Truco
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Truco, a variant of
Truc Truc, pronounced in France and in Spain, is a 15th-century bluff and counter-bluff trick-taking card game which has been likened to poker for two. It is played in Occitania, Sarthe (where it is known as ''trut''), Poitou (''tru'') and the Bas ...
, is a trick-taking card game originally from
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and the Balearic Islands, popular in South America and Italy. It is usually played using a Spanish deck. Two people may play, or two teams of two or three players each.


Card ranking

*Ace of swords/spades ("Espada" in Southeast of Brazil, "Espadão" in Southern Brazil, "Ancho de espadas" or "Macho" (male) in Argentina, "Espadilla" in Uruguay) *Ace of clubs ("Ancho de basto", "Bastillo" in Uruguay, "Bastião" in Southern Brazil) *7 of swords ("Siete de espadas", "Siete Bravo" in Uruguay, "Manilha de Espada" in South of Brazil) *7 of gold (''Siete de oro'' in Spanish or ''Sete Ouro'', ''Sete belo'' or ''Maneca de Ouro'' in Portuguese, "Siete Bello" in Uruguay) *3s *2s *Ace of cup and ace of gold (''Anchos falsos'' in Spanish, ''Ás falso'' in Southeast of Brazil, ''Gueime'' in South of Brazil, "Copon" and "Huevo Frito" respectively in Uruguay ) *Kings (''Reyes'' in Spanish and ''Reis'' in Portuguese) (12s) *Knights (''Caballos'' in Spanish) (11s) *Jacks (''valetes'' in Brazil, ''sotas'' in Argentina) (10s)
(the face cards King, Knight and Jack are called ''cartas negras'') *7 of clubs and 7 of cups (''Sietes falsos'' in Spanish or ''Sete Copa (''seven of cups or hearts) in Portuguese, all cards from here down are considered "Cartas Blancas") *6s *5s *4s (the 4 of clubs may be called ''zap'' in the southeast of Brazil) The Uruguayan version uses a "Muestra" each hand. The following cards of the same suit as the "Muestra" are ranked higher than the Ace of swords and are called "Piezas": 2, 4, 5, Knight, which in some regions is called ''Perico,'' worth 30 points, and the Jack, which in some regions is called ''Perica,'' worth 29 points. Finally, if any player has the King of the same suit as the "Muestra" and the "Muestra" is a "Pieza", the King becomes that card. The Venezuelan version is similar to the Uruguayan version, exception that the "Piezas" 2, 4, and 5 are not used. The "Muestra", or "vira" as it is known in Venezuela is designated by turning over the top card of the deck after shuffle or optionally, the top card following the deal. "La Vira" is then placed beneath the deck at right angles to it so that it is visible during the hand. The suit of ''La Vira'' designates the suit of ''El Perico'' (the Knight) and ''La Perica'' (the Jack) which become the highest two cards in the game. The remaining three Knights and Jacks are ranked as initially specified.


Mano (Mão) and Pie (Pé)

In Truco with four or six players, two concepts govern which player begins the round and who ends it. The ''mano'' in Spanish or ''mão'' in Portuguese ("hand") is the one that plays first and the ''pie'' in Spanish or ''pé'' in Portuguese ("foot"), the dealer, is the last to play. The hand is always the player on the right of the foot. The turn to deal is then passed counterclockwise, so the hand of the first round is the foot of the second and so on. If playing in teams, partners sit opposite each other. They can also refer, when playing in teams of two, which player of the partnership plays before and which after. This has no significance in the game, as the playing is always done counterclockwise. But it has strategic significance since the foot of a team is traditionally considered the "captain" of the partnership that round. If the game is tied (for example, if two opponents have the same points for envido), the hand wins. That advantage is offset by the fact that, as the last one to play, the foot plays with all their opponent's cards in sight. Also, the foot and the one sitting to the foot's left call ''envido'' in a game of four or more. Then, the hand is the first one to call his points for ''envido''.


Scoring

Players can earn points in three ways: *''Truco'' - winning in the playing of the cards (the "tricks"). *''Envido'' - having the best combination of two cards of the same suit or a single card. *''Flor'' - having all three cards of the same suit. The points won by a player are added to their team's score (when playing in teams). Any bet, win, loss, or surrender by a player also affects their partners. For this reason, partnerships are usually formed by mutual arrangement. As in
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, it is not rare for partners to share information using pre-established signs and gestures. Communication is usually performed by standard gestures. Arranging a secret set of gestures is frowned upon.


Gameplay

Each player is dealt three cards from a subset of the deck consisting of the numbers 1 to 7 and figures ''sota'' in Spanish or ''valete'' in Portuguese (jack, worth 10), ''caballo'' in Spanish or ''dama'' in Portuguese (equivalent to a queen, worth 11) and ''rey'' in Spanish or ''rei'' in Portuguese (king, worth 12). The game may be played by two players. Two teams of two players may play; less commonly three teams of two can can play. The players sit so that play alternates from one team to the other. The game is played until a team finishes a game with 30 points or more. The 30 points are commonly split into two halves, the lower half called ''malas'' in Spanish or ''ruins'' in Portuguese (bad) and the higher half called ''buenas'' in Spanish or ''boas'' in Portuguese (good). Therefore, a team with 8 points would be ''ocho malas'' or ''oito ruins'' (8 bad ones), and a team with 21 points would be ''seis buenas'' or ''seis boas'' (6 good ones). However, because both teams can score points in one round, it is possible (but rare) for both teams to go over 30 points in one round. Usually as soon as one team goes over 30 points, the game is ended, to prevent a tie. However, sometimes the winner is the one with more points, otherwise another hand is played, until the tie is broken. Each type of scoring can be bid on to score more points. Bids can be accepted, rejected or upped. Bluffing and deception are fundamental strategies. Each round has three tricks. The ''mano'' leads to the first trick by playing one card. Then, counterclockwise, each other player plays one card. The player with the highest card wins the trick. The cards remain face-up on the table during the round. Sometimes the highest cards tie. If these tied cards were played by the same team, that team wins the trick. Otherwise, the trick is called a draw, ''parda''. The same ''mano'' then leads the next trick. Winning two of three tricks wins a round, equivalent to one point. If one team wins the first two tricks, the third is not played. But if one of the games ends in a ''parda'', the team that won the ''earlier'' of the other two tricks wins the round (e.g. If trick 1 was won by A, trick 2 was won by B, and trick 3 was a draw, A wins the round for having won the earlier trick). That concept is often referred to as "primera vale doble" (first is worth double) If trick 1 is drawn and trick 2 is won by B, the winner of the round is B and a third trick is not played). In the case of two ''pardas'' (ties), the winner of the remaining trick wins the round. In case of three ''pardas'', the ''mano'' wins the round. The winner of each round is the first to play the next card. If a round is tied, or "parda", the hand plays first. During play, the teams have multiple opportunities to raise the stakes. *''Truco'' - Any player can call ''truco'' at any stage to increase the value of the round to 2 points for the winner team. The challenged team says ''quiero'' to accept or ''no quiero'' to refuse; if refused, the round ends with the calling team winning one point. *''Retruco'' - The team that answered ''quiero'' to the ''truco'' can call ''retruco'' to increase the value of the round to 3 points. It may be said immediately after ''truco'' or after accepting the bid. The other team must answer ''quiero'' or ''no quiero''; if refused, the round ends with the calling team winning two points. *''Vale cuatro'' - The team that answered the ''retruco'' can say this immediately after the ''retruco'' or after accepting it. This makes the round worth the maximum possible four points; if refused, the round ends with the calling team winning three points. ''Truco'' must be accepted explicitly if playing strictly by the rules: if ''truco'' is said, the only way to accept it is by saying ''quiero'', but in a friendly game the players may accept an informal answer such as ''veo, dale''. To call ''retruco'' immediately, it is necessary first to say ''quiero'' (and the same is true when calling ''vale cuatro''). Instead of saying explicitly ''quiero'', a player can play a card and it is implied that they accepted. So, for example, the dialogue must be ''truco/quiero retruco/quiero vale cuatro'', with none of these words omitted. A player can play his card face up or face down, in which case it does not count towards the score. A card can be played face down in order to prevent opponents from deducing the value of a remaining card, possible if ''envido'' or ''flor/contraflor'' has been played. If a player does not want his opponents to know his cards, which can be done in order to trick them into raising their bets, they can play their card face down. This is not the same as ''irse al mazo'' (going to the deck), accepting defeat without finishing the hand.


''Envido''

In games of two people, ''envido'' must be said before the player plays a card. In team games, the foot and the player to the left of the foot are the ones who say ''envido'' (when they do, there are already cards played). ''Envido'' bids have precedence before ''Truco'' bids. If one team calls ''Truco''and the other calls ''Envido'', the ''Envido'' dialogue must be completed (accepting, increasing or declining it) before the ''Truco''. When ''Envido'' is said, the challenged team/player can answer in any of these ways: *''Quiero'' - accepts to take the bet. *''Envido'' - accepts the 2 points of the first ''Envido'' and proposes to raise the bet by 2 points. *''Real Envido'' - accepts the 2 points of the first ''Envido'' and proposes to raise the bet by 3 points. *''Falta Envido'' - if both players score less than 15, the one with the highest score wins the game. If they score more than 15, the winner gets as many points as his opponent is short of reaching 30. *''No quiero'' - refuses to take the last bet. Thus, the challenger team/player earns 1 point if no one raises, or the number of points that were accepted (e.g. ''Envido-Real Envido-No quiero'' is 2 worth points). For ''Real Envido'', the answers are the same, excepting ''Envido'' (because it would "lower" the bet). For ''Falta Envido'', the answers are also the same as in ''Envido'', excepting ''Envido'' and ''Real Envido'' (that leaves only ''Quiero'' and ''No quiero''). Unlike ''truco'', ''Quiero'' and ''No quiero'' close the bidding, and ''Envido'' cannot be bid again. In the cases where the bidding is ended with ''Quiero'', a comparison of the pairs (''puntos de envido'' = "score of ''envido''") is performed to see which team/player has the highest and wins the ''envido''. To calculate the ''puntos de envido'': *The score of a pair of the same suit is the sum of the values of the cards + 20, with the face cards, Kings (12s), Knights (11s) and ''Sotas'' (10s), worth 0. *If the player has no suit pair, then his ''puntos de envido'' is the value of his highest card, with Kings, Knights and ''Sotas'' worth 0. *If playing without ''Flor'', in case of having three cards of the same suit, the ''puntos de envido'' are those of the highest pair of the hand. *A player is obliged to report his score correctly, even though that can be used later to deduce his cards. For example, if a player has already played a six of spades and they have 27 for envido, they are obliged to report the score correctly, although this reveals that they must hold the ace of spades. If the winner reports his score wrong, the points are given to the other team. The cards must be shown at or before the end of the hand. The ''puntos de envido'' are told from the ''mano'' to the dealer player anticlockwise. A player can pass without stating their score if it is too low to win, thus avoiding revealing information about their cards. In case of a tie, the earliest (i.e. the leftmost of the tied players) has preference. If any player says ''son buenas'' ("They're good") on behalf of the team they admit defeat without stating their score. It is usual that while telling the ''puntos de envido'', the partner of the player with the highest ''envido'' remains silent unless the other team says a higher ''envido''. Then, the silent player either raises or folds. After finishing the ''truco'', the winner of ''envido'' has to show his cards by placing them on the table and announcing " he amount of the envido''en mesa''", or, in Argentina "las he amount of the ''envido''''jugadas''" meaning that the announced cards have been played. Failure to do so may be noted by the other team who then takes the points. The ''envido'' is referred to in conversation as ''tanto'', as saying ''envido'' always counts as a bid.


Flor

A ''Flor'' is three cards of the same suit in the hand. Any player with ''Flor'' must announce it or risk a penalty. The player with the best ''Flor'' wins 3 points for each ''Flor''. A player without a ''Flor'' cannot announce one (on the contrary to ''Envido'', where any player can announce it). The call for ''Flor'' can only be made before playing the first card, by simply saying ''Flor''. Then, any other player having ''Flor'' must announce his/her own (play is suspended, so players without ''Flores'' wait until the bet is over), going anticlockwise and by saying any of: *''Flor'': A simple announcement. If nothing more is said, the team having the best ''Flor'' scores 3 points for each ''Flor'' announced this way or by an accepted ''ContraFlor'' (see below). *''Con Flor me achico'': A player announces that they have ''Flor'', but surrenders on behalf of the team. The ''Flor'' bet is closed and the opponent team scores 3 points for their ''Flores'' and 1 for the player's surrender. *''ContraFlor'': A player announces ''Flor'' and challenges the opponent to answer (see below). *''ContraFlor al resto'': A player announces ''Flor'' and proposes to raise the bet to the number of points the leading team needs to win the game plus 3 for each ''Flor''. After calling ''ContraFlor'', the challenged team must answer: *''Con Flor quiero'': the challenged team confirms that each ''Flor'' will be three points. *''Con Flor me achico'': The same as above. *''ContraFlor al resto'': See above. After ''ContraFlor al resto'', the answers are: *''Con Flor quiero'': Accepts raising the bet to the number of points the leading team needs to win plus 3 per each ''Flor''. *''Con Flor me achico'': See above. After the bet has been closed by saying ''con Flor quiero'' or ''con Flor me achico'', players announce the ''Flores''. The comparison between ''Flores'' is done as in ''Envido'': the values of the three cards are added up plus 20 (Aces to 7 are worth the face value and ''Sotas'', Knights and Kings, 0). When two ''Flores'' have the same suit, the one of that player playing earlier (counting anticlockwise) has precedence. If an earlier player announces a better ''Flor'', it is usual to say ''son buenas'', admitting defeat but without revealing information about their cards. At the end of the hand, the ''Flores'' must be shown. As with all bets in ''Truco'', each ''Flor'' (or surrender) is made on behalf of the team. In Argentina, ''Truco'' is sometimes played without ''Flor'', called ''Sin Flor'', or ''Sin Jardinera'' (without the gardenmaid).


''Pedir Flor''

This is a penalty for those players that, having a ''Flor'', do not announce it. If a player suspects that another is hiding a ''Flor'', he/she can challenge this player by saying ''Pido Flor''. In the case that the player had actually a ''Flor'', the challenger team earns three points. But, if the challenged player shows at least two different cards, his/her team earns one point.


Tricks

Truco players trick their opponents: * Playing fast and distracting them through constant conversation and jokes. *Raising the stakes and bluffing. *Asking questions with the words ''envido'' or ''truco'' while holding the cards (when holding cards, a player is active and can call a bet). For example, assuming players A and C form a team, and B and D the opposing team, Player A may bid ''envido'' and Player B may ask while being active -- "did he say ''envido''?", which effectively raises the stakes. This may entice either A or C to quickly call "quiero", as they may have been fooled into thinking the raise was out of clumsiness and not really intended. *When holding both a high and a low card, the low is placed in front of the high a and allowing an opponent to glimpse it, to convince them a ''truco'' is possible.


''Pica Pica''

In a game of 6, sometimes ''Pica Pica'' is also played. Instead of two teams of three, opposing players pair up and play a game, adding the resulting points to their team's score. Usually ''Pica Pica'' is played every other game, but only if a team has 5 or more points, and no team has more than 20 (or 25). ''Pica Pica'' is also known as ''Punta y Hacha''. This is a way of finishing the game more quickly, because each pair in a pica pica plays a complete hand, with corresponding scores. Therefore, it is possible to have, for example, three ''vale cuatro'' in the same hand, which quickly raises scores. However, ''envidos'' and its raises are usually capped (usually 6 points).


''Truco'' in Brazil

''Truco'' is popular in Brazil, with many regional variations. The most known versions (''Truco Paulista'' and ''Truco Mineiro'') use a French deck and different rules. ''Truco Paulista'' can be known as ''Ponta Acima'' in some regions. ''Truco'' in Brazil is mostly associated with
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culture and lifestyle. Students typically sit on a table to play while drinking alcoholic beverages. This scene has been featured in advertising campaigns and it was included in the program of every University "Olympic" Games around the country, known as ''Jogos Universitários''. ''Truco'' can be played by two, three and even four people in each team, which is thought to make it more exciting. Brazilian ''Truco'' has a maximum score of 12 points, values hands and cards differently (depending on where the game is played). It is common to use a best-of-three games system.


''Truco'' ''Paulista''

''Truco Paulista'' is played mostly in the state of
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and is usually played between two teams of two players each. The game is won by the first team to reach 12 points. Each regular round is worth 1 point. One player is the first to shuffle and deal. The dealer is allowed to look at the faces of the cards while shuffling so as to be able to place certain cards at certain spots within the deck (e.g. placing the highest-ranking cards together). They are not allowed, however, to browse freely through the deck. After shuffling, the deck must be handed to the player to the left (the ''cortador''), who can either reshuffle (without looking at the faces of the cards). cut it or do nothing. The deck (or the part of it chosen by the ''cortador'') is then returned to the dealer who deals the cards from the top or bottom of the deck (this is chosen by the ''cortador''). The cards must be dealt counter-clockwise, starting with the player to the dealer's right. They can be dealt one at a time or, most commonly, three at a time. If the ''cortador'' chooses not to reshuffle, they can deal their and their partner's cards in advance. The players each play one card, starting with the player to the right of the dealer, the ''mão'' (hand) and ending with the dealer, called the ''pé'' (foot). The player who played the highest-ranked card wins the trick for the team and begins the subsequent trick. The rounds consist of a best-of-three tricks. The team that wins two tricks wins the round and gets the point. If the first trick (or first and second tricks) ends in a tie, the winner of the next trick wins the round. If the second or third tricks end in a tie, the winner of the first trick wins the hand. In the rare occasion that all three tricks end in ties, nobody is awarded the point. In the case of a tie, the following trick is started by the player who tied the last trick. At any point during the game any of the players can raise the stakes by saying ''truco''. When a player ''asks for truco'', the opposing team has three options: * Accept: the round is now worth three points; * Fold: the team that asked for ''truco'' gets one point; * Raise the stakes even further by ''asking for 6'' (this can also be done later at any point if the team chooses to accept the ''truco''). If the team chooses to ''ask for 6'' the round is now worth three points. The opposing team (the one who asked for ''truco'') has the same three options: * Accept: the round is now worth six points; * Fold: the team that ''asked for 6'' gets three points; * Raise the stakes even further by ''asking for 9''. This system goes on in this same pattern, with the players raising the stakes further to ''game'' and finally ''match.'' When one of the teams reaches 11 points, they play the ''mão-de-onze'' (round of eleven). In this round, the members of each team can see their partner's cards before the round begins and the team with eleven points may choose to play the round or run away. If they choose to play, the round is worth three points. If they choose to run away, the opposing team is awarded one point. If any of the players ask for ''truco'' during the round of eleven, the team loses the round. For this reason, if one of the players is dealt an unbeatable hand (having the two best cards at the same time) they may simply show the cards to the rest of the table and win the round without having to play. If both teams reach eleven points, the round must be played. If one of the players receives fewer or more than three cards dealt by a member of the opposing team, they can point out this error after the round has begun and win the round. If the error is pointed out before the hand begins the deck must be shuffled and the cards dealt again. In ''Truco Paulista'' the cards are ranked in the following order, from strongest to weakest: * Trump cards; * 3s * 2s * Aces * Kings * Jacks * Queens * 7s * 6; * 5s * 4s 8s, 9s and 10s are never included. Upon agreement, the 7s, 6s, 5s, and 4s can be removed from the deck, this is called playing with a clean deck (''jogar com baralho limpo''). After the cards are dealt, one card from the remainder of the deck is turned over to determine the ''trump cards'' (''manilhas''), which rank above all others. The trump cards are the cards directly above the one which was turned over (e.g. if the card revealed is a 7, the trump cards are the queens). The strength of a trump card when compared to the others is determined by its suit, with diamonds being the weakest, followed by spades, hearts and clubs being the strongest.


''Truco Mineiro''

''Truco mineiro'' is a variety of ''Truco'' played mostly in the state of Minas Gerais. The rules are mostly the same as in ''Truco Paulista'', except: * Regular rounds are worth 2 points instead of 1; * When a player ''asks for truco'', they propose the round be worth 4 points; if refused, the team receives 2 points. * When a player ''asks for 6'', they propose the round be worth 8 points; if refused, the team receives 4 points; * When a player ''asks for 9'', they propose the round be worth 10 points; if refused, the team receives 8 points; The round of eleven is replaced by the roughly similar ''round of ten'', except that only the team with ten points is allowed to see each other's cards and that the round is worth four points instead of three. If both teams reach ten points the round must be played and they are not allowed to see each other's cards. ''Truco mineiro'' uses a fixed set of trump cards, so there is no need to turn one card over after dealing to determine them (the order of the suits remain the same, however). The ranking of the cards is: * 4 of clubs (known as ''zap'') * 7 of hearts * Ace of spades (known as ''espadilha'') * 7 of diamonds (known as ''pica fumo'' or simply ''sete de ouros'') * 3s * 2s * Aces (except the ace of spades) * Kings * Jacks * Queens * 7s (clubs and spades only) * 6s * 5s * 4s (except the 4 of clubs) The game can also be played with only the cards up to the Queens, removing 4 through 7.


''Señas'' (signals)

''Señas'' are gestures used between players of the same team to tell the ''pie'' (captain) their most valuables cards or if they have a good ''envido'' score. In some versions the official ''señas'' must be used, rather than private ones not generally understood. In the Argentine game the accepted ''señas'' are: *''Ancho de Espadas'' (Ace of swords) - Both eyebrows up or wink with the right eye. *''Ancho de Bastos'' (Ace of clubs) - Wink with the left eye. *''Siete de Espadas'' (Seven of swords) - With lips closed, slightly move the right side to the right. *''Siete de Oro'' (Seven of gold) - With lips closed, slightly move the left side to the left. *''Tres'' (any three) - Slowly and gently move the lower lip inside and take it back out slightly biting it with the two front teeth. *''Dos'' (any two) - With lips closed, move them to the outside as if they were simulating a kiss. The lips remain closed. *''Ancho Falso'' (Ace of cups and ace of gold) - Mouth open for few seconds or inflate the cheeks. *High score for ''envido'' - Shrink the middle of the face in such a way that the skin of the nose shrinks too. Another usual gesture is to slightly (and quickly) tilt your head towards the shoulder. *Low or no score for ''truco'' - Blink both eyes. *12, 11 or 10 - Touch shoulder, chin, triceps of the arm or elbow. ''Señas'' are optional; there is no obligation to signal one's cards. The intention is that signals are made to one's partner when opponents are not looking, but they can also be used as a deceptive strategy, making a misleading signal intended to be noticed by the opposition; this is not against the rules.


Jargon (Spanish)

Many informal expressions have become part of the game, such as: *''Siete bravo'' (brave seven) - the seven of spades and the seven of gold are sometimes referred to as brave sevens. *''Estar cargado'' (to be loaded) - to have high score for a potential ''envido'' or to have a good hand for ''truco''. *''Vení'' (come) or ''vení acá'' (come here) - said by the ''pie'' to a partner to ask them to play their lowest card, typically because the ''pie'' expects to play the winning card. *''Andá allá'' (go there) - in a game with teams of three, said to a player by the ''pie'' to ask them to play their lowest card because the third team member expects to win the hand. *''Estoy seco'' (I'm dry) or ''estoy ciego'' (I'm blind) - a player says this in relation to an envido or playing a hand if they do not have winning cards. *''No ha venido'' (it hasn't come) - a rhyming response to refuse an ''envido''. *''Va por las tuyas'' or ''son las tuyas'' (play by your own
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- said by a player who does not have good cards when ''truco'' or ''envido'' is challenged, to tell teammates to decide according to their own cards. *''Falta un vidrio'' - sometimes said to trick opponents into revealing their score, because it sounds like ''falta envido''. *''Jugála callado'' (Play it quietly) - warning teammate not to call ''truco'' or ''envido''. *''A cara de perro'' - Literally dog-faced; meaning following rules exactly, especially regarding the displaying of ''envido''. In friendly games a player is often excused if they forget to show their cards to confirm their stated ''envido'' score. However, when playing with strangers or for money, games are usually played ''a cara de perro''. Another example would be saying "envido", "truco", etc. in conversation; in strict playing this is a call. *''Está peluda'' (it's hairy) - This is said either when a player can win the hand but it leaves them with no other cards or when a player has low cards. *''Dormir adentro/ dormir afuera'' (Sleep inside/ sleep outside) - when a team or sole player makes more/less than 15 points.


Jargon (Brazil)

*''Baralho Vazio''/''Baralho Limpo'' (empty deck/clean deck) - used for the variations where the lowest cards 7s, 6s, 5s and 4s are not used. *''Baralho cheio''/''Baralho sujo'' (full deck/ dirty deck) - uses all the 40 cards. *Melar/Cangar/Embuchar/Amarrar - to play a card of the same value as the highest card at the table. *''Mão de Onze'' (also mão de dez)- When a player (or team) or both players (or teams) has 11 (or 10) points. *''Mão de Ferro'' (also mão escondida)- When both teams have need one point to win so the last round is playable in the dark (''no escuro'') where no one sees the cards. (This option is chosen by the players when both teams agree. Usually played in ''Truco Paulista''). *''Cair'' (to fall) - To accept a ''Truco'', ''Seis'' or ''Nove''. *''Correr'' (to run) - To quit when the other player (or team) calls ''Truco'', ''Seis'' or ''Nove.'' *''Manilhas'' - trump cards. In ''Truco Paulista'', ''manilha'' are the cards of the next number of the one who was trumped at the beginning of the round. For example: if a 2 is trumped, the ''manilha'' are the 3s. Then, the strength of each ''manilha'' depends on the stamp, which follows (strongest to weakest): clubs (''zap''), hearts (''copas''), spades (''espadilha''), diamonds (''pica-fumo''). *''Mão'' (hand) - The first to play. *''Pé'' (foot) - The last to play. *''Marreco''/''Pato'' (
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) - During the game, the losers are called ''patos'' or ''marrecos''. *''Turco'' (Turk),''Túlio'' (a male name),''Suco'' (juice)... - words sounding similar to ''truco'', used to joke (and scare team partners) during a ''Mão de Onze'', when it is not allowed to call ''truco'' (mostly the play that say ''truco'' lose the game). *''Na testa'' (to the forehead) - The player with the strongest card in the game, the ''Zap'', in order to show complete happiness for winning that round screams ''Na testa!'' and smashes the card directly to the opponent's forehead, often after licking it. *''Meio Pau''/''Meio saco'' (half dick/half sack)- to call ''Seis'' (works like a ''retruco''). ''Meio'' means half and ''Seis'' is 6 (half dozen). However, in many variations, ''Seis'' does not mean 6 points. *''Morrer de pau duro'' (to die with a boner) - Losing the round despite holding hand the ''Zap''. *''Surra de pau mole'' (equivalent to "pig blapping") - This one has many similar meanings. Basically it means winning the game or round on a bluff. *''Passar de baixo da mesa'' (to pass under the table) - When the opponents lose without making any points, they have to literally pass under the table as a punishment. It is used mainly in the southern like in the state of Santa Catarina. *''A primeira vai à missa'' (first hand is golden) - a way to indicate the importance of the first hand. Jargon is often used to fool the other team.


References


External links


Truco at Card Games website
(a tutorial)

(Spanish)
truc.cat
(Valencian truc) {{List of trick-taking games Year of introduction missing Argentine culture Brazilian games Put group Spanish card games Spanish deck card games Uruguayan culture South American card games