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Trunfos e Tesouros

Trunfos e Tesouros Rulebook

Table of Contents

Table of Contents

  • Contents
  • Game Overview
  • Setup
  • Game Flow
    • Card Auction
    • Trick-taking Game
  • End of Round and Scoring
  • Game End

Contents

  • 48 game cards from 1 to 12 in 4 suits (Parrot, Sword, Ham, Coin)
  • 6 Bonus Cards "-1" (each one in 2 colors)
  • 1 Kraken card
  • 1 Trump Indicator
  • 4 Auction Cards
  • 4 Prediction Cards
  • 4 Map Cards
  • 16 transparent markers
  • 8 colored markers

Game Overview

The goal is to be the player with the least number of points at the end of 3 rounds. In each round, players participate in card auctions, where the bid is transformed into a prediction of how many tricks will be won. Players must then try to fulfill these predictions, always observing the behavior of the Kraken, which can help or hinder this objective.

Setup

  1. Set up the scoring track (map cards) and place it to the side of the playing area.
  2. Place one auction card per player in the center of the table. If playing with 3 players, return the remaining card to the game box.
  3. Place the Kraken card and, on top of it, the trump card, with the Parrot suit aligned with the number 0.
  4. Shuffle the bonus cards and place them to the side of the playing area, forming a draw pile.
  5. Deal each player a prediction card, 4 transparent markers, and 2 colored markers of the same color. The 4 transparent markers should be placed on the number "0" in each of the columns of the prediction card. One colored marker should be placed on the number "0" of the scoring track. The other will be placed in front of the player.
  6. If playing with 3 players: remove all cards numbered 10, 11, and 12 from the deck (12 cards in total) and return them to the game box.

The first player is the one who most recently dressed up as a pirate. If there is no one, decide randomly.

Game Flow

A game of Trunfos e Tesouros takes place over three rounds, with each round consisting of two steps: the card auction and the trick-taking game.

Card Auction

  1. Shuffle the cards and deal 6 cards to each player, who can look at them and arrange them freely, without showing them to other players.
  2. Place three playing cards on each auction card, below the numbered track, one face down and two face up.
  3. Starting with the first player, they must place their colored marker on one of the auction cards, on one of the numbers. This number indicates their bid for that set of three cards that is below the numbered track.
  4. The next player, clockwise, must perform the same action. If they place their marker on a card that doesn't already have another player's marker, they can choose any number. If they place it on a card that already has another player's marker, they must choose a higher number. In this case, the player whose bid was surpassed must remove their marker and immediately place it in another space, either on another card or on the same card with a higher value.
  5. Repeat this action until each auction card has a single player marker on it. Each player collects the cards corresponding to the location where they placed their marker, and adjusts their prediction card to the value of the winning bid in the auction.

Prediction Card: Each player's prediction card indicates how many tricks they will win in each color. If one of the markers, for example, indicates a 2 in the Parrot column, it means they will win 2 tricks led with the Parrot suit. At the end of each auction, the player must move up the markers on the prediction card the number of spaces corresponding to the bid value. If the player won with a bid of 2, for example, they must move the markers up 2 spaces, distributed on the columns any way they choose.

  1. Repeat the steps described previously, starting from step 2, except that the first player to bid will be the last to have bid in the first auction, and the order will be counter-clockwise.
  2. At the end of the auction phase, each player should have 12 cards in their hand - 6 initial cards, 3 from the first auction, and 3 from the second auction. Each player's prediction card should reflect the sum of the bids from the first and second auctions.

Trick-taking Game

  1. The starting player chooses any card from their hand to play. In a clockwise direction, the other players must play a card of the same suit as the starting card, if possible (what we call following the lead suit). If they don't have a card of the same suit, they can play any card. When each player has played a card, a trick is formed.
  2. The strongest card in the trick will be the highest-ranking card of the trump suit, which is the suit that is aligned with the Kraken card. If there is no trump card, it will be the highest-ranking card whose suit is the same as the leading card.

If someone plays a card illustrated with a Kraken, immediately drag the trump card down onto the Kraken card, towards the number 4, revealing the next number on the Kraken card. If it reaches the number 4, the person who played the last Kraken card must rotate the card 90°, choosing a new trump color, and realigning the card to the number 0 on the Kraken. This will change the trump color immediately, and it will apply to the current trick. Cards illustrated with Krakens are easily recognized by their inverted-contrast corners (white number on a dark background).

Example: Jack played the 2 of Parrot, lowering the trump card to level 4. He chooses Coin for the new trump, so the 4 of Coin becomes the strongest card in the current trick.

  1. The player who played the strongest card wins the trick. On their prediction card, they must reduce by one unit the marker on the column corresponding to the suit the trick was led with, regardless of whether they won with the same suit or a trump card. If the marker is already at 0, leave it where it is. They must also collect all their cards and place them face down in a pile in front of them, and start the next trick.

End of Round and Scoring

Once all the cards have been played, the round ends and scoring takes place.

Each player receives 2 points per level for each marker that lands above 0. For markers that land at 0, they receive 1 point per card acquired in the tricks won that matches the suit of the marker column. Record the score on the scoring track.

Bonus Cards: if a player reaches or exceeds 14 points, they draw a bonus card from the deck. They can use the card immediately, or at the end of any other round. To do so, they must choose one of the two suits of the bonus card and move back 1 point (towards zero) for each card of that suit they acquired during the round. After use, the player must leave the card face up in front of them. Each player can only receive one bonus card per game.

The player with the most points starts the next round. The trump card remains as is, both in terms of the trump indicator suit and the Kraken's level.

Game End

The game ends after three rounds. The player with the fewest points is the winner. In case of a tie, the tied players share the victory.