Rummy game · Game 276 of 388 ♦
Pife (Pif-Paf, Cacheta)
Brazil's quick rummy – nine cards, two decks, and all your sets stay hidden until you slam them down at once.
- Players
- 2–8
- Duration
- 30 min
- Age
- 8+
- Difficulty
- easy
- Cards
- 2 × 52 cards, no jokers
- Skill – Luck
- SkillLuck
- Everyone for themselves – Lots of interaction
- Everyone for themselvesLots of interaction
- Simple – Complex
- SimpleComplex
- Quick – Long
- QuickLong
Mood relaxedlearned in 5 minutes
Collections: Games for two · Games for three · Games for four · Games for five · Games for six or more · Games for kids · Two decks
Score pad
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Full rules
Overview
Pife (also Pif-Paf) is Brazil's everyday rummy for groups. Everyone holds nine cards and tries to arrange them into melds – groups of equal cards and runs in one suit. Nobody lays anything down during play: you keep your melds hidden in your hand, and the first player who can show a hand made entirely of melds goes out ("bate") and wins the hand. Cacheta, the best-known variant, adds a wild card.
- Players: 2–8, each for themselves. Best with 4–6.
- You need: two standard 52-card decks without jokers, shuffled together (104 cards), and paper and pencil if you play a longer match.
Card order
The cards run A 2 3 4 5 6 7 8 9 10 J Q K A: the Ace can go below the 2 (A-2-3) or above the King (Q-K-A), but a run can't go "round the corner" (K-A-2 is not allowed). Cards have no point values in Pife – only complete melds count.
Melds
A meld is a group of at least three cards that belong together. There are two kinds:
- Set (trinca): three or more cards of the same rank in at least three different suits, e.g. 8♠ 8♥ 8♣. Because there are two decks, a fourth or fifth card of that rank may be added even if its suit is already there: 5♥ 5♣ 5♦ 5♥ is a valid set, but 5♥ 5♥ 5♣ is not (only two different suits).
- Run (sequência): three or more cards of the same suit in a row, e.g. 4♥ 5♥ 6♥ or 10♣ J♣ Q♣ K♣ A♣.
Each card can belong to only one meld. Nine cards can be split in many ways – three sets of three, a run of four and a run of five, or even one long run of nine.
Example: Anna holds J♥ Q♥ K♥ · 4♣ 4♥ 4♠ · 3♣ 4♣ 5♣. That is a run, a set and another run – all nine cards are in melds, so on her next turn she can draw from the stock, discard the new card and go out. (The two decks give her two 4♣.)
Setup
- Dealer: pick anyone to deal first; after each hand the deal passes to the left.
- Deal: the dealer shuffles both decks together and deals 9 cards to each player, one at a time, clockwise, starting with the player on the left. Keep your hand hidden.
- Stock: the rest go face down in the middle as the stock (draw pile). No card is turned up – the discard pile starts with the first player's discard.
Playing a turn
The player to the dealer's left begins; play goes clockwise. On your turn:
- Draw one card – the top card of the stock, or the top card of the discard pile (the first player can only draw from the stock).
- You now have 10 cards. If you can, go out (see below). Otherwise discard one card face up onto the discard pile, so you have 9 cards again. You may not discard the card you have just taken from the discard pile.
You never lay melds on the table during play. Keep rearranging them in your hand as new cards arrive – a set can turn into a run and back as long as nobody sees it.
Example: The top discard is 9♦. Ben holds 7♦ 8♦ and takes the 9♦ to complete a run. He then discards his lonely K♠.
Empty stock: if the stock runs out, take all the discards except the top card, shuffle them and turn them over as the new stock.
Going out
Right after drawing, you go out (bater, "knock") if your cards form melds:
- With 9 cards: nine of your ten cards are in melds. Lay them face up on the table and discard the tenth card.
- With 10 cards: all ten cards are in melds – for example a set of three, a set of three and a run of four. Lay them all down and don't discard. This is worth more in the match scoring.
You can only go out on your own turn, after drawing. The first player to go out wins the hand; the others just show their cards and throw them in.
Example: Carla holds 2♠ 3♠ 4♠ · Q♥ Q♣ Q♦ · 9♣ 9♥ 5♦ and draws the 9♠. Now 9♣ 9♥ 9♠ is a third set. She lays down nine cards, discards the 5♦ and wins the hand.
False go-out: if a player lays down a hand that turns out not to be all melds, they take the cards back and play on, but for the rest of that hand they may only go out with a card drawn from the stock, not from the discard pile.
Winning the game
In plain Pife every hand is a complete game: whoever goes out wins. For a longer match, most groups use the Cacheta count:
- Everyone starts with 10 points (some tables use 5 or 7).
- When a player goes out with 9 cards, every other player loses 1 point; with 10 cards, every other player loses 2 points.
- A player who reaches 0 drops out. The last player left in the game wins.
Tips for beginners
- Keep flexible cards. A 7♥ next to 7♣ 7♠ and 8♥ 9♥ can finish either a set or a run – hold on to cards like that.
- Two decks mean doubles. A second 6♣ is often just as useful as the first: it can add to a set or start a new run.
- Watch what others take. If the player on your left takes a Queen from the discard pile, think twice before discarding another Queen.
- Throw pairs away early rather than late. Near the end, every discard can be the card someone else needs.
- Aim for 10 cards only when it's cheap. Going out with 9 cards straight away beats waiting for the perfect 10-card hand.
Variants
All of these are optional – agree on them before the game.
- Cacheta (wild card): after the deal, turn up the top card of the stock (the vira). The next rank up becomes wild for this hand and can stand for any card in a meld (after a King, the Ace). Sources differ: some make only the cards of the same colour wild (vira 8♣ → all four black 9s), others only the same suit (vira 5♥ → the two 6♥). Each meld must still contain at least one natural card.
- "Tô de boa" (Cacheta): a player who needs only one card to go out may announce it. From then on they may take the top discard out of turn – but only to go out at once. If they take a card and can't go out, they are "burned": they return to normal play and may not cut in again this hand.
- Jokers: add the four jokers of both decks as wild cards ("friendly jokers"). At some tables they are the opposite – dead cards that only form a meld with each other (three jokers).
- Round-the-corner runs: at some tables K-A-2 counts as a run too.
Background & history
- Family: Rummy game (draw-and-discard, melds kept in hand)
- Origin: Brazil, 20th century (no documented date)
- Also known as: Pif-Paf, Pif Paf, Cacheta (wild-card variant), Pontinho, Fôrma, Pé Duro
- Related games: Gin Rummy, Rummy, Conquian, Buraco, Tranca
Pife is one of Brazil's most widely played card games. The Portuguese Wikipedia notes that there are few records of where it came from, but that it is so popular that many people see it as a Brazilian "product". It lists a whole string of regional names – Pif-Paf, Cacheta, Fôrma, Baralho, Pé Duro and Pontinho – although today Cacheta usually means the form with a wild card and elimination scoring.
Like Gin Rummy, Pife belongs to the branch of the rummy family in which melds stay hidden in the hand until someone goes out in a single move. Unlike Gin, there is no counting of unmatched cards: you either go out or you don't. Two decks are used so that up to eight people can play, which is also why a set may contain the same suit twice once three different suits are present.
Both games are big on Brazilian online platforms. MegaJogos, one of the country's largest online card rooms, runs Pife and Cacheta as separate games and publishes rules for both. The details differ from table to table – how many points each player starts with (5, 7 or 10 are all found), whether the wild card follows the colour or the suit of the turned-up card, and whether the Ace may sit above the King – so the rules on this page follow the MegaJogos description and list the others as variants.