Rules of Truco According to Victor Fisch

Different versions of Truco are apparently played all over the world. A few years ago, the first time I was in Brasil, Catherine's cousin Victor taught us the best way to play. When we returned, I taught a few of my friends and we played many fine games of Truco throughout the following year or so. Then we didn't play for a while and we all forgot how. As luck would have it, in late September, I returned from a second trip to Brasil, and while I was there, Victor refreshed my memory. So, in a format I've tried to adapt from my Goren-Hoyle Encyclopedia of Games, here are The Rules of Truco:

TRUCO

Number of players. Four in two partnerships. Partners sit opposite each other.

The deck. 28 cards, four each of A, K, Q, J, 7, 3, and 2 in each of four suits, spades, hearts, diamonds, and clubs.

Rank of cards. Generally as follows: 3, 2, A, K, J, Q, 7. However, with each hand that is dealt, one of these card ranks moves from its nominal rank and becomes the manilha, or trump. All non-manilha cards of the same rank are equal, regardless of suit. The four manilhas are ranked according to suit as follows: clubs, hearts, spades, diamonds.

Determining the dealer. Players must come to an agreement on who will deal the first hand.

The shuffle and cut. The dealer shuffles and then offers the deck to either adjacent player to cut. The adjacent player may cut the deck by lifting off any number of cards, and after cutting has the right to deal the top card on the deck to any player or to place it face up in the center of the table to determine the manilha.

The deal. The deal passes to the left after each hand is played. Players may not examine the cards in their hands prior to the end of the deal. Any method of distribution of cards is permissible as long as each player has exactly three cards at the end of the deal. If any player is found not to have exactly three cards at the end of the deal, a misdeal is declared and the dealer's partnership loses the game. During the deal, a card is dealt face up in the middle of the table to determine the manilha. At the dealer's discretion, any number of replacement cards may be dealt face up atop this card. The remaining stock is then placed face-down, perpendicular to and on top of the face-up card.

The manilha. The manilha is the next-highest ranking card in the nominal order shown above from the face-up card in the middle of the table. For example:
  • If the face-up card is a queen, the jack becomes the manilha, and the rank of cards is J

    ♣, J♥, J♠, J♦

    , 3, 2, A, K, Q, 7.
  • If the face-up card is a three, the seven becomes the manilha, and the rank of cards is 7

    ♣, 7♥, 7♠, 7♦

    , 3, 2, A, K, J, Q.
  • If the face-up card is a two, the three becomes the manilha, and the rank of cards is 3

    ♣, 3♥, 3♠, 3♦

    , 2, A, K, J, Q, 7.
Regardless of the rank, the manilha of clubs is the highest card, followed by the manilha of hearts, the manilha of spades, and the manilha of diamonds.

Object of the game. The object of the game is to be the first team to win a total of twelve points. Each hand is played for between one and twelve points. A hand is won by taking two of three tricks.

First lead. The first lead is made by the player to the dealer's right.

The play. Play continues counter-clockwise, with each player laying down exactly one card per trick. If a player lays down a card out of turn, that player's partnership loses the game.

Tricks. Each trick consists of four cards. The trick is taken by the player laying down the highest card. That player then leads to the next trick. In the event of a tie, the player who led leads to the next trick.

Ties. If the first trick results in a tie, each player must play their highest card in the second trick. If the second or third trick results in a tie, the hand goes to the partnership who won the first trick. If all three tricks result in ties, the dealer's partnership loses the game.

Raises. At any time on his or her turn, prior to laying down a card, a player may raise by saying "truco." The opposing partnership has then three options:
  1. Accept (the hand is then played for three points)
  2. Decline (all cards are turned in and the raising partnership scores the current value of the hand)
  3. Counter-raise, by saying "six"
The counter-raise presents the opposing partnership with the same three options, i.e. accept, decline, or counter-raise to nine. The value of a hand can in this manner potentially be raised as high as twelve points.

After a raise has been accepted, the accepting partnership retains the sole right to counter-raise on a subsequent turn.

Eleven Rules. When one team reaches eleven points, raising is no longer allowed. If any player attempts to raise, that player's partnership loses the game. Cards are dealt as usual, but prior to the first lead to the first trick, the partnership with eleven points must examine their cards and decide whether to play the hand. If they elect to do so, the hand is played for three points. If they decline, the opposing partnership scores one point and a new hand is dealt.

Double Eleven Rules. When both teams reach eleven points, a final hand is dealt. Players are not allowed to look at their cards, but must play them all blindly.

CUSTOMS

Keeping score. Score can be kept using two ten cards, face up, and two other cards atop them, face down. Each ten card has twelve pips. Initially, both cards are completely covered, and for each point scored, one pip is revealed. In the photograph at left, the score is five to two.

Zappy slap. When winning a hand with the highest manilha, it is customary to slap it against an opponent's forehead before laying it down on the table.

O Pato Samba (dance of the ducks). If a game is won twelve points to nil, the losing partnership must exchange seats by crawling beneath the table.

Signals. It is helpful for partners to use non-verbal signals to identify the high cards each is holding. Customary signals are as follows:
















Though generally less enjoyable, a two-player version of Truco is easy to play. To my knowledge, a three-player version of Truco has been played with mixed results.


Final note. These are the rules both to the best of my understanding and the best of my ability to write them down. I welcome comments and questions, especially with regard to any possible gameplay circumstances not covered by the rules as listed above.

Comments

Shaunna said…
Having played this game with you once before and having quickly read through your efficient and excellent explanation, I am still confused. Perhaps you could pencil me in for a live tutorial this summer?