Truco Card Game Rules
- The dealer deals three cards to each player, dealing counter clockwise. The player to the dealer's right begins play and becomes the new dealer at the next deal.
- A player with three cards of the same suit has a "flor" and must call it if he has it. If multiple players have a flor, the player whose flor has the highest total value wins. The winner gets three points for each flor among the players.
- A player without a flor can bid "Envido" on either a two-card meld or the highest card in her hand. A two-card Envido is worth the combined value plus 20, while a one-card Envido is worth the highest card value. The bidding opens at two or thee points and can be raised by other players; whoever has the best Envido after bidding wins the bid of points.
- The four highest cards in order are the Ace of Swords, Ace of Batons, Seven of Swords and Seven of Coins. The remaining cards are ranked in this descending order: three, two, Ace, 12, 11, 10, seven, six, five, four (suits don't matter). In the Flor/Envido, kings, horses and valets get zero points and all others are worth face value.
- Each player plays a card, and the player with the highest card wins the trick for the team. If the highest card ties, the trick is tied and no one gets it (unless the cards were played by teammates). Whoever wins the most of the three tricks wins one point.
- A team's first 15 points are "bad points" (malas) and the next 15 are good (buenas). Once a team moves into "buenas" points only those points are referred to when stating the score. A team with 10 points is called "10 malas" while 25 points are called "10 buenas." The first team to 30 points (15 buenas) wins the game.