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Calabresella

Calabresella
Italian Playing Cards.jpg
Origin Italy
Alternative names Terziglio
Type Trick taking
Players 3
Skills required Tactics
Cards 40 cards
Deck Italian
Play Counter-clockwise
Card rank (highest to lowest) 3 2 A R C F 7 6 5 4
Playing time 25 min
Random chance Medium
Related games
Tressette

Calabresella, Calabragh, sometimes spelt Calabrasella, "the little Calabrian game", also known as Terziglio, is an Italian trick-taking card game variation of Tressette for three players, but it can be played by four with the dealer receiving no cards for the hand. One of the earliest references of the game dates from 1822.

The overall aim is to be the first to make a score of 21 points. In each deal, one person plays against the other two with the aim of capturing in tricks cards totalling at least 6 of the 11 points available for counters and the last trick. The soloist is determined by auction and each successive bid must be higher than the last. A player who has once passed may not come in again. The game moves to the right of the dealer and the bids from low to high are:

Calabresella is played with an Italian pack, consisting of a King (Re), Knight/Cavalier (Cavallo, literally meaning Horse), and a Knave (Fante, literally meaning Footsoldier) and the pip cards 7, 6, 5, 4, 3, 2, ace in 4 suits of Batons (Bastoni), Swords (Spade), Cups (Coppe) and Coins (Danari). The rather unusual rank of the cards goes as follows:

One player plays against the other two, paying to each or receiving from each the difference between the number of points that he and they hold. Each player receives twelve cards, dealt four at a time. The remainder form the stock, which is left face downwards.

The dealer has the last option. If one person announces the highest contract, the others combine against him. If all decline to play, the deal passes and the hands are abandoned.

The player on the dealer's left leads first. The highest card wins the trick, there being no trumps. Players must follow suit if possible. The single player and the allies, respectively, collect all the tricks they win.

The values of the cards are:

Card points are used to calculate who won the game. If the soloist won at least 6 points, he is credited with the score for the games:

The card points are not added to game points, but are only used to calculate who wins the game.


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