Malilla – Rules
Play Malilla against the computer
1. Overview
| Name | Malilla |
| Type | Point-trick game with partners |
| Players | 4, two fixed teams, partners opposite |
| Recommended age | 10 and up |
| Playing time | one deal 5–8 minutes; a game to 35 points 20–40 minutes |
| Material | 40 Spanish cards (or French without 8, 9, 10), pen and paper |
| Goal | As a team, take more than half of the 70 points and be first to reach 35 points in total. |
| Difficulty | medium |
What is it about? Malilla came to Mexico from Spain and is a popular partnership game there. The strongest card is the seven – the "malilla". The rules are strict: if an opponent is winning the trick, you must beat them or trump if you can. Any breach of the rules immediately loses the whole game.
2. Cards and material
- Pack: 40 Spanish cards: 1–7, sota, caballo, rey in oros, copas, espadas, bastos.
- Ranking and points (high → low):
| Card | Points |
|---|---|
| 7 (malilla) | 5 |
| Ace | 4 |
| Rey (king) | 3 |
| Caballo | 2 |
| Sota | 1 |
| 6, 5, 4, 3, 2 | 0 |
- Total: 15 points per suit = 60, plus 1 point per trick = 70 points.
- Face up and face down: Hands concealed, trump card face up.
3. Preparation and start
- Dealing: All 40 cards one at a time, everyone gets 10.
- Trumps: The dealer's last card is shown – its suit is trumps.
- Trump bonus: If it is a point card, the dealer's team scores its value at once.
- Start: The player right of the dealer leads.
Start example: The dealer's last card is the 7 of copas (malilla). Copas are trumps and the dealer's team scores 5 points at once.
4. Goal and winning
- A deal: The team with more than 35 of the 70 points records the difference to 35.
- Game: The first team to reach 35 points in total wins (or 70 in the long version).
5. Play in detail
A trick.
- The leader plays any card.
- Following suit is compulsory.
- Beating: If an opponent is winning with the suit led, you must beat them if you can.
- Trumping: If you can't follow and an opponent is winning, you must trump or overtrump if possible.
- Partner winning: Then you may follow or discard freely.
- Forbidden seven: The seven of a non-trump suit that hasn't been led yet may not be discarded.
Example with Players 1 to 4. Copas are trumps. Players 1 and 4 against Players 2 and 3. Order: Player 1, 2, 4, 3.
- Player 1 leads the king of oros. Player 2 plays the ace of oros – he is winning.
- Player 4 holds the 7 of oros and must beat Player 2: he plays the malilla.
- Player 3 has no oros. An opponent is winning, so he must trump: 2 of copas.
- Trick to Player 3: 3 + 4 + 5 = 12 points plus 1 for the trick.
6. Scoring
| Result | Score |
|---|---|
| More than 35 points | record the difference to 35 |
| 35 : 35 | no score |
| All 10 tricks (capote) | 35 points, instant win |
| 35 reached while the opponents have 0 (zapato) | special win |
| Breach of rules ("renegar") | whole game lost |
- Recording: Total points per team.
7. Special rules and situations
- Trump bonus: If it alone would win the game, it only counts after the deal – and only if nobody wins first.
- Only forbidden sevens: If you have nothing else, you may discard them as an exception.
- Redeal: A player with seven or more cards of one suit may ask for a redeal if their partner agrees.
- Albur (variant): Before play two cards are drawn; whoever picks the higher one scores 5 points and leads.
- Common mistakes: forgetting to beat; discarding a forbidden seven.
8. Variants
Standard in this description: 40 cards, trumps from the dealer's last card, game to 35.
| Variant | What changes | Suits |
|---|---|---|
| Game to 70 | Longer game. | long evenings |
| Manilla (Spain) | 48 cards, the 9 is highest, target 40. | Spanish groups |
| Albur | Random bonus before play. | a change |
When playing against the computer on cardgames.zone you play with the player opposite as your partner against two computer opponents, anticlockwise, game to 35 or 70 points.
9. Tips for beginners
- Protect the malilla: Play the seven when it surely wins the trick.
- Know your duties: Beating and trumping are compulsory when an opponent is winning.
- Feed your partner: When they are winning, give them aces and kings.
- Keep count: Which sevens and aces have gone?
- Save trumps: They decide the last tricks.
- Mind the forbidden seven: Don't discard it hastily.
- Tricks count too: Each trick is worth a point.
10. Summary in 10 steps
- 40 Spanish cards, two teams.
- Anticlockwise, 10 cards each.
- The dealer's last card sets trumps.
- 7 = 5, ace 4, rey 3, caballo 2, sota 1.
- Follow suit.
- Opponent winning: beat or trump.
- Partner winning: play freely.
- 1 point per trick, 70 in total.
- Over 35: record the difference.
- The first team to 35 wins.
11. Frequently asked questions
Why is the game called Malilla?
That is the name of the seven, the highest card.
Must I beat?
Yes, if an opponent is winning and you can.
What happens after a breach of rules?
The team loses the whole game.
What is a capote?
All ten tricks – an instant win.
How are trumps chosen?
By the dealer's last card.
How long does a game take?
To 35 points about 20 to 40 minutes.
Origin & history
Comes from Spain, where the rules were first printed in Madrid in 1753; the name means roughly 'little bad one'. Via France (Manille, 19th century) and Spain it reached Mexico, where the seven (Malilla) is the highest card.