How to Play Porrazo

Porrazo is a fun game from the family of card games dubbed as the fishing type. Porrazo originated in Mexico and is still played extensively there as well as in the Southwest United States. The game is also sometimes known as Parear or Parosso.

Porrazo is designed to be played by 2 to 5 players, each playing independently. See the variations section below for a four-player partnership version of the game. The game uses one standard 52 card deck. The cards in the deck used for this game do not have any specific ranking, however in certain cases combinations may need to be compared. In this case, the ranking of the cards in the deck are as follows (from high to low); King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3, 2, Ace.

Determination of seating positions and first dealer can be done using method, with draw for high cards a common method. Each player would draw a card from a face-down shuffled deck. The player drawing the highest card would have first choice of seats at the table, the player drawing the next highest card the next to select a seat and so on. The player drawing the highest card of all would be set as the first dealer. If multiple players draw cards of the same denomination, these players should draw additional cards until each player has drawn a card of a unique ranking. Example of a Ronda and Rondine

Once the players are seated and the first dealer determined, this player should thoroughly shuffle the cards and offer it to the player at his right to cut. After the cut, the dealer then begins dealing the cards. He deals each player a total of three face-down cards starting with the player to his immediate left, one at a time in a clockwise rotation. The dealer then places the remainder of the stock face-down in the center of the table.

After the deal the players examine their hands and may optionally declare a Ronda or Rondine. A Ronda is a pair of cards of the same denomination and a Rondine is three cards of the same denomination. A player simply states that he has a Ronda or Rondine but does not state the rank of the cards and does not show them. After the first three cards are played, it will then become evident the rank of these cards. The highest ranked Rondine earns a number of points based on the following table. However, if there was no Rondine declared, the highest ranked Ronda scores. The scores earned are shown in the following tables:

Rondine Cards RankPoint Value
Ace, 2, 3, 4, 5, 6, 7, 8, 9, 103
Jack6
Queen9
King12
          
Ronda Cards RankPoint Value
Ace, 2, 3, 4, 5, 6, 7, 8, 9, 101
Jack2
Queen3
King4


If two players tie for the highest ranked Ronda, the player who would have the first turn in the game is the player who earns the score for the combination.

Example plays in Porazzo After these declarations, play of the hand begins. The player to the immediate left of the dealer has the first turn, with the turn proceeding in a clockwise rotation around the table.

A turn consists of a player playing one card from his hand face-up to the center of the table. If there are already played cards in the center of the table, this player may be able to capture one or more of these cards. If no capture can be made the card is simply left face-up on the table with any other cards already there. If there are no cards already on the table, he simply plays his card to the empty table. The possible captures a player can make on his turn using existing cards on the table are as follows:
If a player manages to capture every card currently on the table (called a Limpia or Clean Up), he immediately scores a bonus. This bonus is based on the rank of the cards captured. If the capture was for a matched card, he scores based on the rank of these cards. If the capture included a sequence, he scores based on the rank of the last card making up the sequence. If a played card can make a capture, the capture must be made (with one specific exception, noted below).
Highest Captured Card RankPoint Value
Ace, 2, 3, 4, 5, 6, 7, 8, 9, 101
Jack2
Queen3
King4

Playing a Card in Place: Another method in which a player can score a bonus during the hand is by playing a "Card in Place". If the card played is lower than a 5, does not make a capture and when played the value marked on the card is the same as the number of face-up cards currently found in the center of the table (including the card just played), the player earns a bonus. This bonus is equal to the number marked on the card (Aces count as 1). As mentioned previously, in most cases if a capture can be made the player must make the capture. The one exception to this rule is when playing a card in place. A player can opt to not make the capture and score instead for the Card in Place. He could also opt to make the capture instead of scoring for the card in place.

Porrazos: If a player, on his turn, plays a card of the same rank as the card played by the immediately previous player, he may score a bonus (also capturing the cards), calling "Porrazo" to indicate this. This bonus is based on the rank of the card captured. However, if the next player in turn could have played a third card of the same rank, that player loses the bonus and the next player earns a bigger bonus (called Counter Porrazo). The player who had the Counter-Porrazo then captures all three cards. Similarly, if the next player in turn after a Counter-Porrazo has the fourth (and last) card of that rank, he calls "San Benito", and instantly wins the game. All cards for porrazos, counter-porrazos and San Benitos must be from the same round (If new cards are dealt, between the plays, the bonuses do not apply).

The Tendido Tendido: Another unique feature of this game is the concept of the Tendido. Once per hand, the current dealer is permitted to deal out four extra cards to the center of the table. He does this any time after dealing the three cards to each player (either on the first deal of the hand or any time he replenishes the player's hands). The Tendido consists of the dealer dealing a special layout to the center of the table. This consists of four cards in two horizontal rows consisting of two cards each, face up from the deck. He may not look at the cards before dealing to the layout. The dealer can earn special bonus points based on certain cards which make up the Tendido. The dealer may swap the cards in a horizontal row in the Tendido but may not switch cards between the two rows. If, any card dealt is found in the correct positional layout in the Tendido, the dealer earns a number of points equal to the value marked on the card. Thus, if an Ace is found in the first position, a two in the second position, a three in the third position, or a four in the fourth and last position of the Tendido, the dealer would score from 1 to 4 points respectively. In addition, if the cards dealt to the Tendido contain four of a kind, three of a kind, or a pair, the dealer also scores points as shown on the following chart:

Highest Captured Card RankPoint Value (Four of a Kind)Point Value (Three of a Kind)Point Value (Two of a Kind)
Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10136
Jack2612
Queen3918
King41224

The dealer may only score for a four of a kind, three of a kind or four of a kind in the Tendido. After the Tendido has been dealt (and any scores from the Tendido recorded for the dealer), these cards are considered part of the table cards and can be part of a capture as normal.

After each player has had three turns and thus depletes his current hand, the dealer deals another three cards to each player and the hand continues. This continues for several additional deals until not enough cards remain in the stock for each player to receive a full hand of three cards on the next deal. Any of these cards left are added to the table by the dealer (but not handled like a Tendido). The players then finish the hand, playing the last cards in hand. After each player's hand has been depleted, the hand ends, with the dealer capturing all the remaining cards on the table (but this capture does not score as a Limpia). After this, each player then counts the total number of cards captured during the hand. The player who captures the most cards is said to win this hand and scores a number of points equal to the number of cards he has captured subtracted from the number of cards captured by the playing capturing the next highest number of cards during the hand. If two or more players tie for the most cards captured during the hand, no player scores points on that hand for most cards.

After each hand, the cards are thoroughly shuffled and the deal rotates to the next player in a clockwise rotation. The game is played to a total of 61 points, with the first player to reach this total (at any point in the game) declared the winner. Because 61 is a convenient total to score on a Cribbage board and because this game can feature quick scoring, many players use a cribbage score to record scores for the players. As in Cribbage, each player uses two pegs in their own track on the board. Each time a player scores a certain number of points, he advances his back peg that number of points in front of the front peg. The game can be played for a set number of hands, with the player who has the highest number of points at the end of the game declared the winner. Some players simply prefer to play each hand as a full game, with no cumulative scores recorded.


Variations and Optional Rules

Cuarenta: Cuarenta is a game which is played similarly to Porrazo and is the national game of Ecuador. The name of the game comes from the number of points required to win (Cuarenta translates to forty) as well as the number of cards used in the deck to play the game. The game is usually played by two players, however a team variant is described further below.

Cuarenta uses a Spanish 40 deck which can be formed from a standard deck by removing all eights, nines and tens from that deck. The ranking of the cards in the deck used for this game is as follows (from high to low); King, Queen, Jack, 7, 6, 5, 4, 3, 2, Ace.

Determination of the first dealer in this game is usually performed by either player picking up the shuffled deck and beginning to deal out cards to the players one by one, starting with his opponent. Whichever player receives the first card in the suit of diamonds becomes the first dealer.

Once the dealer has been determined, he thoroughly shuffles and offers the deck to his opponent to cut. After the cut, the dealer then deals five cards to each player, in one five card packet, starting with his opponent. After dealing the cards, the dealer places the remainder of the deck face-down in the center of the table to form the stock.

After the deal, both players then have the opportunity to make an announcement. If either player has a Double Ronda (four cards of the same rank), he instantly wins the current game. In the extremely rare case in which both players have a Double Ronda, the player with the higher ranking four of a kind wins the game. If neither player has a Double Ronda, the players may announce a standard Ronda. The player simply announces that he has a Ronda but does not specify the rank of the cards that comprise it. A Ronda earns a player four points immediately.

After any announcements are made, play of the hand begins, starting with the dealers opponent. Each turn consists of a player placing one card from his hand face-up near the center of the table. If there are any applicable captures, the player may make the capture, adding them to a face-down pile of captured cards which are set aside, out of play. The following shows the type of captures that may be made during the hand: Addition capture in Cuarenta If a player is unable to make a match, he simply plays his card to the table. If a card can make at least one type of capture the player must make the capture. However, if there are multiple captures the player may choose which capture to make (Sequence captures can be made in addition to that capture as applicable). If a player is entitled to take any cards from a sequence during his turn but forgets to do so, his opponent may automatically take these cards on that player's turn.

If a player is able to, on his own turn, capture the card played immediately prior by his opponent by matching it with a card of the same denomination, he is said to have earned a Caida. The player making the Caida earns two bonus points. If a player makes a Caida that was part of his opponents Ronda (and remembers and states this fact before the next deal), he scores a bonus of 10 points.

If a player manages to clear the table by capturing all the cards on the table during his turn, he scores for a Limpia. Doing so enables that player to score two bonus points. A player may not score for a Limpia if there has been any intervening turns between the plays, or if any cards have been dealt from the deck (due to the players depleting their hands).

Once both players have played all five card in their hands, the dealer deals five more cards to each player from the stock (starting with his opponent).

Example of score recording in Cuarenta Once all the cards have been depleted from the stock and the players play the last five cards in their hand, the hand ends. The players each count the cards they managed to capture during the hand. If a player manages to capture exactly 20 cards he earns 6 points. If he manages to capture over 20 cards, the player earns 6 points plus one point for each card captured over 20 (rounded upward to the next even number). If both players manage to capture exactly 20 cards, the non-dealing team scores 6 points but the dealer does not. If neither player captures 20 or more cards, the player which captured more cards scores 2 points. If both players tie, capturing fewer than 20 cards, the non-dealing team scores 2 points.

Recording the Score: Although other methods can be used to record the player's scores during the hand (such as with a pencil and a scoresheet), the traditional method is to record each player's score with the unused cards removed from the standard deck. When using this method of recording the scores, all the eights, nines and tens removed from the standard deck are set aside to be used to indicate a player's current score at any time during the game. These cards each represent a number of points. One of these cards displayed face-up by the player represents 2 points. When a player collects 5 such cards (10 points) he returns these five cards, replacing them with one of these cards displayed face-down (which represents 10 points). In order to ensure there are enough of these extra cards, when a player has exactly 38 points (just two points from winning the game) he returns all of his scorekeeping cards, indicating that the next time he earns any score he will win the hand. A player who has not yet scored any points will also not possess any cards, but this will usually only be the case near the beginning of the game. Alternatively, some player prefer to keep score using matchsticks or straws. Each time the player earns two points, he would take one stick, representing two earned points.

Four Player Cuarenta: Cuarenta can also be played by four players, consisting of two partnerships of two players each. The rules are identical to the standard two-player variant, with the following differences: In all other aspects the four player partnership variant is played to the two player version.

                     
Copyright © 2015 CatsAtCards.com. All rights reserved.
[Main][Site Map][Glossary][Copyright Page]