Wink at you
The guiñote, Aragonese tute, guinyot or game of preserves is a game of cards or cards of the tute family and related to others such as the brisca, the dragged or the auctioned. All of these games are also similar to the various variations of briscola currently played in Italy. Although the first documentary references appear later, its origin is possibly situated during the expansion of the Crown of Aragon (S.XIV). Surely, in their spare time, their soldiers were in charge of extending the wink in more primitive forms than the current one.
It is classified within games as a sedentary and board game, with a combinatory aspect, based on chance and with incomplete information.
The winkle is widespread in the Spanish communities of Aragon, Navarra and is also regularly played in the Spanish provinces of Soria, La Rioja, Cuenca, Guadalajara, Castellón and southern Tarragona. Locally it is played even in towns in Jaén (transhumance from Teruel may be the cause) and under the name of "Juego de cotos" in Alcoy (Alicante). In Aragon, it is considered little less than the regional sport, holding guiñote championships at the festivals of their towns. It is not a game made to win money, it is too slow to allow bets; At most, the losing couple is in charge of paying for the coffee or the drink that is made in the premises or game space. In fact, it is a traditional and very popular game that parents usually teach their children, and there are even winking championships for children at village festivals. In most towns it is the most popular entertainment on cold winter evenings.
It can be played with two players individually, but the quintessential way to play is with four players forming two pairs. The rest of the article refers to this modality.
Two couples play with a Spanish deck from which the eights and nines have been removed, thus leaving 40 cards; In some places, such as Rincón de Ademuz (Valencia) it is played with the entire deck (48 cards) and in some areas of Castellón without the twos, that is, with 36 cards. The members of the same couple will sit at the table one in front of the other, and between those of the opposite couple.
Normally two games are played, preserves or claws of three to five games each, winning the couple that makes two preserves first.
Currently it is possible to play it also through various online platforms against bots or against other users.
Rules
The wink is considered a game of entertainment or pure leisure by many, although others give it a competition or challenge character. Its rules are set quite exactly, although they may vary slightly from one area to another. In its most competitive and rigorous way, the Aragonese Association of Guiñote has drawn up a regulation with a sports format with the aim of developing and regulating the competitions integrated in its territorial scope.
At the beginning of each game, six cards are dealt to each player, three at a time. Players cannot show their cards to their partner. A card is raised, the suit of which will be trump. This card is face up (and will be the last to be drawn) under the pile of leftover cards, which remain face down, forming the so-called "deck".
In each round or "trick", each player will throw down one of their cards, following the order of the table to the right. In the first trick, the player who is the "hand", that is, the next one who has "given" or dealt the cards. In the other tricks the player who has taken the previous trick comes out.
The trick is won by the one who throws the highest card of the same suit from which it has been led, or if someone throws trump, the highest trump, and the winner of the trick appropriates the four cards, to add their points at the end of the game (or immediately if it is the round game). It is mandatory to pull the same suit as the first one only once there are no more cards in the pile, which is known as "dragging". In this same case, if he does not have the same suit, he will have to roll trump, if he does, if the trick does not go in his own favor; but it will not be necessary to roll trumps, if he does not beat a previous trump and the first card of the trick is not trumps. Nor is it necessary to kill if the trick corresponds at the moment to the partner of a couple.
After each trick, and as long as there are cards left in the pile or "deck," each player takes or "draws" a card from the pile, starting with the player who took the last trick. This same player leads in the next trick, that is, he plays the first card of the trick.
Similarly, it must be considered that the card that paints or trumps (which is trump) can be exchanged for "the seven" of the same suit, although it is notorious that the players must agree on the possibility of being able to exchange or not for a lower "seven". In case of discrepancy, it can be changed. The change can only be made if a trick has been won.
The player who rolls the highest trump wins a trick, or in the case of no trump, the highest value card of the suit the first player led in the round. The priority of the value of the cards is as follows: Ace, three, king, jack, knight, seven, six, five, four and two.
To count the score of each pair, the value of the cards of the tricks obtained must be added
Charter | |||||
Name | As | Three. | King | Sota | Horse |
Value | 11 points | 10 points | 4 points | 3 points | 2 points |
Note that in other similar games the knight and the jack exchange roles, that is, it is the knight that is worth more, unlike in winking.
In addition, we must add the cantes (see below) and the monte or "diez de últimas" (10 points).
To win a game you must score 101 points, in such a way that if it is not achieved in one game, it will be done in two, counting for the second game the score obtained in the first game. In the event that it is necessary to play a second game (also called a "round game" or "drag game"), it will end when a couple reaches 101 points, therefore it never arrives in the end. If in the first game of each game, the two pairs obtain more than 100 points, the one that has obtained the last trick, also called the mount or "the last ten", wins.
When counting the points there is the particularity that the first 50 are called "bad" and the remaining "good", that is, if a couple has 48 points, it is said to have "48 bad", while if it has 85 it is said to have "35 good". For this reason it is said that the couple that "makes 51 good ones" wins.
It's called cante when you have a jack and a king of the same suit. To count the goals of the call, a trick must be won and the call announced before throwing a card (once the trick has been won), specifying the suit if there are still at least three cards in the deck. If this is not the case, it will be possible to say if one of the singing couple deems it appropriate. In the event that the cante is of the trump suit, this particularity must always be announced. The songs are worth 20 points. If it is a win, 40 points (sing the forty).
Count faster
Since the points of all the cards in the deck (also adding the last 10) add up to 130 points, some players use it to save time when counting. With a simple subtraction you can calculate the points that the other couple will have or vice versa. Examples:
- Team A: 84 points (34 good) Team B: 130 - 84 points = 46 points (46 bad)
- Team A: 42 points (42 bad) Team B: 130 - 42 points = 88 points (38 good)
It is recommended to add the songs at the end of the counts to avoid confusion in the operations. Some teams do not use this way of counting to ensure that their opponents have not miscounted the points.
If a team fails to reach 30 malas, the opposing team automatically wins the game. This is not a rule, it is simply the same example as before:
- Team A: 27 points (27 bad) Team B: 130 - 27 points = 103 points (53 good)
By exceeding 50 good ones (exceeding them, not having them fair) the game is won.
Other considerations
The cards are dealt from right to left, and cards are dealt from right to left as well.
A card will be considered laid, if someone at the table (other than the holder) has seen it. However, in case of resignation (that is, violating any rule of the first paragraph of 'Rules') its change will be allowed, as long as the two couples agree.
In case the exact cards have not been dealt, you must start over. If this problem is noticed once the first card has been thrown, the partner of the member who does not have the exact cards commits resignation, and therefore loss of the game. If the same problem occurs in both pairs, it will be shuffled again, without anyone having given up.
It is forbidden to make any type of sign during the game. The communications or information that are contributed to the game will only be lawful, if they are reflected with the value of the cards. Despite this, it is common to explain the origin of the name of the game by the "winks" or 'marques' that the players of the same pair are made to try to communicate to the other the cards that they carry.
Tactics
During the early phase of the game, as long as there are cards left in the deck and no carryover, players typically 'discard', i.e. get rid of cards of any suit other than trumps and the that they do not wear "winks" (i.e. aces or threes). It is convenient for the player to discard from a different suit than his partner, and to watch out from which suits the other pair is discarded.
Another element that should be memorized is the winks and winks that have already come out.
In the pre-drag phase of the game, players usually avoid casting trumps, and they also tend to avoid killing unless they take at least 10 or so points. In the last trick of this phase, killing is especially avoided, since it is very disadvantageous to lead at the first trick of the drag, and also the last one who draws before the drag takes a trump, namely the card that was drawn at the beginning for score win.
It's often considered especially beneficial to take the last trick of all, not only because you take the last 10, but also because valuable cards tend to accumulate at the end. It is common for the player who reaches the drag with the most wins in hand to win the game.
Glossary
- Drag. During the drag, get out of a stick so the other players have to play it, especially if that stick is a win.
- Drag. Phase of the departure where there are no letters left in the deck to steal, and in which it is obligatory to follow the stick that is left.
- Baza. The cards that are on top of the rug that the couple has killed.
- Brisca. Ace or three, which are the cards with more points.
- Good.. Have more than 50 points in the first count. To the points obtained, they are subtracted 50 and say good. For example: 32 good = 82 points.
- Charge. Throw a card with points when the partner wins the bazaar.
- Song. Have the king and the sota of the same stick in hand, and declare it to score 40 points if the stick is triumph, or 20 points in another case.
- Cost. Set of 3 to 5 items in total. To win the game you need to win 3 games.
- Coton. Win two pieces.
- Get lost. Remove all the cards from the same stick.
- Ten last or Mount. Ten points given the last bazaar.
- Failure. Don't have the stick he crawls from.
- Guiñote. Ace or three, which are the cards with more points.
- Bad. No more than 50 points in the first count. The points obtained are called bad. E.g.: 47 bad = 47 points.
- Kill. Play a letter that surpasses the one that at that time dominates in the chalk. The last player who kills takes the bazaar, and if no one kills, the one who's gone.
- Hand. Player who comes out in the first bazaar and is next to the one who has dealt the cards.
- Mazo. Amount of cards from which they are stolen.
- Palo. Golds, cups, swords or sticks.
- Output. It occurs when someone gets 51 good.
- Round-trip or Tracking. It occurs when no one has managed to reach 51 good. In that case, a second game is made until someone reaches 51 good.
- Paint or Triunfar. The club that is triumph. For example, they paint (triunfan).
- I quit.. Do not play a card that the rules require you to play, either by neglect or not. It usually happens when the opponent didn't throw a stick in the drag when he should have thrown it. If you give up, you give the other team the game.
- Stealing. Take a letter from the deck after each bazaar while remaining.
- Salir. To leave a card is to play that card which plays first in a bazaar, which corresponds to the one who has won the previous baza, except in the first bazaar in which the hand comes out.
- Brand. In the heading "backs" or "drafting" cast some figure or letter that tells the companion that you carry the win ace (to "load"), or some "chant" (about 20 or 40" that allows to win the game.
- Triomphe. Stick that kills all the others, and that is determined with the following card to the players' entrance cards.
- Last. Although it may refer to the last baza of the whole game, it is more common to call the last bazaar before the drag. Go of the last refers to playing this last bazaar before the drag. It's normal to go last not to kill.
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