Truco (Paulista) – Rules

Play Truco (Paulista) against the computer

1. Overview

NameTruco (Truco Paulista)
TypeTrick-taking and bluffing game with raising stakes
Players2 or 4 (four in teams), variants for 6
Recommended age10 and up
Playing timeone hand 1–2 minutes; a game to 12 points 15–30 minutes
Material40 cards (no 8, 9, 10), pen and paper or beans
GoalWin hands and be first to 12 points.
Difficultyeasy to learn, lots of bluffing

What is it about? Truco is a folk game in Brazil, played loud, fast and with plenty of bluff. Everyone holds just three cards, and whoever wins two of the three tricks wins the hand. By calling “Truco!” you can raise the hand's value – the opponents must accept, refuse or raise again.

2. Cards and material

3. Preparation and start

  1. Shuffle and cut.
  2. Deal: Everyone gets 3 cards.
  3. Vira: The next card is turned face up. The four cards of the next higher rank are manilhas.
  4. Start: The player right of the dealer leads.

Start example: The vira is the 6 of diamonds. The manilhas are the sevens: the 7 of clubs is the zap, the strongest card. You hold the 7 of clubs, a 3 and a 4.

4. Goal and winning

5. Play in detail

The tricks.

  1. The leader plays any card; so do the others. There is no need to follow suit.
  2. The highest card wins (manilhas first, then by ranking). Suits only matter for manilhas.
  3. The winner leads to the next trick.

Calling truco.

Example with Players 1 to 4. Players 1 and 4 against Players 2 and 3. Vira 6 of diamonds, manilhas are the sevens.

  1. Trick 1: Player 3 leads a 3. Player 1 plays his 4 (saving the zap). Player 2 plays a king, Player 4 a 2. Player 3's 3 is highest: trick to Players 2 and 3.
  2. Trick 2: Player 3 leads an ace. Player 1 plays the 7 of clubs (zap) and wins. Now it's 1 : 1.
  3. Player 1 calls “Truco!” Players 3 and 2 think it over – they refuse. Players 1 and 4 score 1 point.

6. Scoring

SituationPoints
Normal hand1
Truco accepted3
Seis accepted6
Nove accepted9
Doze accepted12
Raise refusedthe previous value to the raising side

7. Special rules and situations

8. Variants

Standard in this description: Truco Paulista with vira and changing manilhas, game to 12.

VariantWhat changesSuits
Truco MineiroFixed manilhas: 4 of clubs, 7 of hearts, ace of spades, 7 of diamonds; no vira.Minas Gerais
Truco Gaúcho / ArgentinoSpanish cards, envido and flor.southern Brazil, Argentina
Six playersThree against three.large groups
Two playersOne against one.couples

When playing against the computer on cardgames.zone you play with two or four (partner opposite), either Paulista with vira or Mineiro with fixed manilhas.

9. Tips for beginners

  1. Remember the manilhas: After each vira, work out again which cards are strongest.
  2. Save the zap: The strongest card often wins the decisive trick.
  3. Take the first trick seriously: It decides ties.
  4. Bluff: A truco with weak cards can make the opponents refuse.
  5. Refusing is allowed: Better give away one point than three.
  6. Play with your partner: If your partner surely wins the trick, discard a weak card.
  7. Careful at 11: In the mão de onze only play with good cards.

10. Summary in 10 steps

  1. 40 cards (no 8, 9, 10), 3 cards each.
  2. Turn up the vira; the next rank up = manilhas.
  3. Manilhas: clubs > hearts > spades > diamonds.
  4. Others: 3, 2, A, K, J, Q, 7, 6, 5, 4.
  5. No need to follow suit; highest card wins.
  6. Two of three tricks win the hand.
  7. “Truco!”: hand worth 3; then 6, 9, 12.
  8. Refuse: opponents score the previous value.
  9. At 11 points: mão de onze.
  10. First team to 12 points wins.

11. Frequently asked questions

What is the vira?

The card turned up after the deal. The next rank up becomes the manilhas.

What is the zap?

The manilha of clubs – the strongest card of the hand.

Must I follow suit?

No. In Truco you may always play any card.

What happens if I refuse truco?

The opponents score the hand's previous value and the hand is over.

What is the mão de onze?

A team on 11 points sees the partner's cards and decides whether to play – for 3 points, without truco.

How long does a game take?

To 12 points about 15 to 30 minutes.

Origin & history

Descends from the Spanish Truc/Truque (Valencia, Middle Ages) and came to South America with colonisation. Several regional forms developed in Brazil; Truco Paulista is the most played in São Paulo and the southeast.