Card Game Rules

Trick-taking game (bluffing) · Game 54 of 388 ♠

Truco

Argentina's loud and lively bluffing game – three cards, three tricks, and a partner winking at you across the table as you shout "Truco!"

Players
2, 4 or 6
Duration
30 min
Age
10+
Difficulty
medium
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 wild

No. 8 in Party gamesNo. 2 in Around the world

Collections: Games for two · Games for four · Games for six or more · Partnership games

Quick rules

  • Goal: first side to 30. Play to the right.
  • Deal: 3 cards each. Dealer's right is the mano: plays first, wins envido ties.
  • Order: A♠ A♣ 7♠ 7♦, 3, 2, A♥ A♦, K, Q, J, 7♥ 7♣, 6, 5, 4.
  • Tricks: play any card, highest wins. 2 of 3 tricks = 1 point.
  • Envido (only before your first card): two of a suit = values + 20, else your highest card; A = 1, J Q K = 0.
  • Truco on your turn: 2, retruco 3, vale cuatro 4. Answer quiero / no quiero; only the accepting side raises.
  • Going to the deck (giving up): opponents score the hand's current value.

Cheat sheet

Call Quiero No quiero
Envido 2 1
Real envido 3 1
Envido, envido 4 2
Envido, real envido 5 2
Env., env., real env. 7 4
… falta envido to 30* points so far
No call (tricks) 1 –
Truco · retruco 2 · 3 1 · 2
Vale cuatro 4 3
  • Envido ladder: envido → envido → real envido → falta; skip steps, never back. Envido is scored before the tricks. Best possible: 33.
  • *Falta: what the leading side needs to reach 30.
  • Envido ties go to the mano. The winner shows their cards at the end.
  • "El envido está primero": truco called in the first trick – settle the envido first.
  • Parda (tied trick): 1st trick tied – the 2nd decides; later – the 1st decides; all three – mano.

Score pad

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Full rules

  1. Overview
  2. The cards
  3. Setup
  4. Playing the tricks
  5. Envido
  6. Truco
  7. Scoring and winning the game
  8. Signals
  9. Tips for beginners
  10. Variants

Overview

Truco is the national card game of Argentina and Uruguay. Each hand, you get only three cards and play three tricks. Along the way you can challenge your opponents with two kinds of bets: the envido (who has the best two cards of one suit?) and the truco (who will win the tricks?). Bluffing, loud calls and secret signals to your partner are all part of the fun. The first side to reach 30 points wins.

  • Players: 2, 4 or 6 – one against one, two teams of two (partners opposite) or two teams of three (see Variants).
  • You need: a standard 52-card deck, and pen and paper or 30 matches for scoring.

The cards

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

The ranking is unusual and must be learned. Four special cards, the matas (cartas bravas), are the highest; after them suits don't matter:

Rank Cards
1 A♠
2 A♣
3 7♠
4 7♦
5 all 3s
6 all 2s
7 A♥ A♦
8 all Kings
9 all Queens
10 all Jacks
11 7♥ 7♣
12 all 6s
13 all 5s
14 all 4s

So a 3 beats a King, and the lowest card of all is a 4. Cards of the same rank are equal (e.g. 3♥ and 3♣).

Setup

  1. Direction: dealing and play go to the right (anticlockwise).
  2. Deal: the dealer shuffles, the player on the left cuts, and the dealer deals 3 cards to each player, one at a time. The rest of the deck is not used in this hand.
  3. The player to the dealer's right is the mano ("hand"): they play first and win ties in the envido. The deal passes to the right after each hand.

Playing the tricks

A trick is one round in which each player plays one card face up.

  1. The mano plays any card. The others follow in turn, one card each. You may play any card – there is no need to follow suit.
  2. The highest card wins the trick. Leave your cards face up in front of you, so everyone can see who won which trick.
  3. The winner of a trick plays first to the next one.
  4. The side that wins two tricks wins the hand and scores 1 point (more if a truco was accepted).

Ties (parda): if the two highest cards come from opposing sides (e.g. 3♦ against 3♠), the trick is tied. Partners' cards never tie – the team simply wins it. After a tied trick, the player who started it starts the next one. The hand then goes to:

  • if the first trick is tied: whoever wins the second (if that is tied too, the third decides);
  • if a later trick is tied: whoever won the first trick;
  • if all three are tied: the mano's side.

Envido

The envido is a bet on your best combination of two cards of the same suit. Count your envido points:

  • Two cards of the same suit: add their values plus 20.
  • No two cards of the same suit: the value of your best single card.
  • Values: A = 1, 2 to 7 = face value, J Q K = 0.

The best possible envido is 7 and 6 of one suit: 7 + 6 + 20 = 33.

Example: 7♥ 5♥ K♠ counts 7 + 5 + 20 = 32. K♦ Q♦ 3♣ counts 0 + 0 + 20 = 20. A♠ 6♣ 4♦ counts 6.

When: envido may only be called in the first trick, by a player before playing their first card (an opponent may answer even after playing).

Calls:

  • "Envido" – worth 2 points.
  • "Real envido" – worth 3 points.
  • "Falta envido" – worth as many points as the leading side still needs to reach 30.

The other side answers "Quiero" (I accept), "No quiero" (I refuse), or raises. Raises follow the ladder envido → envido → real envido → falta envido; you may skip steps, but never go back down, and nothing can follow falta envido.

  • Refused: the calling side scores 1 point for a single call, or after raises, the points of everything accepted so far.
  • Accepted: the calls are added up. Now, starting with the mano, each player says their envido points out loud; a player who can't beat the best number so far just says "son buenas" ("they're good"). The side with the highest number scores the bet. Ties go to the tied player who comes first in turn order from the mano – the mano themselves, or whoever sits nearest after them.
Calls Accepted Refused
Envido 2 1
Real envido 3 1
Envido, envido 4 2
Envido, real envido 5 2
Envido, envido, real envido 7 4
… falta envido the falta points so far

The winner must show their cards at the end of the hand to prove their points.

Truco

The truco is the bet on the tricks. Normally a hand is worth 1 point, but any player may, on their turn, call:

  • "Truco!" – the hand is now worth 2 points. Refused: the caller scores 1.
  • "Retruco!" – 3 points. Refused: 2.
  • "Vale cuatro!" – 4 points. Refused: 3. This is the highest bet.

The other side answers "Quiero" or "No quiero". If they refuse, the hand ends at once. Only the side that accepted the last bet may raise to the next level – right away ("Quiero retruco!") or later in the hand.

The envido comes first: if someone calls truco in the first trick before the envido has been played, the other side may reply "El envido está primero" ("envido comes first"), settle the envido, and then answer the truco.

Going to the deck (irse al mazo): instead of playing on, you may give up and put your cards face down on the deck. If your whole team gives up, the opponents score what the hand is worth at that moment (1 point, or the accepted truco).

Scoring and winning the game

Envido points are scored before the tricks' points. The first side to reach 30 points wins. The first 15 points are called the malas ("bad ones"), the next 15 the buenas ("good ones"). Traditionally, points are scored with matches drawn as little squares of five.

Example: Anna and Carla are at 12, Ben and Dan at 20. Anna calls envido, Dan raises to falta envido. The leading side (20) needs 10 more, so the falta is worth 10. Anna accepts; Dan has 31, Anna only 28 – Ben and Dan go to 30 and win.

Signals

With four or six players, you may tell your partner which cards you hold with facial signals (señas). Opponents may watch for them too! Common ones:

Signal Card
Raise eyebrows A♠
Wink A♣
Lips to one side 7♠ or 7♦
Bite lower lip a 3
Pout as if to kiss a 2
Open mouth slightly A♥ or A♦
Close both eyes bad cards
Tilt head good envido

Tips for beginners

  • Learn the matas first. A♠, A♣, 7♠, 7♦ – whoever holds them usually wins the truco.
  • Envido and truco are separate. Two low cards of one suit (7♥ 6♥ = 33) make a great envido but win few tricks.
  • Bluff with your voice. Calling truco with bad cards often works – but calling it with the A♠ in your hand works better.
  • Watch the score. Near 30, a falta envido can decide the whole game.

Variants

All optional – agree before you start.

  • With flor: three cards of one suit are a flor ("flower") and must be announced in the first trick. This cancels the envido; the side with the flor scores 3 points (if both sides have one, the higher value – the three cards plus 20 – wins, and they may raise with "contraflor"). Without flor, as above, count the best two cards of the suit for the envido.
  • Falta envido in the malas: according to Spanish Wikipedia, while both sides are still in the malas (under 15), whoever wins an accepted falta envido wins the whole game. In the Argentine Litoral region it is worth instead only what the leading side needs to reach 15.
  • Going to the deck early: at some tables, a team that goes to the deck in the first trick before the envido has been played gives the opponents 2 points instead of 1.
  • Game to 15: a shorter game, or play best of three games to 15.
  • Six players: two teams of three, sitting alternately. Hands for all six (redonda) alternate with pica-pica, where each player plays one against one with the opponent opposite.

Background & history

  • Family: Trick-taking game (bluffing) – Truc or "Put" family
  • Origin: Valencia and the Balearic Islands (Spain); developed in the Río de la Plata region
  • Also known as: Truco argentino; Truquiflor (the older game with flor)
  • Related games: Truc, Uruguayan Truco, Brazilian Truco, Put

Truco is one of a group of games that pagat.com calls the Put family: three-card trick games in which the stake on the tricks can be raised during play. According to pagat.com, Truco descends from the simpler game Truc, still played in parts of Spain and southern France; German and English Wikipedia place its origin in Valencia and the Balearic Islands. Spanish Wikipedia describes how, among the trick games of 17th-century Europe, Truque combined with Flor to form Truquiflor, which reached South America in colonial times. There, the Criollos added improvised verses with which players "sing" their flor, envido and truco – calling in rhyme is still part of the game's folklore.

Today Truco is played mainly in Argentina, Uruguay and Paraguay and in parts of Bolivia, Chile, Brazil and Venezuela; German Wikipedia calls it the national game of Argentina and Uruguay. The rules differ a lot between countries: Uruguayan Truco has a turned-up card (muestra) whose suit creates extra high cards, and Brazil has several versions of its own.

Truco is traditionally played with the 40-card Spanish pack, whose suits are swords (espadas), batons (bastos), coins (oros) and cups (copas), and whose court cards are the sota (10, knave), caballo (11, horseman) and rey (12, king). The four top cards are nicknamed: the Ace of Swords is the macho or espadilla, the Ace of Batons the hembra or bastillo. On this site the Spanish suits are replaced by spades (swords), clubs (batons), diamonds (coins) and hearts (cups), and the sota, caballo and rey become the Jack, Queen and King; the 8s, 9s and 10s of a standard deck are left out.

Sources