Guardianship

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The tute (from the Italian tutti: all, the horses or kings) is the most established card game in Spain, closely followed by the mus. It has several modalities and can be played between two, three or four players. The object of the game is to score as many. The Spanish deck of forty cards is used, with the only exceptions of the auctioned tute and the tute loses in the middle in which the twos are suppressed.

There are championships and professional tute players.

Card Values

The order of the cards, from highest to lowest, is: ace (1), 3, king (12), knight (11), jack (10), 7, 6, 5, 4 and 2.

Score of each card:

Name Letters Value (points)
As 4ases.png11
Three. 4treses.png10
King Lapiara.png4
Horse 4caballos.png3
Sota 4sotas.png2

The total points are 120.

The rest of the cards have no value and are called white cards.

Different types of tute

In the tute to two, or habanero are distributed only eight cards and are taken from the deck as successive bats are played
  • Current (original)
  • Tute auction
  • Tute wins-
  • Tute loses in the middle (or "your bastard")
  • Your goat (or "more and less")
  • Tute habanero for 2 players.

Preliminary considerations

The current or original tute is a card game in pairs. Two couples play, who will not be able to make signs or give clues to their partner. Each pair must have more points than the opposing pair to win.

Basic rules

Tute is played by tricks. In a trick each player, in turn, plays a card. The player who starts is called the "hand" player. The first hand begins by dealing underhand. The order of play continues by the player to the right of the "hand". The first card played is called the "lead card".

There is always a stick that "paints" or "triumph". The cards in the trump suit beat the other cards.

The highest card of the same suit as the lead card wins the trick. If the trick contains cards of the trump suit, the trump card with the highest value wins.

For example, if the first card played was a five of golds and the trump suit is hearts, the following would happen when playing these cards:

  • Six golds: it wins, because it is of gold and of greater value than five.
  • Four golds: it loses because it is of less value.
  • Two cups: wins for being from the win club.
  • Nine bastions: it loses because it is not the stick of the card of departure or the club of triumph.

Obligations of the players:

  1. Players (except the "mano" player) are required to win the bazaar, if they have cards that allow them to do so.
  2. In order of priority, they have the initial obligation to "assist" and "assist" if possible.
    • "Assisting" means you must play a card from the exit stick
    • "Montar" means they must overcome the value of the output letter. If it is not possible to "mount", they are still under the obligation to "assist".
  3. In case of not being able to "assist", a player must "fall". I mean, you'll have to play a card from the win club.
  4. If any other winning card has already been played, the player will have the obligation to "shot", i.e. to play a superior winning card. If you can't "step", you're not in the obligation to "fall", you can play any other card.
  5. Finally, if you do not have a card that allows to "assist" or "fall", you can play any other card. This is called "againstfall".
  6. If it is discovered that a player does not comply with the obligation to "assist", "mount", "fall" and "step" by doing so, it is said that he commits "renuncio" and loses the game.

Start of the game

The tute has its own fair way of knowing who deals the cards for the first set of the game and therefore who will be the hand (the first to come out, the one to the right of the dealer). Although this mode is optional. Throughout the game, it's simple. That is, he gives them the one that came out, (the hand), in the previous game. But at the first game, the players must agree who gives them. If there is no agreement, the Tute himself has an option and that is that any player (this will not have any subsequent effects), shuffles them and begins to deal the cards to his teammates, turning them over and placing them face up. The first one to receive a king, is the one who gathers them together again and shuffles them again and then distributes them in the normal way. This system is common in many card games, especially games with the Spanish deck.

Between two players: Eight (usually) or seven cards are dealt. In total fourteen and the next one is placed under the deck that remains turned inside out so that it can be seen that it is the paint. In this case the game lasts for twenty tricks. During the first twelve or thirteen tricks, at the end of each of these, both players will draw a card from the deck and add to theirs, always drawing first who has won the trick. The last one, the one with the paint, will be picked up by the last one to steal, that is, the one who loses trick number twelve or thirteen, depending on whether it is played with eight or seven cards respectively. At that moment, both players will once again have the same number of cards in their hand, as at the beginning, and there will be exactly the same number of tricks left to play, until they reach twenty. This type of tute between two is different from the rest, since you do not have the obligation to follow the tricks, until the last trick in which you have to draw a card. From the moment one of the players draws the paint card, the rules are the same again. There is already an obligation to "assist", "mount", "fail" and "step on".

Between three players: All the cards are dealt, with one remaining that is placed on the table and does not play, except in one exception that is explained later. Once dealt, each player must have thirteen cards. And throughout the game there is an obligation to "assist", "mount", "miss" and "step on". In this modality, it is common to write down the games lost and not the ones won, so the player who first reaches 8, 10 or 12 (usually) lost games is the one who loses and the one with the least of these has been scored. win. Aiming a loss to the least many goals. However, in the case of playing two games with one player, the other two are recorded one each as lost regardless of the points they have.

Between four players: This modality is usually the most watched, especially in the case of competitions and is generally played by teams of two, the case in which it is not so rare. The forty cards are dealt, having ten each. The dealer keeps the last one but must show it by placing it in the center of the table or by leaving it upside down in the player's hand for at least one round before being able to pick it up, as this is the only way to show everyone reliably in which suit wins the game and in this case, that card does play. It is mandatory again to "assist", "mount", "fail" and "step on" in the whole game. Despite being by teams in the tute there are no signs between partners as in the case of the Brisca very similar, although not the same or in the mus. Frequently both teams name among themselves a "boss", "coordinator" or "team captain" according to zones or customs, to make counting points at the end more comfortable and instead of counting two groups of cards separately and adding them, only one is counted, and this team member is always the one who picks them up from the center of the table when your team wins a trick.

The painting card is usually changed, with one exception. That a 2 came up. If it came up, Ace, Three, King, Knight or Jack, who must play the game, it must be exchanged for the 7 of his suit, and for the player who possesses that 7, with whom the following happens later. The same, since 7, 6 and 5, must also be changed for 2, in order not to leave a useful card out of play and regardless of whether the previous change was made before or not. The only card exempt from the obligation to change is the 4, since the effects between these two cards in the course of a game are practically the same, and in doing so, we would be leaving out of play the only card (the two) that we could overcome with that four, so in practice the change is indifferent. This change can only be made by whoever has the 7 or 2, respectively, of that suit in which he draws, since only with these can he be changed. Also, no card higher than 7 can be directly exchanged for 2. The player holding the 2 will have to wait for the player holding the 7 to make the exchange. If this is delayed, before starting the first trick, you must "ask for the 7" and/or put (whoever has it) their 2 face up next to the card that is waiting to be changed, in order to look for the 7. Whoever carries it, will have to make the change, leaving their 7 and the player of 2 will leave it to take the 7. This is 100 percent applicable and must be done in three player mode before taking the first trick. In the two-player mode, it can only be done at the beginning, if these cards are in hand, otherwise you will have to wait for them to appear when you draw from the deck and the change will be made automatically, actually rolling the previous card of the paint and not the stolen one remains in the position of the previous one. If in this case, the card of the original color is higher than 7, even if the 2 appears, we will have to wait for the trick in which the seven appears when drawing, if given the characteristics of the course of the game in this modality, there would not be There was no remedy but to put the 2 on the table in one of the tricks, before the 7 appeared, it can be exchanged for the 4, for which reason it was explained before and in the absence of the four it will not be exchanged throughout the game, so that 5, 6 or 7, which was on the pint, would remain out of play. In the modality of four this is not applicable, because when playing with all the cards, and being the suit of the last one, the dealer automatically keeps it, after showing it, since he is the one who has to keep the last one, since he began to deal by "the hand", to his right. Otherwise he would be one card down.

Based on what was previously explained, the mode is chosen based on the number of players and all the cards are dealt. The first time he paints the suit of coins and the player with the two of gold will be the hand (the player who starts). Each time all the cards are played, the player who was the hand deals and paints a card, and the player to his right will now be the hand.

To paint a card, all you have to do is pick up a card without looking and the suit that comes out will paint.

Another variation is that the last card dealt is revealed and painted in its suit. (The traditional variant in Spain and explained above).

When all the cards have been played, the points are counted and the team with the most points wins the round. The game can be in one or several rounds. The player or team that manages to win the most rounds is the winner of the game.

Trick cards actually played cannot be looked at until the end of the game. Regardless of what is frequently seen. It's not fair, because the game expects that sometimes you don't remember what came out and what didn't come out already.

Songs

The forty in a Tute game with cups as a triumph stick

Cantes are special plays that are made after winning the first trick (as a team or individually) and when you have a certain combination of cards in your hand.

Cante Letters
Sing 40 Horse and king of the stick Look.
Canta 20 Horse and king of another stick
She sings TuteFour kings or four horses
Tute (of kings), four kings.

If either team calls 40 or 20, that score is added to the total score of the cards, at the end. If any team calls tute, they have won two games (in some variants, if tute is called, the whole game is won).[citation required]

  • If you have two or more songs, you can sing the first time when you get the first baza, again when you get the second one, etc.
  • Always priority at 40, that is, they always sing first at 40 and then the rest of the songs of other sticks.
  • In the case of singing tute, since they are two games won, it is independent since you have 40 or 20, to the first baza that you win, you have to sing the tute, otherwise the tute does not count and continues to play.
  • If in the first baza that wins, nothing is sung, with what to do it, it can no longer be done and the game will continue as if you do not have 20 on any stick, or 40 on the pint, or, of course, a supposed tute of horses or kings.
  • At first gained baza and their lack of information on this, it is understood that there is nothing, since what would have had no effect. This is only applicable by playing between three or four players.
  • In the case of two players, you can sing, until the deck is finished. From the first baza that is won and in which there are no more cards to steal (including that baza), it is no longer possible to sing as well as to make tute. You can have the possibility in the cards but you can no longer perform the cante, or of course the consequent sum of points.

Scores

If the teams tie in a round at 65 points each, the one who has got the last trick wins or according to other rules the one who starts, that is, the one following the dealer.[ citation required]

You have to take into account that to the total score of 120 you have to add the last ten or ten mount, which are ten points for whoever scores win the last trick. If a team goes over 65 points it has won a game. Overcoming 120 points (that is, with 121) would have won two games, although it is often seen that the two games are scored from 101 and it is probably because getting 121 points in a game is quite a complicated task, taking into account that all players must conform to the rule that, unless they cannot, they must beat the previous card or fail, thus they are predisposed to the obligation to win. This creates strong competition for scoring points and makes getting two games in one quite infrequent. Mathematically, the possibility would be almost nil unless the opponent had bad cards or made a resignation.

The team that reaches eight, ten or twelve games wins (this depends on the variant or the habit of the players).

The following is applicable only in the case of a game between 2 individuals, or between 4 teams of two. Between three, the many vary.

If someone calls 20 and has the last 10 (10 monte), (30 extra points), it will be necessary to exceed 75 points between the sum of the many (Ace, three, king, horse and jack) obtained in the tricks to win.

If someone sings 40 and has the ten of monte (50 extra points) they will have to exceed 85 points to win. In this case, if the rival team (the one that has not called all 40) does not reach at least 70 points, it does not save the game and the other team wins two games.

Other considerations

Drag
This is called when a player comes out by the stick Look.. In this case, the opposite player must Go to the stick, that is, you must also throw a larger letter of the stick that paints and, if you do not have, a smaller letter of the stick that paints. If you don't have a letter, you can write it down, so you lose the bazaar. In Spain it is also very deeply rooted to call drag not only to the above, but also to go back out of the same old stick one or two more times, out of the way, as the effects are similar, because you exhaust that stick and in the end you force to "fall" some of the other players that will therefore kick out of the pint.
Failure
Yeah. fault the following players can throw a card that suits them if they can't climb the counterfall, that is, once someone fails the other players should not take into account the rule of overcoming the card, unless they also fail, because in the presence of the pinte stick in the baza if one fails to exceed the card of the win stick that the previous one failed to cast. It is also achica that having an ace chooses not to play such a card to try to eat Three.
Drop the cards
If a player sees that he has very bad cards (the score of the cards he has in his hand does not exceed 10 points) the cards are thrown and he returns to give the same as he had given.
I quit.
A player makes resign if he made a mistake playing cards. A resign it is done when you throw a letter from a stick that is not the one that should, when the value of the stick is not exceeded can be overcome when it is fault And it wouldn't have to be failed or when he sings and is a lie. If a team sings resign is accusing the rival team of playing bad (without want or on purpose), then it checks the plays and if it is proved that it has been done resign The team that sang it will win two games. In case a team sings resign and it is verified that there is no such resign (check that it has been played clean.) the opposing team will be the one who wins two games.
Having failure or semifall
If initially a player does not have any card from a particular stick, it is said to have fault with that stick. This fact is very interesting because you can eat the ace of that stick quite likely. If you only have a letter of a stick, it is said that you have semi-failure to that stick. In this second case you will be able to win the second round to play that stick and with a little more luck you will be able to eat the 3.
Charge
In the case of playing four by two teams, you can apply to several plays although the most typical case is to load the 3. If a player has a 3 of a stick, he will normally win the second bazaar to play that stick (since the first one is usually won by the ace). However, because of fear that someone with semi-fail to said stick will eat him 3, he can "load" the 3 in a baza that looks won by his partner at the cost of losing the possibility of winning another baza, but ensuring 10 points.
Against the ace, you'll never drag
Popular will be used to advise someone not to drag if the ace is still coming out and especially if it has painted it. Since you are destined to lose the bazaar and will always sing the 40 fixed.It goes by 40 whenever you do not have part of them.
Other
When a hand is being played between two participants, there are still letters left on the deck to steal, and the player throws any card corresponding to the win stick, the hand will be in the obligation to respond with another card of the win stick but will not be in the obligation to kill or do the baza.
If on the contrary the hand does not have a card from the win stick to respond to its rival you will be able to throw the card you want, however the hand player will be in the obligation to show your opponent that he does not actually have cards belonging to the win stick, so that he steals a card from the deck and it belongs to the win stick, no matter what its value must be doubled (put it down) so that his opponent will be aware,

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