Argentine Truco rules
Everything you need to play Argentine Truco, on one page: how the 40-card Spanish deck works, which card beats which, how a hand is played, and how to bet with truco, envido and flor. Want to learn it step by step, with moving cards? Try the course.
Learn it step by step1The deck
Truco uses the Spanish deck: 40 cards in four suits.
- Each suit runs 1 to 7, then 10, 11 and 12.
- There are no 8s and no 9s.
- 10, 11 and 12 are the picture cards.
- Suit trick: count the breaks in the frame line. None is Coins, one is Cups, two is Swords, three is Clubs.
2The goal
First to 30 points wins.
- Argentines keep score with matches. Four make a square, the fifth crosses it. One square is 5 points.
- The first 15 points are called las malas, the next 15 las buenas. They are just names for the two halves.
- Want a short game? Play to 15.
3The deal
Everyone gets 3 cards, one at a time.
- The player next to the dealer is the mano. The mano plays first, and wins when envido points tie or when all three rounds tie.
- Each new hand, the deal moves one seat, and so does the mano.
- Play one against one, or two against two as partners.
4One hand, three rounds
Each hand is best of three. Play one card per round. Win two rounds and you win the hand.
- The higher card wins the round.
- The winner of a round plays first in the next one.
When a round ties
A tied round (parda) counts for nobody.
- If it's still level, the first round someone won decides.
- Three ties in a row? The mano wins.
- After a tied round, the same player plays first again.
5Which card wins
Four special cards beat everything. After them, only the number matters. The suit doesn't.
- The 1 of Swords is the boss. Everyone calls it el ancho de espadas.
- Then the 1 of Clubs, the 7 of Swords and the 7 of Coins.
- Then every 3, every 2, the other two aces, 12, 11, 10, the other 7s, 6, 5 and 4.
- Same rank? It's a tie. In Spanish: parda.
6Truco: raise the stakes
A hand is worth 1 point. On your turn, shout ¡Truco! to make it worth more.
- Your rival answers ¡Quiero! (I accept), No quiero (I give up the hand), or raises.
- Only the player who last said Quiero can raise next.
- You can bluff. Calling truco with bad cards is half the fun.
7Envido: count your points
A second bet, on two cards of the same suit. It's played early: before you play your first card.
- Two cards of one suit: add them up, plus 20.
- 10, 11 and 12 count as zero.
- No two cards of one suit? Your envido is your highest card.
- Highest envido wins. A tie goes to the mano.
- Playing without flor? Three cards of one suit: add the best two, plus 20.
Envido: the bets
Call envido, real envido or falta envido. Your rival accepts, refuses or raises.
- Each row is a back-and-forth: one player calls, the other raises.
- Refused? The caller takes 1. If a raise is refused, whoever raised takes what the calls before it were worth.
- Falta envido: the winner takes what the leader still needs to win the game.
El envido está primero: if your rival shouts truco in the first round, you may answer with envido first. The envido is settled, then the truco.
8Flor: three of a suit
All three cards in one suit is a flor (flower). Shout ¡Flor! before you play your first card. It scores 3 points and cancels the envido.
- Both players have one? Compare them: add the three cards, plus 20. The best is 5, 6 and 7: 38.
- If you have one, you must say it. Hiding it is against the rules.
- Many tables play without flor. Agree before you start: ¿con flor o sin flor?
9Me voy al mazo
Bad cards and no bluff in you? On your turn, say me voy al mazo (I go to the deck) and drop your cards.
- Your rival takes what the hand is worth right now: 1 point, or the truco you already accepted.
- Folding early saves points when your rival is betting big.
House rule at many tables: fold in the first round before any envido, and your rival takes 2.
10Playing in pairs
Four players, two teams. Partners sit across from each other.
- Play goes to the right, counter-clockwise.
- The highest of the four cards wins the round for its team.
- For envido, each team counts its best hand.
- If two partners tie for the highest card, their team still wins the round.
Secret signals
Partners tell each other their best cards with their faces. The rivals are watching too, so be quick.
- 1 of Swords: Raise your eyebrows
- 1 of Clubs: Wink
- 7 of Swords or Coins: Pull your mouth to one side
- Any 3: Bite your lower lip
- Any 2: Blow a kiss
- Ace of Coins or Cups: Open your mouth
- Good envido: Tilt your head
- Nothing good: Close your eyes
Signals change from table to table. These are the most common ones.
11A whole hand
One hand from start to finish, in the order things happen.
- Deal: 3 cards each. You are the mano, so you go first.
- Your 7 and 6 of Cups make 33 envido. Call it before you play a card.
- Rival accepts. 33 beats their 25: you score 2.
- Round 1: your 3 beats their 2.
- Round 2: you lead the 7 of Cups. Rival shouts truco and you accept: the hand is worth 2.
- Their ancho de bastos wins round 2.
- Round 3: their 4 against your 6. That's two rounds for you.
- Hand over: envido 2 + truco 2. You score 4.
12Cheat sheet
Card power
Ancho de espadas › Ancho de bastos › Siete de espadas › Siete de oros › 3 › 2 › aces of Coins and Cups › 12 › 11 › 10 › 7s of Clubs and Cups › 6 › 5 › 4
Rounds and ties
- Best of three rounds.
- Round winner plays first next. After a tie, the same player again.
- A tie counts for nobody: the first round won decides.
- Three ties: the mano wins.
Truco
- No call: 1
- Truco: Accepted 2 · Refused 1
- Retruco: Accepted 3 · Refused 2
- Vale cuatro: Accepted 4 · Refused 3
Envido
- Two of a suit: add them, plus 20.
- Pictures (10, 11, 12) count 0.
- No pair: your highest card.
- Only before you play your first card.
- Tie: the mano wins.
- Envido: Accepted 2 · Refused 1
- Real envido: Accepted 3 · Refused 1
- Envido, Envido: Accepted 4 · Refused 2
- Envido, Real envido: Accepted 5 · Refused 2
- Envido, Envido, Real envido: Accepted 7 · Refused 4
- Falta envido: Accepted the rest · Refused what was bet, or 1
Flor
- Three of a suit: 3 points.
- Both have one: best flor takes 6.
- Con flor me achico: they take 4.
- Contraflor: accept and the best flor takes 6. Back down and they take 4.
- Contraflor al resto: what the leader needs, plus 6.
- Cancels the envido.
Folding
- Say "me voy al mazo" on your turn.
- Rival takes what the hand is worth: 1, or the accepted truco.