Card Game Rules

Ace–Ten game · Game 49 of 388 ♠

Sueca

From Portugal's cafés – a silent partnership game where the 7 ranks just below the Ace and 61 of 120 points win.

Players
4
Duration
30 min
Age
8+
Difficulty
easy
Cards
40 cards (no 8–10)
Skill – Luck
SkillLuck
Everyone for themselves – Lots of interaction
Everyone for themselvesLots of interaction
Simple – Complex
SimpleComplex
Quick – Long
QuickLong

Mood livelylearned in 5 minutes

Collections: Games for four · Games for kids · Partnership games

Quick rules

  • Goal: as a team, take 61 of the 120 card points. Partners sit opposite; no talking or signals.
  • Cards rank A 7 K J Q 6 5 4 3 2.
  • Deal: 10 each in one batch, clockwise, dealer last. The deal passes right.
  • Trumps: the dealer shows their last card – its suit is trumps; the dealer keeps it.
  • Play goes to the right: dealer's right leads, then the trick winner. Follow suit, else anything – you needn't trump. Highest trump, else highest card of the suit led, wins.
  • Score: 61+ = 1 game, 91+ = 2, all tricks = 4. First team to 4 games wins.

Cheat sheet

Card Points
A 11
7 (manilha) 10
K 4
J 3
Q 2
6 5 4 3 2 0
Hand: 61–90 · 91+ 1 · 2 games
All 10 tricks (bandeira) 4 games
  • 120 points in all, 30 per suit.
  • 60–60: nobody scores; the next hand's winners get 2 games (61–90) or 3 (91+).
  • Revoke (renúncia): failing to follow when you could. If the tricks prove an accusation, the accusers win the hand.
  • Winning 4–0 is a pente. A bandeira from 0 wins the match at once.
  • Tips: don't lead a 7 while its Ace is out. Give your partner a 7 or Ace when their trick is safe.

Score pad

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Full rules

  1. Overview
  2. The cards
  3. Setup
  4. Playing the tricks
  5. Scoring
  6. Winning the game
  7. Tips for beginners
  8. Variants

Overview

Sueca is Portugal's favourite card game, played in parks and cafés all over the country. Four players in two teams try to win tricks containing valuable cards – above all the Aces and 7s. There are 120 points in the cards; the team with 61 or more wins the hand. Partners may not talk or signal to each other – Sueca is a silent game.

  • Players: exactly 4, in two teams of two. Partners sit opposite each other.
  • You need: one standard 52-card deck, and paper and pen to keep score.

The cards

Take out all 8s, 9s and 10s and the jokers. You play with 40 cards: A, 7, K, J, Q, 6, 5, 4, 3, 2 in each suit.

The ranking is unusual – the 7 (called the manilha) comes right after the Ace, and the Jack ranks above the Queen. From highest to lowest:

Card Points
A 11
7 10
K 4
J 3
Q 2
6, 5, 4, 3, 2 0

Each suit is worth 30 points; all four together make 120.

Setup

In Portugal, play goes anticlockwise (to the right).

  1. Dealer: pick the first dealer at random. After each hand, the player to the right deals next.
  2. Shuffle and cut: the player to the dealer's right shuffles, the player to the dealer's left cuts.
  3. Deal: the dealer gives each player 10 cards in one batch, going clockwise (the only thing that goes to the left), starting with the player on the left and ending with themselves.
  4. Trump: the dealer turns the last card of the pack (the bottom card, which is the dealer's own) face up for everyone to see. Its suit is trumps for this hand: any trump beats any card of another suit. The card still belongs to the dealer's hand.
10Partner10Opponent10Opponent7♠7♠♠Dealer
Sueca – 10 cards each; the dealer's last card is turned face up and fixes trumps

Playing the tricks

A trick is one round in which each player plays one card, face up; the best card wins all four.

  1. The player to the dealer's right leads (plays the first card) to the first trick. After that, the winner of each trick leads to the next.
  2. The others play one card each, in turn to the right: - You must follow suit – play a card of the suit that was led – if you can. - If you can't, you may play any card: a trump, or a discard of another suit. You don't have to trump.
  3. Who wins the trick? If any trumps were played, the highest trump. Otherwise, the highest card of the suit led. A card of another suit (not trump) never wins.
  4. The winner's team keeps the trick face down in one pile.

Example: Spades are trumps. Anna leads K♥. Ben plays A♥ (11), Carla – Anna's partner – has no hearts and trumps with 2♠, Dan plays 5♥. Carla's 2♠ wins the trick for Anna's team: 4 + 11 + 0 + 0 = 15 points.

Revoke: failing to follow suit when you could is called a renúncia. The other team may accuse you; if the tricks show it was a revoke, the accusers win the hand and score 1 game. At some tables they score two games instead.

Scoring

After all 10 tricks, each team counts the points in its tricks.

Card points Result
61–90 1 game
91 or more 2 games
All 10 tricks 4 games (bandeira)
60–60 tie – nobody scores

After a 60–60 tie, the next hand is worth more: its winners score 2 games for 61–90 points and 3 games for 91 or more.

Example: Anna and Carla take 94 points, Ben and Dan 26. Anna's team scores 2 games.

Winning the game

The first team to win 4 games wins the match (partida). Taking all the tricks (a bandeira, "flag") therefore wins it in one go from 0. Winning 4–0 is called a pente ("comb").

Tips for beginners

  • Watch the 7s. A 7 is worth 10 but only the Ace beats it. Don't lead a 7 while its Ace is still out.
  • Count trumps. There are 10 trumps; knowing how many are left tells you when your Aces are safe.
  • Give points to your partner. If your partner is sure to win the trick, add a 7 or an Ace.
  • Keep low cards to throw away. When you can't follow suit and don't want to trump, a small card saves your points.
  • Keep your face still. Signals are forbidden – everything you learn about your partner's hand comes from the cards they play.

Variants

  • Other deal: the dealer may instead deal anticlockwise, starting with themselves; then the dealer's first card (the top card after the cut) is turned up for trump.
  • Brazil: play goes clockwise.
  • Azores: the 10 is the manilha (second-highest, 10 points) instead of the 7, so 7s, 8s and 9s are removed. The trump suit is set by cutting these unused cards.
  • Sueca italiana: a related form for 4–6 players with bidding for the trump (not described here; this page covers four players).

Background & history

  • Family: Ace–Ten game (point-trick game with trumps)
  • Origin: Portugal; date unknown
  • Also known as: –
  • Related games: Briscola, Bisca, Einwerfen, Sueca italiana, Tute

According to pagat.com, Sueca is probably the most widely played card game in Portugal, played "in most parks and coffee places where there are at least four people". It is also played in Brazil – where pagat.com notes it is popular with students in Rio de Janeiro because it is fast and needs little space – and in Angola, where industrial workers commonly play it. English Wikipedia adds Mozambique and Portuguese communities elsewhere, and describes both friendly games in taverns and officiated tournaments.

Its origins are obscure. Sueca simply means "Swedish woman" in Portuguese, and nobody knows how the game got that name. English Wikipedia suggests it probably descends from the Italian Briscola and points out its similarity to the German game Einwerfen. Like Briscola and Spanish Tute, it belongs to the Ace–Ten family, in which the Ace and one other high card carry most of the points – in Sueca the 7, called the manilha.

Traditionally Sueca can be played with Portuguese, Spanish or French-suited cards; with Spanish or Portuguese cards, which have no 10s, only the 8s and 9s have to be removed. The court cards keep their order: Rei (King, 4 points), Valete (Jack, 3) and Dama (Queen, 2) – so the Jack ranks above the Queen. English Wikipedia notes that in Portugal it is considered a game for the "deaf and dumb", since partners may not talk at all. In Brazil the game is played clockwise, and in the Azores the 10 replaces the 7 as the manilha.

Sources