Truco: the table sheet

Pocket rules for Paulista and Mineiro truco, to keep with the deck.

1. Card ranking

A 40-card deck, no 8s, 9s or 10s. From weakest to strongest:

  1. 4
  2. 5
  3. 6
  4. 7
  5. Q
  6. J
  7. K
  8. A
  9. 2
  10. 3

2. Manilhas: they beat any other card

Among manilhas, the suit decides: diamonds < spades < hearts < clubs

By the vira (Paulista)

After dealing, one card is turned: the manilhas are the next value, in all four suits. After the 3 it wraps to the 4.

Vira4567QJKA23
Manilha567QJKA234

Fixed (Mineiro; in Paulista, if the table agrees)

  1. pica-fumo: seven of diamonds
  2. espadão: ace of spades
  3. copas: seven of hearts
  4. zap: four of clubs

From weakest to strongest. With no vira, the other sevens and aces are ordinary cards.

3. What a hand is worth

  • Pato Paulista: starts at 1; each call raises it to 3 → 6 → 9 → 12. The game goes to 12.
  • Pato Mineiro: starts at 2; each call raises it to 4 → 6 → 8 → 10 → 12. The game goes to 12.

On your turn, before playing, you can call: the other side accepts, folds or raises. Whoever folds gives up the value from before the call, and the side that called cannot raise again right away.

4. The final hand

  • Pato Paulista, hand of 11: the team that reached 11 looks at the partner's cards and decides: playing is worth 3; folding gives 1 to the other side. Nobody calls truco. If both teams are at 11, it is the iron hand: worth 1, and everyone plays face down, without seeing the card.
  • Pato Mineiro, hand of 10: the team that reached 10 looks at the partner's cards and decides: playing is worth 4; folding gives 2 to the other side. Nobody calls truco. If both teams are at 10, it is the iron hand: worth 2, and everyone plays face down, without seeing the card.

5. The rounds

Each hand has up to three rounds. Two rounds take the hand. Tie in the first, the second decides; tie in the second or in the third, the hand goes to whoever took the first round that wasn't tied. Tie all three and the hand is void.

From the second round on you may play face-down: the card loses to everything, but nobody sees what it was.