences each score 10 points for 3 cards and a further 5 points for each additional card. If three or more sequences are formed at one time, then they score double. This makes the Fool and the Pagat easily the most important cards in the game – winning or protecting the Pagat should always be a priority.

7.2.1 Ottocento

Ottocento is a four player game, played in two fixed partnerships with partners sitting opposite each other. The object is to be the first side to accrue 800 points - hence the name of the game. If played for stakes, then they are fixed - first past the post wins them.

Deal

First Dealer is chosen at random, usually by cutting the cards. Deal and play are, as usual, counter-clockwise, with deal passing to the right after each hand.

Each player receives three packets of 5 cards, with the Dealer taking 7 cards on the last round. Dealer must then discard 3 cards to his/her side’s trick pile. The discard may not include Honours or Kings. Howev-er, should Dealer’s side lose every trick, then these cards count to the opponents’ tricks.

Declarations

Individual players may now score points for their side by making declarations for any cricce or sequences in their hand (they may not include cards held by their partners). This is done in turn, beginning with Eldest. If either side reaches 800 points during this stage, they win the game and the hand is discontinued. If both can make 800 points, then it is the side with the highest score that wins.

There is no obligation to make any declarations and it is legal to declare for less than you can but you only score what you declare. To make the declaration, the required cards must be laid face up for all to see. The cards are then gathered up when Eldest plays to the first trick.

Play

Eldest leads to the first trick, playing any card in his/her hand to the middle of the table. Each player in turn must follow suit. If a player

cannot follow suit, then they must play a trump. If they cannot play a trump, then they can play any card, though it will not win. If no trumps have been played, then the highest card of the suit led wins the trick, otherwise, the highest trump played wins the trick. The side that wins the trick, adds the cards to their trick pile.

The Fool may be played to any trick as an excuse for not playing a card you are otherwise obliged to play, though it beats nothing. If the Fool is led to a trick, then the next player’s card determines the suit to be followed. At the end of a trick to which the Fool has been played, if the side who played it loses the trick, they take the Fool into their own trick pile and give the opponents an empty card from their trick pile in exchange. However, if the side that played the Fool loses every trick, then they must give the card to their opponents at the end of the hand.

If the cards of an individual trick contain a cricce or sequence, then the side that wins the trick, scores for these extra points. While all sources agree that cricce and sequences are scored for individual tricks, as well as in declarations and the final calculation, there is a little ambiguity as to when it should be scored. I would suggest that these are scored immediately and added to the team’s total, as this is easier than going through a trick pile in groups that may be altered from exchanging the Fool. If, after the hand has been played out and before the card points are calculated, one side has reached 800, they win the game.

Signals

As with any card game of this type, players may not discuss their hands or share information in any way. However, there are three permitted signals that players may make to one another.

Knock: The player knocks the table with a clenched fist (not too hard, we hope) to request that his/her partner plays their highest card of the suit led and, if they win the trick, to lead that suit again.

Throw: The player throws their card to the trick to indicate that he/she is now void in that suit.

Drag: When a player leads trumps, he/she may drag the edge of the card being played against the table to ask their partner to lead trumps

whenever they can.