Conquian – Rules
Play Conquian against the computer
1. Overview
| Name | Conquian (Conquián) |
| Type | Rummy game (early form) with Spanish cards |
| Players | 2–3, usually 2 |
| Recommended age | 10 and up |
| Playing time | one round 5–10 minutes; a game (5 rounds) 30–45 minutes |
| Material | 40 Spanish cards (1–7, sota, caballo, rey) |
| Goal | Be first to meld 10 cards in valid combinations. |
| Difficulty | medium |
What is it about? Conquian comes from Mexico and is considered one of the ancestors of all rummy games. Its special feature: a card from the middle may never be taken into your hand. You must meld it at once with at least two of your own cards – or leave it. Whoever melds 10 cards wins the round.
2. Cards and material
- Pack: 40 Spanish cards: 1–7, sota (10), caballo (11), rey (12) in oros, copas, espadas, bastos.
- Run: three or more consecutive cards of the same suit. The 7 is next to the sota: 6-7-sota is valid. The ace is always low.
- Set: three or four cards of the same rank.
- Face up and face down: Hands concealed, stock face down, middle card and melds face up.
3. Preparation and start
- Dealing: Everyone gets 9 cards.
- Cambio: Everyone passes one card face down to the right at the same time.
- Start: The player right of the dealer turns over the top stock card.
Start example: You hold the 4 and 5 of oros. If the 6 of oros is turned up, you meld 4-5-6 at once.
4. Goal and winning
- A round: The first to meld 10 cards (all 9 hand cards plus one middle card) wins.
- Draw: If the stock runs out, the round ends without a winner.
- Game: After the agreed number of rounds, the player who won most rounds wins.
5. Play in detail
A turn.
- The face-up middle card (turned up or discarded) is available.
- Taking: You may only take it if you meld it at once – with at least two hand cards or added to one of your own melds.
- Then you discard a card – it becomes the new middle card for the next player.
- Declining: If you don't want the card, the next player is on; if nobody can use it, a new card is turned up.
Example with Players 1 and 2. Two players.
- The 7 of copas is turned up. Player 1 holds the 5 and 6 of copas and melds 5-6-7. He discards the 2 of espadas.
- Player 2 doesn't take the 2 of espadas. He turns up the rey of bastos and melds it with two reyes.
- Player 2 discards the sota of copas. Player 1 adds it to his run: 5-6-7-sota.
- Player 1 discards. Now he has 4 cards melded – 6 to go.
6. Scoring
| Result | Outcome |
|---|---|
| 10 cards melded | round won |
| Stock empty | draw |
- Recording: Rounds won per player.
- Stakes (variant): The winner receives a fixed stake from each opponent.
7. Special rules and situations
- Never into the hand: A middle card may never be taken into your hand.
- Rearranging: Your own melds may be rearranged as long as everything stays valid.
- Forcing (variant): If the middle card fits an opponent's meld, you can force it on them.
- No laying off on opponents: Only on your own melds.
- Nine melded is not enough: The tenth card must be a middle card.
- Common mistakes: melding cards you'll need later for building; discarding what the opponent can use at once.
8. Variants
Standard in this description: 2 players, 9 cards, goal 10 melded cards, 5 rounds.
| Variant | What changes | Suits |
|---|---|---|
| Three players | 8 cards each, goal 9 cards. | three players |
| Forcing | Opponents get cards forced on them. | advanced players |
| French cards | Without 8, 9, 10. | without Spanish cards |
When playing against the computer on cardgames.zone you play against one or two computer opponents over 5, 3 or 9 rounds.
9. Tips for beginners
- Keep runs open: Better 4-5 in hand than an early set that can't grow.
- 7 and sota: They are adjacent – that extends runs.
- Check your discard: Don't discard anything that fits an opponent's meld.
- Rearrange: A set of four can give up a card for a run.
- Keep count: Which cards are already melded?
- Patience: Sometimes declining beats a weak meld.
- Plan the last card: The tenth card must come from the middle.
10. Summary in 10 steps
- 40 Spanish cards, 9 cards each.
- Pass one card to the right at the start.
- Turn up the middle card.
- Take it only if you meld it at once.
- With at least two hand cards – or on your own meld.
- Then discard a card.
- Declining: the next player is on.
- Run (3+ in a suit, 7 next to sota) or set (3–4 of a rank).
- Melding 10 cards wins the round.
- Stock empty: draw.
11. Frequently asked questions
May I take the middle card into my hand?
No, never.
How many cards must I meld?
Ten – all nine hand cards and one middle card.
Is 6-7-sota a run?
Yes, the 7 is next to the sota.
May I lay off on opponents' melds?
No, only on your own.
What happens when the stock runs out?
The round ends in a draw.
How long does a game take?
Five rounds take about 30 to 45 minutes.
Origin & history
First known mention in 1857 in Mexico City; reached Texas in the 1860s and is considered the ancestor of the whole Western rummy family (incl. Gin Rummy). The name is popularly derived from '¿con quién?'; an origin in the Philippine Kongkian is considered more likely.