
Truco Rules
Truco Rules explained simply: setup, how to play, scoring and popular variants, plus beginner tips for your first games.
Updated on February 15, 2026
📋 Sommaire
Truc is a popular trick-taking card game from Catalonia, Spain, closely related to the old English game of Put. It is the basis of the more elaborate game Truco played in several South American countries, and the Catalan rules described here are the ones the South American versions grew out of. It is a game for four players in fixed partnerships and is played with a standard Spanish 40-card deck of coins (oros), cups (copes), swords (espases) and batons (bastons). The game can also be played by two players, but the two-player game is considerably less interesting.
The cards in each suit run from 1 to 7 and 10 to 12, the 10 being the Sota (Jack), the 11 the Cavall (Horse) and the 12 the Rei (King). From highest to lowest they rank 3, 2, 1, 12, 11, 10, 7, 6, 5, 4 — only the rank matters, suits are irrelevant.
Objective
The objective of Truco is to score 12 points before your opponent team. Each hand is worth from 1 to 3 points, depending on the bets made during the game.
Setup
- Choose a dealer randomly. The dealer's position passes to the right after every hand.
- Before each deal, the dealer shuffles the cards and allows the player to their left to cut.
- The dealer then deals three cards, one at a time, to each player, starting with the player to their right. Alternatively, the player to the left of the dealer can choose not to cut but simply tap the cards, in which case — as long as neither team has more than 10 points — the dealer has the option to deal just one card to each player, making the hand consist of only one trick. This option does not apply once a team has reached 11 points; then three cards each must be dealt.
How to Play
- The player to the dealer's right leads to the first trick, and the winner of each trick leads to the next. Any card can be played when it's your turn, regardless of suit. The highest card wins the trick.
- If there are two or more equal highest cards from different teams, the trick is a draw, and nobody wins it. The winner of each trick leads the next one. If a trick is drawn, the same player who led before leads again.
- The hand is won by the team that wins two of the three tricks. If one trick is a draw, then the team that wins the first of the remaining two tricks wins. If two tricks are drawn, the winners of the third trick win the hand. If all three tricks are drawn, the non-dealing team wins the hand.
- The play continues as far as is needed to win the hand, so for example, the third trick is only played if the first two were won by opposite teams or were both drawn.
Scoring and End of Game
The initial score for each hand is one point. The score for the hand can be raised to two or three during the play in a way similar to doubling in backgammon. Each player, as long as they have the right to do it, can bet at their turn to play, before or after playing their card. The usual words for betting are "truc" for a bet of two and "retruc" for a bet of three. The first raise to two can be made by either team; if it is accepted, only the team that accepted it may propose a bet of three. Bets can be accepted explicitly or implicitly by simply playing a card, and rejected explicitly or by putting your cards face down. If a bet is accepted, the winner of the hand scores the final bet. If the bet is not accepted, the play of the hand is abandoned and the proposing team wins the score that was in effect before the bet — one point if truc was refused, two if retruc was.
If one team reaches eleven points, they must decide whether they wish to play the hand at all: if they decline, the other team scores one point, and if they accept, the hand is automatically worth three points with no betting. If both teams are on eleven, the hand is played without betting and the winners win the game. The first team to twelve points wins.
Communication and Signals
While the game is in progress, conversation is allowed without restriction, provided that all four players can hear it. Partners can instruct each other about what card to play, the convenience of betting, bluffing, try to confuse the opponents, and so on. Signals are also allowed, by which players can communicate to their partner what cards they hold.
Common Variants
Truc is closely related to the more elaborate game Truco, which is popular in several South American countries. The game is also played in some places in the South of France with slight differences.
A Bit of History
Truc is based on the old English game of Put, which was first described by Cotton in "The Compleat Gamester" (1674). It is played in various parts of Spain, and other versions of the game will be added in future.
Where to Get the Game
Beginner Mistakes to Avoid
- Not understanding the communication and signaling rules: Beginners should familiarize themselves with the allowed signals and use them appropriately to communicate with their partner.
- Not paying attention to the betting: Betting is a crucial part of the game, and beginners should learn to understand the implications of accepting or rejecting bets.
- Not focusing on winning two of the three tricks: The objective is to win two of the three tricks, so beginners should focus on playing cards that will help them achieve this goal.
FAQ
- Can I play Truco with a deck of 32 cards instead of 40?
- Yes, it is possible to play Truco with a 32-card deck, but it will alter the card rankings and the gameplay slightly.
- Can I bet outside my turn in Truco?
- No, bets can only be made during your turn to play, before or after playing your card.
- Can I play with fewer than four players?
- The game is designed for four players in fixed partnerships, but a two-player version exists; it is generally considered considerably less interesting.
- What happens when two players play equally high cards?
- The trick is a draw and nobody wins it, whatever the order in which the cards were played or how many of them there are. The player who led to that trick leads again.
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