Regole di Truco

Regole di Truco

Welcome to Truco Help!

Before playing, you need to know the rules of the game. You will need a minimum bet of 6,000 coins to play.

START A GAME:

 

  • Play now: Press the “Play now!” button and you’ll join the first game available for a minimum bet (6,000 coins). If there are none available, a new game will be created while waiting for an opponent.
  • Create a game: press the “Create a game” button and choose the type of game you prefer: pairs, turbo or private. To create a game you will need to gain a minimum of 2,000 experience points (level 2). For these special games you can pay with either credits or coins (depending on the device). You will need to choose your opponents, or teammate if you are playing a pairs game.  
    • Pairs: games formed with 2 teams of 2 players.
    • Turbo: they differ to the other games as they are faster.
    • Private: You can only play if you have been invited to the game.

You can also create a game to challenge your friends by following one of these steps:

  1. Select a player among those who are connected to the chatroom. Open their profile and select the “Challenge” option.
  2. Select one of your Facebook friends in the lower menu, where you will see the "Challenge" button.

GAME CONFIGURATION

You can define the following characteristics to create a game:

  1. Type of game: private, pairs or turbo.
  2. Number of players (from 2-4 players).
  3. Establish the bet (minimum of 6,000 coins)
  4. Select the play mode.
  5. Invite your friends or players to the game.
  6. Press the “Create” button.

Bets: each game has a minimum bet of 6,000 coins, so in order to play any game you will have to bet at least 6,000 coins, or more, depending on the game.

The winner of the game will win the coins from the other users and a certain number of points, depending on the bet. Remember that if you abandon a game that has already started you will lose the coins that you bet when entering the game.

Objective of the game

The objective of Truco is to win more chicos than your opponents. Chicos are rounds with a determined number of points (15), that are earned by winning Trucos or Envidos during each hand that is played, with 3 tricks in each hand. To win the hand the player or pair must win 2 out of 3 tricks.


RULES OF TRUCO. How to play

In every hand 3 cards are dealt to each player and everyone draws a card in turn, with the winner being the player with the card of the highest value and thus starting the next trick. The first player or pair to win 2 tricks, wins the hand. If two opponents have a card of equal value, in order to win the trick the following rules apply:

Draw:

  1. If a player or pair wins the first trick but draws in the second or third, they will be declared the winner of the hand. Therefore, winning the first trick is very important.
  2. If there is a draw in the first trick but a player or pair wins the second, they will be declared winner of the hand.  
  3. If there is a draw in the first and second trick, the winner will be the player who wins the third and final trick.
  4. If all 3 tricks are a draw the winner of the hand will be the player or pair who initiated the first trick of the hand.  

Values of each card:

·         The Ace of Swords

·         The Ace of Clubs

·         The Seven of Swords

·         The Seven of Coins

·         The Threes

·         The Twos

·         The False Aces (Ace of Cups and Ace of Coins)

·         The Kings

·         The Knights

·         The Jacks

·         The False Sevens (Seven of Cups and Seven of Clubs)

·         The Sixes

·         The Fives

·         The Fours

There are two different calls in Truco: truco and envido, which are used to place bets in each hand


TRUCO

Truco is a bet that can be made at any point during a player’s turn, and the points that are awarded to the winner hold the same value as the Truco cards.

The opponents can reject, accept or raise the bet:

Quiero. Accept the Truco bet that will be resolved at the end of the hand.

  • Retruco, Increase the Truco bet and pass the turn onto an opponent so they can decide whether to reject, accept or raise the bet.
  • Vale cuatro. Increase the Retruco bet and pass the turn onto an opponent so they can decide whether to reject, accept or raise the bet.
  • No quiero. Reject the bet and the opponents win the hand to the value of the previous bet, prior to the rejection.

Bet

Points

Truco rejected

1 point to whoever played the Truco

Truco

2 points to the winner

Retruco

3 points to the winner

Vale cuatro

4 points to the winner


Whenever a bet is made, if it is rejected by an opponent, the points of the previous bet will be won.

The player or team that is challenged with the Truco bet can call Retruco at any point. If the
Retruco is accepted, the winner of the trick will earn 3 points. If the Retruco is not accepted,
the player who called it will win 2 points.

In addition to Retruco there is the option to call vale 4. If this is accepted the Truco winner will gain 4 points. If it is not accepted then the player who called vale 4 will gain 3 points.

Finally, at any point during the round, the player drawing a card can “Ir al mazo” (give up), proclaiming their opponent the winner of the current Truco bet and initiating a new hand.

ENVIDO

An Envido must be played at the beginning of the hand, before a Truco. The winner is the player or pair who have two cards in the same suit of the highest value. In the case of Envido the card of the highest value is the 7.

·        
If you have two cards of the same value, you combine their total value + 20 (the highest possible Envido score is 33 (7+6+20=33).

·        
Face cards (Jack, Knight, King) are worth 0 points in Envido. If you have two face cards of the same suit the Envido score is 20, so you do have Envido but the cards themselves hold no value of their own.

·        
If nobody has 2 cards of the same suit, since Envido has been called as a bluff, the highest card wins, with 7 being the highest value.

·        
In the case of a draw between players or pairs, the player who initiated the trick will win the Envido.

When a player calls Envido, their opponents can respond in one of the following ways:

·         Quiero. Accept the bet, which will be resolved there and then by counting the points of each player.

·         Envido Increase the bet (doubled in this case), and the opposite player or pair has to decide whether to accept or not.

·         Real envido, Increase the bet.

·         Falta envido. For Falta Envido you should consider whether it is “buenas” (one of the two players has earned half of the maximum chico points) or “malas” (none of the players have earned half of the maximum chico points)

·         If it is “buenas”, the winning player or pair will gain the number of points that their competitor currently needs in order to win the chico.

·         If it is “malas”, the player or pair who win the Envido bet will win the round directly.

In the case of rejection, the player or pair who called Falta Envido will gain 1 point.

·         No quiero. Reject the bet. The caller gains points based on the bet that is already on the table.

Envido Table

Bet

No quiero

Quiero

Envido

1 point

2 points

Real envido

1 point

3 points

Falta Envido

1 point

To this will be added the points that the most advanced player in the round currently needs in order to win the Chico, in the case of “buenas”. In the case of “malas”, the winner of the Envido will also win the Chico.

Envido + Envido

2 points

4 points

Envido + Real envido

2 points

5 points

Envido + Falta

2 points

To this will be added the points that the most advanced player in the round currently needs in order to win the Chico, in the case of “buenas”. In the case of “malas”, the winner of the Envido will also win the Chico.

Real envido + Falta

3 points

To this will be added the points that the most advanced player in the round currently needs in order to win the Chico, in the case of “buenas”. In the case of “malas”, the winner of the Envido will also win the Chico.

Envido + Envido + Real envido

4 points

7 points

Envido + Real envido + Falta

5 points

To this will be added the points that the most advanced player in the round currently needs in order to win the Chico, in the case of “buenas”. In the case of “malas”, the winner of the Envido will also win the Chico.

Envido + Envido + Real envido + Falta

7 points

To this will be added the points that the most advanced player in the round currently needs in order to win the Chico, in the case of “buenas”. In the case of “malas”, the winner of the Envido will also win the Chico.


FLOR

Flor is the third call in Argentinian Truco and is called automatically when a player or member of a pair has 3 cards of the same suit.

If a player or member of a pair has Flor but the others do not, 3 points will be awarded to them directly and no Envidos will be allowed for the rest of the hand.

Should the other player or pair also have a Flor, the following options will be possible, and in all options the points will consist of the total value of the cards +20 points, exactly the same as Envido:

Bet

Quiero

No quiero

Flor

4 points

3 points

Flor + Contraflor

6 points

4 points

Flor + Contraflor al resto

To this will be added the points that the most advanced player in the round currently needs in order to win the Chico, in the case of “buenas”. In the case of “malas”, the winner of the Envido will also win the Chico.

4 puntos

Flor + Contraflor + Contraflor al resto

To this will be added the points that the most advanced player in the round currently needs in order to win the Chico, in the case of “buenas”. In the case of “malas”, the winner of the Envido will also win the Chico.

6 puntos


As with Envido, a Flor is played before a Truco, so that the player or pair can win the Chico with the points won through a Flor, without the Truco being taken into account.

Now go ahead and enjoy Truco!