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How to Play Cuarenta

The national card game of Ecuador: a 40-card fishing and capture game for 2 or 4 players. Win chicas (rounds to 40 points) by capturing table cards through matches, sums, and sequences; bank bonuses for Ronda, Caída, and Limpia; best-of-3 chicas makes a mesa (match).

Players
2–4
Difficulty
Medium
Length
Medium
Deck
40
Read the rules

How to Play Cuarenta

The national card game of Ecuador: a 40-card fishing and capture game for 2 or 4 players. Win chicas (rounds to 40 points) by capturing table cards through matches, sums, and sequences; bank bonuses for Ronda, Caída, and Limpia; best-of-3 chicas makes a mesa (match).

2 players 3-4 players ​​Medium ​​Medium

How to Play

The national card game of Ecuador: a 40-card fishing and capture game for 2 or 4 players. Win chicas (rounds to 40 points) by capturing table cards through matches, sums, and sequences; bank bonuses for Ronda, Caída, and Limpia; best-of-3 chicas makes a mesa (match).

Cuarenta (Spanish for 'forty') is the national card game of Ecuador, a fishing-and-capture game for 2 players or 4 players in partnerships using a 40-card deck (a standard 52-card pack with 8s, 9s, and 10s removed). Cards are captured from the table by matching (same rank), by sum (two or more consecutive table cards adding to the played card's value), or by sequence (captures extend into the next higher cards in sequence after a match or sum, with the sequence leaping past the missing 8-9-10 so Jack follows 7). Bonus points come from Ronda (3-of-a-kind in hand = 2 points), Doble Ronda (4-of-a-kind = an automatic chica win), Caída (capturing the card your opponent just played = 2 points), and Limpia (sweeping the table = 2 points). The game is structured in chicas (rounds to 40 points) and mesas (matches of 2 chicas). A team at 38 or 39 points can only score the final 1 or 2 points via a Caída, which turns the endgame into a cautious exchange where no one wants to play a capturable card.

Quick Reference

Goal
Win chicas (rounds to 40 points) by capturing cards and scoring Ronda/Caída/Limpia bonuses. Win 2 chicas (or 1 by zapatería) to win the mesa.
Setup
  1. 2 or 4 players. 40 cards (standard deck minus 8s, 9s, 10s).
  2. Deal 5 cards each; no initial table cards.
  3. Dealer misdeal penalty: 10 points to opponents.
On Your Turn
  1. Play 1 card; capture matches, sums, or sequences from the table.
  2. Sequence leaps 7 to J to Q to K (8-9-10 are missing).
  3. Bonuses: Caída +2 (capture opponent's just-played card), Limpia +2 (sweep), Ronda +2 (3 same rank in hand).
Scoring
  • 20+ cards captured = 6 points; each 2 additional cards = +2 points.
  • From 38-39 points, only Caídas can score the final points.
  • Zapatería (opponent under 10 in first chica) = instant mesa win.
Tip: Play short cards after captures to guard against opponent Caídas; declare Rondas immediately to bank 2 points safely.

Players

2 individual players or 4 in two fixed partnerships (most common form). In 4-player, partners sit opposite each other. Deal rotates counter-clockwise after each hand. A full mesa (best-of-3 chicas) typically lasts 30 to 50 minutes.

Card Deck

40 cards: a standard 52-card pack with all 8s, 9s, and 10s removed, so the deck runs A, 2, 3, 4, 5, 6, 7, J, Q, K in each suit. Suits are irrelevant; only rank matters for captures. Because of the 8-9-10 gap, sequence captures leap: the Jack is the next rank above 7 when counting sequences, then Queen, then King. The Ace is low (value 1).

Objective

Each chica: be the first player/team to reach 40 points exactly, ending as the chica winner. Match (mesa): first to win 2 chicas, OR win the first chica by a zapatería (opponent below 10 points) which gives an automatic mesa win.

Setup and Deal

  1. Partners sit opposite (4-player); choose first dealer by draw.
  2. Shuffle the 40-card deck. Deal 5 cards face down to each player, counter-clockwise.
  3. No cards are placed face up on the table at the start (unlike many other fishing games; cards accumulate on the table only as players play them).
  4. The remaining cards form the stock for later redeals.
  5. Dealer penalty: If the dealer misdeals (4 or 6 cards to any player), the opposing side scores 10 points immediately.
  6. Player to the dealer's right plays first.

Gameplay

  1. Play a card: On your turn, play one card from your hand face up to the table.
  2. Match capture: If your played card's rank equals a card already on the table, capture both (and any duplicate-rank cards at the same time).
  3. Sum capture: Two or more consecutive cards on the table whose pip values sum to your played card can be captured. Example: playing a 7 captures a 2+5 pair or 3+4 pair, or all of Ace+2+4. Captured cards are taken with your played card.
  4. Sequence capture: After a match or sum capture, if the next higher card in sequence is also on the table, it is captured too. The sequence continues through consecutive ranks; because of the 8-9-10 gap, Jack follows 7, Queen follows Jack, King follows Queen. Example: you match a 5 from the table and the 6, 7, J, Q are also on the table; all are captured as the sequence 5-6-7-J-Q.
  5. Caída: If you capture a card that was the EXACT card your opponent just played (matched or summed with yours), this is a Caída and you immediately score 2 extra points.
  6. Limpia (sweep): If you capture every card from the table, this is a Limpia and you score 2 extra points.
  7. Ronda: At any time on your own turn, if you hold 3 cards of the same rank in your hand, you may show them to claim a Ronda and score 2 points immediately. The cards stay in your hand.
  8. Doble Ronda: If you hold 4 cards of the same rank (impossible without both partners or after redealing), you win the chica immediately.
  9. Playing without capturing: If you cannot or choose not to capture, you simply place your card face up on the table where it joins the others as a capturable target.
  10. Redealing: When all 4 players have played their 5 cards, deal 5 more from the stock to each. Continue until the stock is exhausted.
  11. End of deal: After the final cards are played and the stock is empty, any remaining table cards go to the last player who made a capture.

Scoring

  1. Card majority: After the deal ends, each side counts its captured cards. Capturing 20+ of the 40 cards scores 6 points; each pair of additional cards (22 = 8 points, 24 = 10, ...) scores 2 more points per pair. Even-number rounding is standard.
  2. Caída: 2 points per Caída accumulated during the deal.
  3. Limpia: 2 points per Limpia accumulated during the deal.
  4. Ronda: 2 points per Ronda declared during the deal (3 same-rank cards in one hand).
  5. Doble Ronda: automatic chica win if a player holds 4 same-rank cards in hand.
  6. Overshooting: You may go above 40 but can only WIN at exactly 40. Some rule sets reset to 39 if you overshoot, forcing you to earn the final point via Caída; others require a precise count without reset. Agree before play.
  7. 38-39 endgame rule: Once a team has 38 or 39 points, their only valid scoring path is Caídas (2 points) or reaching 40 exactly on a single-point play. Card-majority bonuses do NOT apply, so the endgame shifts to cautious play avoiding capturable cards.
  8. Zapatería: If the opponent team scores fewer than 10 points in the first chica, the winner takes the mesa automatically (no second chica needed).
  9. Mesa: Best-of-3 chicas (or 2 chicas with zapatería auto-win).

Winning

A chica is won by the first team to reach exactly 40 points (the 38-39 endgame rule pushes the final 1 or 2 points through Caídas only). A mesa (match) is won by taking 2 chicas, or by winning the first chica by zapatería (opponent under 10 points). A Doble Ronda (4 same-rank cards in one hand) is a rare instant chica win.

Common Variations

  • Cuarenta con Comodines: Adds 2 Jokers as wild cards that can match any rank on the table.
  • Periquito rule: If all 4 cards of one rank are visible on the table at once, the next player who captures one captures all four for a big bonus.
  • Dealer penalty forgiveness: Some groups allow the dealer to correct a misdeal before any card is played without incurring the 10-point penalty.
  • No zapatería: Omit the auto-win for opponent under 10 points; always play best-of-3.
  • Cuarenta Rápido: Quick variant played to 20 points per chica, best-of-3.
  • Individual Cuarenta: 2-player version; no partnership, all rules identical, first to 40 wins.

Tips and Strategy

  • Play short after capturing. The next player wants to Caída-capture your card (2 points to them). After you make a capture, end your turn by playing your LEAST valuable single card so the partner across from you can recover the Caída opportunity.
  • Watch for Ronda opportunities in your hand. Holding 3 of a kind is a 2-point bonus you can bank any time on your turn; do not forget to declare it before discarding.
  • Sum captures are often bigger than match captures. A single card that captures 2 or 3 table cards at once both scores more cards and empties the table for a potential Limpia next turn.
  • The 38-39 endgame rule changes everything. If your side is at 38, protect against Caídas by playing cards the opponent cannot match; this usually means cards already discarded by earlier tricks.
  • Partnership Cuarenta rewards coordination. Lead cards that your partner (playing opposite) can Caída-recapture; the opponent between you cannot easily block both.
  • Track captured card counts carefully. The 6-point majority bonus kicks in at 20 cards, and each pair of additional cards (22, 24, ...) adds 2 more; knowing whether you are at 18 or 22 at endgame shifts your strategy.

Glossary

  • Chica: One round of play to 40 points.
  • Mesa: A match of 2 or 3 chicas (first to 2).
  • Caída: Capturing the exact card the opponent just played. +2 points.
  • Limpia: Sweeping the table (capturing every card). +2 points.
  • Ronda: Holding 3 cards of the same rank in your hand, declared on your turn. +2 points.
  • Doble Ronda: Holding 4 cards of the same rank in your hand. Automatic chica win.
  • Zapatería: Winning the first chica with the opponent under 10 points. Automatic mesa win.
  • Sequence leap (8-9-10 gap): Because the deck omits 8s, 9s, and 10s, sequences jump from 7 directly to Jack (then Queen, King).
  • Majority bonus: 6 points for capturing 20 or more of the 40 cards (even-number rounding beyond 20).
  • 38-39 endgame: From 38 or 39 points, a team may only reach 40 via Caída (or a single 1-point final play); card-majority bonus no longer applies.

Tips & Strategy

Play short after a capture so the partner across from you can defend against a Caída. Declare any Ronda (3-of-a-kind in hand) the moment you hold it; 2 points banked are 2 points you cannot lose. Sum captures usually clear more cards than match captures and set up Limpia bonuses. Once your side reaches 38 points, the only valid scoring is Caída (2 points) so play cards the opponent cannot match.

Cuarenta is a complex fishing game where 'what you leave on the table' matters as much as 'what you capture'. Every card you place (without a capture) becomes a target; the turn order of 4-player partnership means the opponent between you and your partner gets first chance to Caída or sum-capture your card. Expert play involves playing ranks you have seen no copies of, so the opponent cannot match them; this is a card-counting discipline unusual in fishing games.

Trivia & Fun Facts

The 8-9-10 gap in Cuarenta's deck creates the distinctive sequence-leap rule: Jack is the rank immediately above 7, which makes Cuarenta's sum captures mathematically different from those in Scopa or Escoba. The 'zapatería' (shoemaker's shutout) auto-win rule is a staple of Ecuadorian table-game culture and appears in other regional games. Cuarenta's Ronda bonus (2 points for 3-of-a-kind in hand) is unusual among fishing games, which typically focus only on captures.

  1. 01In Cuarenta, what bonus does a player earn for declaring a Ronda, and what hand condition triggers it?
    Answer 2 points. A Ronda is triggered by holding 3 cards of the same rank in your hand; the player shows them on their turn and scores the bonus without discarding the cards.
  2. 02What is a 'Caída' in Cuarenta, and how many points is it worth?
    Answer A Caída is capturing the exact card your opponent just played on their previous turn; it scores 2 bonus points each time it happens.

History & Culture

Cuarenta is estimated to have been played in Ecuador since at least the 19th century and was formalised by Quito and Cuenca card clubs in the early 20th century. Its origins are debated but the 40-card deck (Spanish-pack influence) and the sum-capture mechanics place it firmly in the Spanish colonial tradition of fishing games, alongside Escoba and Scopa. Cuarenta is recognised as Ecuador's national card game by cultural institutions, and national Cuarenta tournaments are held annually with broadcast coverage. The game is commonly taught in schools as part of Ecuadorian cultural education.

Cuarenta is a symbol of Ecuadorian national identity and is played at virtually every social gathering, from family weekends to business retreats. It is routinely featured in Ecuadorian literature, film, and television as a signifier of everyday life. National tournaments are held in Quito, Guayaquil, and Cuenca, and regional leagues operate year-round.

Variations & House Rules

Cuarenta con Comodines adds Jokers as wild cards. Periquito rule rewards 4-of-a-kind on the table. No-zapatería variants omit the auto-win shutout rule. Cuarenta Rápido plays to 20 per chica. Individual Cuarenta is the 2-player form.

For beginners, disable the sum-capture rule for the first session so they learn match captures and Caídas first. For short sessions, play chicas to 20 instead of 40. For a more strategic game, disable redeals so each deal of 5 cards is final and every card choice matters more.