Truco is played with 4 players, divided into two teams, with one team playing against the other. Your playing partner is the person sitting directly across from you at the game table, with their name inside a box of the same color as yours.
Truco is played in three rounds (“best of three”) to see who has the strongest cards (with the highest symbolic value).
The cards are distributed randomly, with no intervention from any player.
Learh how to play Truco
Players: 4
Number of cards: 40 (removing 8, 9, 10, and Jokers)
Distribution: 3 cards for each player
Objective: The team that reaches 12 points wins the game.
Conventions: Sequence of cards from highest to lowest: 3 2 A K Q J 7 6 5 4 (of all suits). The manilha is new or variable, being determined by the vira.
Vira: The card that the dealer turns over when dealing the cards. It determines the four manilhas.
Manilhas – The strongest cards in the game, stronger than the 3.
Round – Fraction of the hand. In each round, the players show a card. The strongest card wins the round.
Hand – Fraction of the game, worth 1 point and can have its value increased to 3, 6, 9, and 12 points. It is played in the best of 3 rounds.
Game – A game worth 12 points, earned through “hands.”
Truco – A request to “increase the bet” that can only be made when it is a player’s turn. If no player makes the request, the game will be worth 1 point. If the Truco is requested and the opponent accepts, the game will be worth 3 points. If the opponent does not accept, the player who made the request earns one point.
Six – A request to “increase the bet” that can be made when a player is challenged with a Truco request. In this case, the game that was initially worth one point and was Trucado, making it worth 3, will be worth 6 if the opponent accepts. If the opponent does not accept the request, the challenger earns 3 points.
Nine – A request to “increase the bet” that can be made when a player is challenged with a Six request. In this case, the game that was worth 6 will be worth 9 with this request if the opponent accepts. If the opponent does not accept the request, the challenger earns 6 points.
Twelve – A request to “increase the bet” that can be made when a player is challenged with a Six request. In this case, the game that was worth 6 will be worth 12 with this request if the opponent accepts. If the opponent does not accept the request, the challenger earns 9 points.
Hand of Eleven – The team that reaches 11 points in the game has the right to look at each other’s cards and decide whether or not to accept the game. If the team accepts, the Mão de Onze already starts with a value of 3 points. If they think it will not be possible to win the hand with such cards, they can choose to give up, giving only 1 point to the opposing team.
Iron hand – The special Mão de Onze when both teams reach 11 points in the game. All players receive their cards “covered,” meaning they are face down, and must play them that way. Whoever wins the hand wins
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