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SG Truco Manual


Main screen of SG Truco:

We have divided the main screen of SG Truco into different zones, next the functionality of each one will be explained:

1 - Main Options:

To begin a new game.

To activate or deactivate the assistant.

To activate or deactivate the sounds.

Present or historical statistics.

Options for the game in course.

Help of SG Truco.

Cards ranking.

To leave SG Truco.

2 - Console:

The console shows everything thats happening in the game, for example what player is the hand, the cards that are played, and the bets placed in the game.

3 - Pocket PC cards:

The cards that the PocketPC player has not yet played.

4 - Central zone of the game:

The cards played by both players, from left to right: 1st, 2nd and 3rd trick.

5 - Your cards:

Tap to select the card you wish to play

6 - Score:

The points that each player has, those that are added (Your's blinking in green and PPC in red), and those that is in game underneath, this last option is very useful when in the middle of a series of bets and responses (for example envido/royal envido, etc.) in order to know the amount of points that already are in game before accepting the bet proposed.

7 - Action buttons:

Depending on the stage in which it is the game, in this zone there will be buttons with the different actions that you can take (like making bets or responding those of Pocket PC), the inferior one always will be Resign the hand.

8 - Assistant:

The assistant plays with you, his valuable advice will guide to you while you learn the game of Truco, if you wish to deactivate it just tap the corresponding button of the main menu. If you are new to Truco, the following pages explain all their variants in detail. We hoped that if you read it carefully, and with the aid of the assistant, you will be able to master it in a very short time.


The Truco is a game wide-spread in South America, being played in different versions according to the country in which it is played, there are even small variants in different regions of the same country. SG Truco use the version that is played in Argentina, the country in which the Truco is the undisputed national card game. Its main characteristic is that it does not depend only on luck, the cleverness of the player has much weight, since as it happens in poker for example, it is so important to know how to bluff as if you have good cards.

General Rules:

Truco is played with a standard Spanish deck of 40 cards, with four suits:

Coins Cups Swords Batons

It uses numbers 1 to 7, 10, 11 and 12. It is played by 2, 3, 4 or 6 players, in this version of SG Truco it is the 2 players variant, You -v- Pocket PC.

Three cards are dealed to each player. The player not dealing is called the hand, and is first to play, and the dealer is called the foot. The dealer alternates each hand.


The objective of the game is to gain points to arrive at a fixed goal.In SG Truco this can be configured to 12, 15, 24 or 30 points.

Ways to add points:

The first one is to have a Flower, that means to have three cards of the same suit.

Second it's the Envido, that is to compete with the opponent by the points of the cards that each one had of the same suit.

The last one is the Truco, that is the comparison in three tricks of the received cards, according to a scale of values that will be explained later. In order to win the Truco it is necessary to wins 2 of the 3 tricks.

One of the most appreciated characteristics of the Truco game is that each one of these instances (Flower, Envido and Truco), requires the interaction of both players. For example if a player wished to compete by the envido, he will have to invite his opponent to do that saying 'envido' (this act is generally called 'cantar' (sing) or 'hablar' (talk) ), and soon the opponent will have to accept or not this bet.

Or he also can elevate the amount of points betted expressing a new bet, which the first player will have as well to accept (saying 'I Want'), of such way to follow ahead with the game at issue, or to reject (saying 'I Don't Want'). Who responds 'I Don't Want' to a bet lose a determinate quantity of points according to which bet was rejected.

This series of bets and answers is made according to very precise rules that they will be explained next, in the same order in which they are take place in the game.

The Flower: (not available in trial version)

A player has a Flower when their three cards are of the same suit. It's the more infrequent bet and the unique one on which it's not possible to bluff, if a player say 'Flower' he must really have one. On the other hand it is optional, since it can be configured in each game if it's to be used or not, but if it's activated (default option), will have to be announced in obligatory form. In any case, if corresponds SG Truco will make the announcement automatically.

Sequence of bets for the Flower:

In case that the A player announced he has a Flower, if the player B not have also a Flower, the player A score 3 points immediately.

But if player B also has a Flower, he will have to respond using some of the following options:

Flower, inviting the opponent to compare their flowers assigning 6 points to the winner.

With flower I don't want, announcing that he also has a flower, but he don't want to compete and he loses 4 points.

Contra Flower to the rest, challenging the opponent to compare their flowers, assigning to the winner the points that needs the player who goes ahead in the score to finish the game. Unless B answers 'With flower I don't want', the turn pass again to the player A, who will have to respond with some of these options:

With flower I want, accepting the bet that B has proposed him.

With flower I don't want, resigning 4 points in favor of B, since it does not wish to compete.

Form to calculate the value of a flower:

Through the sum of the values of the cards, without concerning the suit to which they belong, if they are from the 1 to the 7 it adds his nominal value, in the case of the 10, 11 and 12, do not have value. Finally to this result 20 points are added.

Ex. 1: Flower made of 1, 4 and 12 of swords, the 1 and the 4 add 5 points, the 12 do not add anything, plus 20 point. Total 25 points.

Ex. 2: Flower made of 6, 10 and 12 of coins, only add the 6, since the 10 and 12 do not add points, plus 20 points, total 26 points.

Ex. 3: Flower of 3, 5 and 7 of cups, the 3, the 5 and the 7 add 15 points, next we added the 20 points, total 35 points. The lowest value of a flower is 20 point (cards 10, 11 and 12) and the highest is 38 (cards 5, 6 and 7). In the original game this comparison is made in a verbal form, each player must say the points that he has, and the winner at the end of the hand must show his cards, in SG Truco the value of each flower it's shown in the console, and then the points betted are assigned to the winner. In case of a tie always wins the player who is the hand.

The Envido:

In case that no player has a Flower (or it has been chosen to not use it in the game), each player can challenge his opponent to play the envido, he must always do it in his turn and before playing his first card.

Sequence of Bets for the Envido:

If the Player A say Envido, the Player B can respond:

I Don't Want, in that case player A scores a point

I Want, in which case the values of the cards are compared assigning two points to the winner.

Envido, that means to challenge the opponent to add two more points to the bet.

Royal Envido, that means to to challenge the opponent to add two more points to the bet.

Envido the rest, that means to raise the bet to the points that needs the player who actually is wining the game to finish it. Unless player B has said 'I Wantt' or 'I Don't Want', the tur pass again to the player A so he can answer to the bet of player B.

According to the bet of B, A will have these possibilities:

If B said 'Envido', A can answer 'I want', 'I don't want', 'Royal Envido' or 'Envido the rest'. If B said 'Royal Envido', A can answer 'I want', 'I don't want' or 'Envido the rest'. If B said 'Envido the rest', A can answer 'I want' or 'I don't want'. The turn of bets and answers is passing from one player to the other until one responds 'I want' or 'I don't want'. Once determined the value of the bet, it's time to compare the value of the cards that each player have.

How to value a hand for the envido:

It's value are determined adding the values of the cards of the same suit as in the flower. From the 1 to the 7 by its nominal value, the 10, 11 and 12 all worth 0. Finally to this result 20 points are added. If the player don't has two cards of the same suit, the one of greater nominal value is tacked (from the 1 to 7), in this case the extra 20 points are not added.

Therefore if he only has 10, 11 or 12 of different suits, he has 0 points.

Example 1: 6 of cups, 7 of cups and 12 of swords. The 6 and the 7 are added = 13 points, plus 20 points, total 33 points (Maximum score for the envido).

Example 2: 3 of cups, 6 of swords and 10 of coins. As it does not have two cards of the same suit, is taken the one from greater nominal value (from the 1 to the 7), in this case is the 6 of swords, total 6 points.

Example 3: 5 of coins, 10 of swords and 12 of swords. As he have two cards of the same suit, first add their values (in this case 0) plus the 20 points, total 20 points.

If the player A say his points and player B cannot beat him, B isn't forced to say his points, he only says 'they are good'.

You must consider that once a player know the points that his opponent has (as much for the envido as for the flower), he will be able to suppose in quite annotated form what cards it has left, mainly after to have seen the first or the second card. The cleverness of a player at the time of guessing the cards that their opponent has left, based on the points of the envido or the flower, is one of the abilities that distinguishes an experienced player.

Like in the flower the points of each player will be announced automatically in the console, and once determined the winner the points betted are scored to him. If it's a tie always the player who is the hand wins the envido.

The Truco:

It's the main bet and the one that gives the name to the game. The player who is the hand (A for the example) plays one of his cards on the table, then the foot (B for the example), also plays one. The one that plays the card of greater value (according to the table of values that is explained ahead) gains the first trick, and it corresponds to him to play first the second card, then the same mechanics is repeated, the player who gains two of the three tricks is the winner of the Truco. In case that they ties in the first trick, the game is defined in the second trick, in case that becomes to tie again, it is defined in the third, if occurred that the cards of both players are equivalent in the three tricks, the player who was the hand (the one that did not deal the cards) wins the Truco.

Score of the Truco:

In the example explained previously the truco is worth one point, but any of the players can elevate the value of the Truco in the following ways:

Saying Truco, any player, at his turn, can say Truco to his opponent, who will have as well to respond 'I want' or 'I don't want'. In case of saying 'I want', their play the Truco by two points, in case of saying 'I don't want', automatically he loses the Truco and a point is scored for his oponent.

Saying 'I want ReTruco', once betted the Truco, and if it was accepted, the player who accepted it can propose 'I want ReTruco', and his oponent can respond 'I want' or 'I don't want'. In case of saying 'I want' the Truco worth 3 points, in case of saying 'I don't want' he loses the Truco and two points are scored for his opponent.

Saying 'I want it's worth four', in this way the player who accepted the ReTruco bet, can challenge his opponent to play the Truco by 4 points, as always, the opponent can respond 'I don't want' in which case loses 3 points or 'I want' and continue playing the Truco by 4 points.

In any of these cases saying 'I don't want' is equivalent to lose the points in game and finishing the current hand. In the new hand the player who was the foot deal the cards and the other will be the hand.

Values of the cards for the Truco:

The values are, from greater to minor: ace of swords, also called 'wide of swords' or 'the male', ace of batons, also called 'wide of batons' or 'the female', 7 of swords,7 of coins, all the 3, all the 2, ace of cups and ace of coins (equal value, also called 'wide false'), the 12s (kings), the 11s (horses), the 10s (valets), the 7 of cups and batons (equal value), the 6s, the 5s and last the 4s. The 12, 11 and 10 are called 'negras' (black ones), and the 7 of cups and batons 'sietes falsos' (seven false).

      ace of swords, also called 'wide of swords' or 'the male'
      ace of batons, also called 'wide of batons' or 'the female'
      7 of swords
      7 of coins
all the 3s (equal value)
all the 2s (equal value)
    ace of cups and ace of coins (equal value, also called 'wide false')
the 12s (kings, equal value)
the 11s (horses, equal value)
the 10s (valets, equal value))
    the 7 of cups and batons (equal value)
the 6s (equal value)
the 5s (equal value)
the 4s (equal value)

Examples of Truco:

In all cases the player A is the hand

1) First trick: A plays 10 of swords, B plays 12 of cups, B gains the first trick (commonly this is called 'matar' (kill)), corresponding player B to play first in the second trick.

Second trick: B plays 6 of cups, A plays 7 of batons, A gains the second trick and corresponds to him to play first in the third trick.

Third trick: A plays 3 of coins, B plays ace of batons, the player B wins the 3rd trick and wins the Truco since he gain the 2nd and the 3rd tricks (2 of 3). In this case he scores a single point since nobody bets for the Truco.

2) First trick: A plays 3 of swords, B plays 3 of batons, it's a tie, then the player A (the hand) plays first again.

Second trick: A plays 10 of swords, B plays 7 of batons, the player A wins the trick and wins the Truco since the first trick was a tie and he wins the second trick, is no longer necessary to play the third.

In any trick the players, at their turn, can say 'Truco', beginning the previously commented mechanism, as well that responds can say only 'I want' or directly propose 'I want Retruco' and continuous until one of the players resigns the Truco saying 'I don't want', or accepted the last bet 'I want it's worth four', in which case is no longer possible to continue elevating the bet.

Resign the hand:

When a player chose this option, he lost the points that are betted. It is used generally when one player is going to lose in any way, to not show his cards. Example: Player A wins the first trick, Player B wins the second and plays therefore first in the 3rd trick, if the player A cannot kill the card of B (the card he has left it's of a smaller value to that played by B), he can choose to resign the hand (losing the Truco). In this way player B does not see the last card of A. Don't forget that in the game of Truco as it was said in the introduction it has as much value the cards that one has, like the art of bluffing. In this example if A said Envido and B didn't accept, if player A chose to resign the hand it does not show his last card and B cannot know if player A were bluffing (it has few points for the envido). If a player resign the hand in the 1st trick, before his oponnent plays, he lose 2 points.

If you have doubts on some aspects of the game, remember that the assistant will be guiding you all the time, in addition the best form to learn the game is playing it.

You must consider that the assistant always will advise you in a rational way, that means he never lies or bluff, but you can (and must) do it!