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Trick

This document summarizes the basic rules of the game of truco. It is played between 2 or more people with a Spanish deck of 40 cards. The objective is to win 2 "chicos" of 30 points each. In each hand, 3 cards are dealt to each player. There are two phases, the envido and the truco, where players can bet points. The envido is based on the numerical value of the cards, while the truco follows the traditional order of the cards. Whoever wins more hands.
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0% found this document useful (0 votes)
19 views7 pages

Trick

This document summarizes the basic rules of the game of truco. It is played between 2 or more people with a Spanish deck of 40 cards. The objective is to win 2 "chicos" of 30 points each. In each hand, 3 cards are dealt to each player. There are two phases, the envido and the truco, where players can bet points. The envido is based on the numerical value of the cards, while the truco follows the traditional order of the cards. Whoever wins more hands.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Trick

Game Rules
Trick
Game regulations
It is a Spanish playing card game of 40 cards derived from the
"truc" or "Valencian truco." Truco can be played between two, four,
six or eight people (by teams in these last three cases), and
there is even an adaptation to play among three participants
(Truco Gallo). The most common mode is among four players, for
couples, which is what we will explain here.
The two couples will compete against each other sitting around a table.
of the game, in which the members of each couple will position themselves in
alternating form.
The general objective of the game is to win the number of boys (games
partial) agreed at the beginning of the match. The most common is that
A match is played until one of the pairs wins two sets.
Each point totals 30, which must be added up.
each couple over several hands.

What do we need to play


To play, all you need are:

Paper and pencil Deck of Spanish cards.


It is played with 40 cards, without the 8s or 9s.

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Trick
Game Regulations
In each hand, the dealer will have the opponent to their left cut the deck.
will distribute three to each participant, one by one and in a counterclockwise direction. Whoever is
to his right is the one who has the hand.

Value of the cards (from highest to lowest)

As of swords 8.Sweets

2.Ace of clubs 9.Once

3.Seven of Swords 10.Tens

11.Seven of Wands
4.Seven of Pentacles and seven of Cups

5.Three 12.Seises

6.Doses 13.Fives

7.AceofDiamondsandAceofCups 14.Fours

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How to score points?
There are two instances in which you can bet: the envido and the truco. Each one has its
own score.
Dot graph.

Bet I don't want to want

Envido 1 2
Real envido 1 3
Missing a bet 1 See the rule of Missing Envido

Envido + envido 2 4
Envido + Real envido 2 5
Envido + Lack of Envido 2 see rule of Lack of Envido

Real envido + Falta envido 3 See rule of Lack in Envido

Envido + Envido + Real envido 4 7


Envido + Real envido + Falta envido 5 see rule of Missing Envido

Envido + Envido + Real envido + Falta envido 7 see rule of Lack of Envido

Trick 1 2
Retruco 2 3
It'sworthfour 3 4

Rule of Missing Envido


The lack is the maximum bet of the envido and the score achieved depends on the
game status: If in 'bad' (that is, if they have 15 points or less), the
the winning participant or couple of the bet wins the boy.
If they are in "good" (more than 15 points), the winning person or couple takes the
points that the participant or couple with the most points lacks to get the guy.
Example: in a game to 30 points, one couple has 10 points and the other 20; in the
If they bet, they would lose 10 points for being in 'good' (30-20=10).
The envido is played before the trick, therefore, if a couple reaches the points of a
The boy adding up the points of the envido wins, and the trick is not taken into account.
Example: in a game to 30 points, one pair has 28 points and the other 26; the
The first one to win a two-point envido finishes the game.

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In the envido, the scale of is not considered.
Actions per round values of the cards applied to the trick
There are two plays in truco: the envido and (that is, the width of swords does not win him)
the trick, about those that can be performed to 2) except the numerical value of each card.
bets on each hand. The couple or challenged participant must
respond with one of the following
Challenged options:
Optionally, each player can
sing envido on their first turn during · I don't want to. Reject the bet and the
the hand, before making or answering a couple who has invited adds up the points
bet of trick, or play the first card. bet until that moment.
Once the challenge is opened, the play · I want. Accept the bet that is
the trick is postponed until resolved it will be resolved at the end of the round.
completely the envido, which is a
bet in which what is at stake is what · Envido, Real envido, Fault. Raise the bet
and passes the turn to the opponent so that
he is the player who has a score
decide.
higher according to the following rules:
See betting table.
If you have 2 cards of the same suit, you
If you have two cards of the same suit, you
add its value + 20 (hence the importance
of drawing two cards of the same suit). The add the numbers of both and to that
20 more points are added to the sum. If not
the highest score of the envido is 33
you have two cards of the same suit
will only take into account the value of the

+ +
letter of upper index. If there were three
cards of the same suit will be taken into account
the value of the two superiors, to which
20 points will need to be added. To these
7+6+20=33
effects, the value of the figures is zero.
The black figures or cards (jack, horse
and kings) are worth 0 points for the envido. If Whoever wins the envido adds the points in the
overall score of the boy who is
there are 2 figures of the same suit
playing. In case there is no bet,
The score of envido is 20 the play is not contested and therefore it is not
does not add any points for this concept.

+ =20
With the same rules as for the
you can propose the real envido,
with the only difference that in this
in case what is wagered is three goals
If no one has 2 cards of the same suit,
instead of two.
the highest card is counted. In case of
tie, the one who goes first wins. A third type of special bet is the
Example: a 7 of cups loses against a 3 Lack of invitation, just like the previous ones for
and a 1 of swords (3+1+20=24 of envido). to propose it and win it but in which it

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puts into play those scores that he/she is missing hands, the third one is no longer necessary
to win over the partner who has the most play it. Whoever wins a round is the one.
points. In case of a tie in this throw, will start with the next launch
the one who wins is whoever's hand.
a letter. That is to say, it is no longer
Any of these three bets can necessarily the first one who started the
you can use it as a first
round who starts the next one.
bet or as a response to a bet
previous, to which it accumulates, with a limit Whoever wins the trick adds that many to them.
of two possible replicas. As an exception, global recount of that boy.
one can never respond to a lack of invitation.
During the trick phase, anyone can
When a bet of envido is
sing it to their rivals and, if they accept, who
accepted, immediately each participant
indicate your score without need win the trick will take two points. If the
of showing their cards, that still rival couple does not want a bet of
they will be used for launching the trick, trick, whoever sang it will get a point and
starting with who is hand. there the hand ends.
If someone does not pass the score
the rival does not have to indicate its Whoever receives the trick bet can,
points. In case the bet is not in turn, to sing retruco in any
accepted, the betting couple receives a moment, which implies, if accepted, that
point, or the previous bet in case of whoever wins the trick will take 3 points.
that it was a replica. If the rebuttal is not accepted, those who do
they will score two points.
Trick
The trick is won by whoever surpasses two of the In turn, and as a final possible reply,
three rounds. Given that each participant whoever receives the proposal for a rematch has
has three cards in each hand, the possibility of singing is worth 4, what
There are three rounds to play per hand. Each suppose that, if accepted, whoever wins the
who will play a card on their turn about the trick will take 4 points. If not accepted,
table, and the highest value card will be the one that
win each round, according to the hierarchy between who proposed worth 4 will take 3 points.
cards (see card value chart). If at any given moment to whom
· If two opponents have an equal card it corresponds to play a card is
value to win the round, it is aware that he/she has no chances
it ties and is called "draw". if you win the trick, you have the option to leave

· In case each couple wins one the deck. When two participants play
round and another ended in a tie, the wins the one shakes hands for lost, concluding
couple that has previously obtained theirs. this immediately, while when
In the exceptional case that all three are they play in fours, their partner continues
In case of a tie, the couple with the hand wins. playing the hand.
If a couple wins the first two

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Rule variations References
https://confidencemeetsparenting.
Flower com/10000dicegame/
There are those who play with a variant The provided text is a URL and does not contain translatable content.
from Flower that cancels the bet in hand
when someone has three cards of the
same stick. One must sing flower before
move to the trick phase and take three
so many. If someone else also has a flower (it
which occurs infrequently), will be able to
choose one of the three options:
· With flowers, I shrink: do not enter to evaluate
about who has the best flower. In this
In this case, whoever sang it first will get 4.
so many.
· Against the flower: it is supposed to propose a bet
by 6 points, on who has the best
combination. If the opponent does not accept the counter
Flor, who proposed it, scores 4 points.
· Against the flow to the rest: if accepted, who
if you win that bet, the boy wins. If not,
accepts, the couple who made that bet
scores 4 points.
In case there is a bet, the value
of the flower is the sum of the values of the
indices of the three letters plus 20, having
keep in mind that, in the same way as for
the envido, the figures are worth zero.
Generally, people prefer to play without
that the flower lancing is contested, in such a way
to have three cards of the same suit
simply provide more
possibilities of making a good play
for the envido.

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