Master the game

Everything you need to know, from cards and bidding to scoring and special rules.

Quick Start

Learn the basics of Slovenian Tarok step by step

The Deck

Tarok uses a unique 54-card deck — larger than a standard playing deck.

Deck Composition

ŠkisMond (XXI)Pagat (I)
22
Taroki
King ♥Queen ♦Knight ♠
32
Suit Cards (4×8)

The 4 suits are Hearts, Diamonds, Spades, and Clubs — each with 8 cards (King, Queen, Knight, Jack + 4 numeral cards).

Key Cards

These cards are worth the most points (5 each). Trula (Pagat, Mond, Škis) has a special rule — if all three appear in the same trick, the Pagat beats the Škis. Kings are called to choose a partner in 4-player games.

Pagat (I)
Pagat (I)
5 points
Mond (XXI)
Mond (XXI)
5 points
Škis
Škis
5 points
King ♥
King ♥
5 points
King ♦
King ♦
5 points
King ♠
King ♠
5 points
King ♣
King ♣
5 points
Step 1 of 6

Overview

The basics of Slovenian Tarok

What is Tarok?

Tarok (also known as Tarock or Slovenian Tarok) is a traditional trick-taking card game for 3 or 4 players. It uses a special 54-card deck consisting of 22 taroki and 32 suit cards across four suits: Hearts, Diamonds, Spades, and Clubs.

The goal varies by game mode — in most contracts, the declarer tries to collect more than 35 card points out of 70 total. In negative games like Klop or Berač, the objective is reversed.

Tarok is beloved across Central Europe, with Slovenian Tarok being one of the most popular and strategically rich variants.

Game Flow

A standard round goes through these phases in order

1

Dealing

Each player receives 16 cards (3-player) or 12 cards (4-player). 6 cards go to the talon.

2

Bidding

Players bid on game types in ascending order of value. Each player either bids or passes.

3

Talon Selection

In game modes with a talon, the declarer chooses a portion of the talon to pick up.

4

King Calling

In 4-player normal games (Tri/Dva/Ena), the declarer calls a king — the holder of that king becomes their secret partner. Only applies in 4-player games.

5

Stashing

The declarer exchanges cards from their hand, putting unwanted cards into their point pile (cannot stash Pagat, Mond, Škis, or Kings).

6

Predictions

Players may announce bonuses: Trula, Kralji, Pagat Ultimo, Kralj Ultimo, Valat. Opponents may counter with Kontra.

7

Playing

Players play tricks in clockwise order. Must follow suit; if unable, must play a tarok; if no taroks, may play any card.

8

Results

Points are counted in batches of three. Scores are calculated based on game mode, difference from 35, and announced bonuses.

Basic Trick Rules

1

Follow suit:

You must play a card of the same suit as the first card in the trick if you have one.

2

Tarok:

If you cannot follow suit, you must play a tarok if you have one.

3

Free play:

If you have neither the required suit nor any taroki, you may play any card.

4

Highest wins:

The highest tarok in the trick wins. If no taroki were played, the highest card of the led suit wins.

5

Trick leader:

The winner of each trick leads the next one.

Pik 10
Pik 10
Player 1 (leads)
Pik Dama
Pik Dama
Player 2Wins!
Pik 7
Pik 7
Player 3
Pik 9
Pik 9
Player 4

Player 1 leads Pik 10. Everyone follows suit. Pik Dama (Queen) is the highest card of the led suit, so Player 2 wins the trick and leads next.

Who Leads First?

In normal contracts (Tri through Solo Ena), the player to the dealer's right (forehand) always leads the first trick, regardless of who is the declarer. In higher contracts (Berač and above), the declarer leads the first trick.

King Calling

In 4-player normal games (Tri, Dva, Ena), the declarer names a suit. The holder of the king of that suit becomes the declarer's secret partner — but doesn't reveal themselves. The partnerships often aren't discovered until late in the hand.

It is legal to call a king you already hold. In this case you play alone against three opponents, but they won't realize it at first. This is generally not a strong strategy — declaring a solo contract brings 30 more base points.

If the called king happens to be in the talon, the declarer plays alone. If the king is in the unchosen part of the talon, the declarer can win those cards by picking up the part containing the called king and winning a trick with it.

Glossary of Tarok Terms

Common Slovenian terms you'll hear at the table

Talon

The six face-down cards set aside during the deal. Depending on the contract, the declarer exchanges some of them.

Štih

A trick — one card played by each player. The winner collects the cards and leads the next trick.

Klicač

The declarer — the player who won the bidding and plays the chosen contract.

Predrok

Forehand — the player to the dealer's right. Has the highest bidding priority and leads the first trick in normal games.

Trula

The three top taroki: Pagat (I), Mond (XXI), and Škis. Each is worth 5 points; collecting all three is a bonus.

Platelci

The 32 suit cards (Hearts, Diamonds, Spades, Clubs), as opposed to the 22 taroki.

Kontra

A doubling of the game's or a bonus's score, declared by the opposing side. Can be raised to Rekontra, Subkontra, and Mordkontra.

Radelc

A bonus marker all players receive after a Klop, a Berač or higher contract, or any Valat. It doubles your next declared contract's score and is cancelled when you win.

Renons

A rule violation, such as failing to follow suit — penalised with the full value of the game.

Game Modes

All contracts and how they're played

Bidding Ladder

All contracts in bidding order, from lowest to highest

1Klop0 pts
2Tri10 pts
3Dva20 pts
4Ena30 pts
5Solo tri40 pts
6Solo dva50 pts
7Solo ena60 pts
8Berač70 pts
9Solo brez80 pts
10Odprti berač90 pts
11Barvni valat125 pts
12Valat500 pts

Klop and Tri cannot be bid — they are available only to forehand when all other players pass. During bidding you may only overcall with a higher contract, or match one if you have higher priority (closer to forehand).

Normal Games

Tri

10 pts
Partner

Declarer picks one half of the 6-card talon (3 cards) and exchanges cards from their hand.

Talon2 parts of 3 cards
SoloNo
First leadForehand

Dva

20 pts
Partner

Declarer picks one third of the talon (2 cards) and exchanges cards.

Talon3 parts of 2 cards
SoloNo
First leadForehand

Ena

30 pts
Partner

Declarer picks one sixth of the talon (1 card) and exchanges one card.

Talon6 parts of 1 card
SoloNo
First leadForehand

Solo Games

Solo tri

40 pts
Solo

Declarer plays alone against all others. Picks 3 cards from the talon.

Talon2 parts of 3 cards
SoloYes
First leadForehand

Solo dva

50 pts
Solo

Declarer plays alone. Picks 2 cards from the talon.

Talon3 parts of 2 cards
SoloYes
First leadForehand

Solo ena

60 pts
Solo

Declarer plays alone. Picks 1 card from the talon.

Talon6 parts of 1 card
SoloYes
First leadForehand

Solo brez

80 pts
Solo

Declarer plays alone without looking at the talon. Talon points go to the opposing team.

TalonNot used (goes to opponents)
SoloYes
First leadDeclarer

Negative Games

Klop

0 pts
Negative

Everyone plays individually, trying to win as few points as possible. After each of the first six tricks, one talon card is turned face up and given to the trick winner. Zero tricks scores +70, more than 35 points scores −70, otherwise you score minus the points you took.

Talon1 gift card per trick (first 6 tricks)
SoloNo
First leadForehand

Berač

70 pts
SoloNegative

Declarer must not win a single trick. Cards are played with forced beating — you must play a higher card if you can.

TalonNot used
SoloYes
First leadDeclarer

Odprti berač

90 pts
SoloNegative

Same as Berač, but declarer plays with cards face-up on the table for everyone to see.

TalonNot used
SoloYes
First leadDeclarer

Special Games

Barvni valat

125 pts
Solo

Declarer must win all tricks. Taroki do not beat suit cards — strict suit following only. The highest card in the led suit wins.

TalonNot used
SoloYes
First leadDeclarer

Valat

500 pts
Solo

Declarer must win every single trick. Normal tarok rules apply. Worth 500 points — the ultimate contract.

TalonNot used
SoloYes
First leadDeclarer

Scoring

How card points and bonuses are counted

Card Point Values

Each card has a point value used for scoring. Points are counted in batches of three.

CardPoints
Kings5
Queens4
Knights3
Jacks2
Pagat (I), Mond (XXI), Škis5
All other cards1

Counting Points — Batch of Three

After all tricks are played, collected cards are grouped into batches of three. For each batch, sum the individual point values and subtract 2. If there is a remainder of 1 or 2 cards that don't form a full batch, subtract 1 from their sum.

Total = Σ(card points) − 2 × (number of full batches) − (1 if remainder exists)

Example batch

King ♥
King ♥+5
Queen ♦
Queen ♦+4
Tarok VII
Tarok VII+1

5 + 4 + 1 − 2 = 8 points

The maximum possible score is 70 points. The threshold to win a normal game is 36 points (more than half of 70).

Normal Game Scoring

For game modes Tri, Dva, Ena, Solo tri, Solo dva, and Solo ena

The difference is calculated as the declarer's card points minus 35, rounded to the nearest 5.

Score = (Game Worth + Difference) × 2^kontra

If the declarer scores 36+, they win. The score is positive for the playing team and negative for the opposing team (and vice versa on a loss).

Predictions & Bonuses

Announcements made before play that affect scoring

BonusUnannouncedAnnouncedFailed
Trula+10+20−20
All Kings+10+20−20
Pagat Ultimo+25+50−50
King Ultimo+10+20−20
Valat+250+500−500
Captured Mond−21 penalty to Mond player (−42 if Mondfang was announced)

The game, Pagat Ultimo, King Ultimo, the Valat announcement, and Mondfang each have their own independent kontra chain (×2, ×4, ×8, ×16). Trula and All Kings announcements are flat ±20 and cannot be kontra'd. If Valat is announced and achieved, all other scoring is replaced by the Valat score.

Direction matters: if the defenders sweep all three Trula cards or all four Kings unannounced, the declarer scores −10 for that line. Likewise, an unannounced Valat scores +250 for the declarer's side — or −250 if the defenders take every trick.

Kontra Chain

During the announcement phase, the defending side may double the score for the game or a kontrable bonus by saying "Kontra". The declaring side can then double again, and so on.

Kontra
×2
Rekontra
×4
Subkontra
×8
Mordkontra
×16

Each level doubles the multiplier. The game, Pagat Ultimo, King Ultimo, the Valat announcement, and Mondfang are kontra'd independently — you specify exactly what you're doubling. Trula and All Kings cannot be kontra'd.

Radelci (Bonus Rounds)

Score multipliers that reward active play

Radelci are bonus markers given to all four players after certain events. When a declarer who holds radelci plays a contract, that hand's score is doubled. The radelc is cancelled only if the declarer wins — on a loss the score is still doubled but the radelc stays.

  • A round of Klop is played
  • A contract of Berač or higher is played
  • Any kind of Valat is won or lost

At the end of the session, 100 points are subtracted from each player's score for every uncancelled radelc. This encourages players to actively declare contracts rather than always passing.

Worked Example — Four Hands

How a score sheet develops over a few hands. Only the declarer's side writes a score.

HandAnaBorisCilkaDavid
1+40+40
2+70
3+150
4−140−140
  1. Cilka plays Ena and calls Ana's king. They win by 10, so both write 30 (Ena) + 10 (difference) = +40.
  2. Boris plays Berač and wins: +70. Because a Berač was played, every player receives a radelc.
  3. Cilka plays Solo tri with an uncancelled radelc, announces Trula, and wins by 15: (40 + 15 + 20) × 2 = +150. One of her radelci is cancelled.
  4. David plays Dva, calls Ana, and announces Pagat Ultimo. They lose both — with his radelc still active: −(20 + 50) × 2 = −140 each. The radelc stays.

Cards

The Tarok deck's 54 cards at a glance

Taroki

22 taroki — always beat suit cards

Pagat
Pagat
5 points
Trula
II
II
1 point
III
III
1 point
IIII
IIII
1 point
V
V
1 point
VI
VI
1 point
VII
VII
1 point
VIII
VIII
1 point
IX
IX
1 point
X
X
1 point
XI
XI
1 point
XII
XII
1 point
XIII
XIII
1 point
XIV
XIV
1 point
XV
XV
1 point
XVI
XVI
1 point
XVII
XVII
1 point
XVIII
XVIII
1 point
XIX
XIX
1 point
XX
XX
1 point
Mond
Mond
5 points
Trula
Skis
Škis
5 points
Trula

Srce (Hearts)

Red suit — numbered 1–4 + court cards

4 of Hearts
4
1 point
3 of Hearts
3
1 point
2 of Hearts
2
1 point
1 of Hearts
1
1 point
Jack of Hearts
Jack
2 points
Knight of Hearts
Knight
3 points
Queen of Hearts
Queen
4 points
King of Hearts
King
5 points
King

Kara (Diamonds)

Red suit — numbered 1–4 + court cards

4 of Diamonds
4
1 point
3 of Diamonds
3
1 point
2 of Diamonds
2
1 point
1 of Diamonds
1
1 point
Jack of Diamonds
Jack
2 points
Knight of Diamonds
Knight
3 points
Queen of Diamonds
Queen
4 points
King of Diamonds
King
5 points
King

Pik (Spades)

Black suit — numbered 7–10 + court cards

7 of Spades
7
1 point
8 of Spades
8
1 point
9 of Spades
9
1 point
10 of Spades
10
1 point
Jack of Spades
Jack
2 points
Knight of Spades
Knight
3 points
Queen of Spades
Queen
4 points
King of Spades
King
5 points
King

Križ (Clubs)

Black suit — numbered 7–10 + court cards

7 of Clubs
7
1 point
8 of Clubs
8
1 point
9 of Clubs
9
1 point
10 of Clubs
10
1 point
Jack of Clubs
Jack
2 points
Knight of Clubs
Knight
3 points
Queen of Clubs
Queen
4 points
King of Clubs
King
5 points
King

Special Rules

Trula, All Kings, Pagat ultimo, and more

If all three Trula cards — Škis, Mond (XXI), and Pagat (I) — are played to the same trick, the Pagat counts as the highest tarok and wins the trick. This is the only situation where the Škis does not win. The Captured Mond penalty still applies to the player who played the Mond.

Mond (XXI)
Mond (XXI)
Player 1 (leads)
Škis
Škis
Player 2
Pagat (I)
Pagat (I)
Player 3Wins!
Tarok X
Tarok X
Player 4

All three Trula cards land in the same trick. Normally the Škis always wins, but in the Emperor Trick the lowly Pagat beats it and takes the trick.

If both Škis and Mond (XXI) have been played into the current trick, any player holding the Pagat (I) is forced to play it. When all three Trula cards are in the same trick, the Pagat beats the Škis — this is the only case where Škis does not win the trick.

In Klop, Berač, and Odprti berač, the Pagat cannot be played to lead a trick unless it is the player's only remaining card. This forces the Pagat to be the last card played.

In Klop, Berač, and Odprti berač, players must beat the currently highest card in the trick if they are able to. This means you cannot deliberately play a lower card when you hold one that could win. This applies both when following suit and when playing taroki.

Tarok X
Tarok X
Player 1 (leads)
Tarok XII
Tarok XII
Player 2
Tarok XIX
Tarok XIX
Player 3Wins!
Tarok III
Tarok III
Player 4

In a negative game each player must beat the highest card in the trick if they can. Players 2 and 3 are forced to play higher taroki; Player 4 holds nothing above Tarok XIX, so a low card is allowed. Player 3 takes the trick — bad news in Klop!

In Barvni valat, the normal tarok rules are suspended. Taroki do not beat suit cards. Players must strictly follow the led suit. The highest card of the led suit wins each trick, regardless of any taroki played. The declarer must win all tricks under these rules.

After picking cards from the talon, the declarer must return the same number of cards from their hand to their point pile. The following cards cannot be stashed:

  • Pagat (I)
  • Mond (XXI)
  • Škis
  • Any King (Kralj)

Taroki may only be stashed if you have no suit cards available. Their point value counts toward the declarer's score.

If the Mond (XXI) is captured by the opposing side — the Škis takes the trick, or Pagat, Mond and Škis are all in the same trick and Pagat wins it — the player who played the Mond pays a −21 point penalty (−42 if Mondfang was announced). The same penalty applies if the declarer leaves Mond in the talon without taking it. If the called king is in the talon and the declarer wins a trick with that king, any remaining talon cards (including Mond) count as brought home and there is no Mondfang for that Mond. The penalty is personal to the Mond holder and doubles with each Mondfang kontra (radelci do not affect it).

All four players earn a radelc (bonus marker) whenever a Klop is played, a Berač or higher is played, or any Valat is won or lost. While you hold radelci, a contract you declare — or your result in a Klop — scores double. A radelc is cancelled only when you win — win a declared contract (or win a Klop) and one radelc is removed; if you lose, the hand still counts double but the radelc remains.

When all players have accumulated radelci and nobody wishes to bid, a round of Klop is played automatically.

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