How to Play Buraco

Buraco is a melding card game which appears to be closely related to Canasta. Buraco originated in Uruguay in the 1940's and quickly spread to many other locales where it is quite popular, particularly Brazil.

Initial deal in Buraco There are actually several versions of this game, with the most popular being Open, Open Dirty, Closed, No Trio Clean Run (NTCR) Closed, and Dirty and Closed. The rules described first are for the "Open Dirty" version, so called due to the rules regarding the discard pile and the types of melds allowed during the hand. However, rules for the various other types are given in the Variants section below.

The game is designed to be played by four players in two partnerships using two standard 52 card decks shuffled together with the addition of four total Jokers. The ranking of the cards in this deck is as follows (from high to low); Ace, King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3, 2, Ace. Notice that the Ace is considered both the highest and lowest card in the deck, thus a sequence containing an Ace could either have this Ace as the highest card in the sequence or the lowest card in the sequence, but an Ace may never be used in the middle of a sequence and a sequence may never contain two Aces. Although the two has a natural ranking in the game, all twos are also considered wild cards and can be used to substitute for any other card in a meld. Jokers are, of course, also considered wild cards at all times and can be used to represent any other card in a meld.

Determination of partnerships can be performed in a number of ways with draw for low cards a common method. The two players drawing the two lowest cards would play as partners against the two players drawing the two highest. Each player should sit at the table directly across from his partner. The player who draws the lowest card of all is set as the first dealer, and for each subsequent hand, the role of dealer rotates around the table in a clockwise direction.

Once the first dealer has been determined, the dealer should then thoroughly shuffle the deck. After shuffling, he passes the face-down deck to the opponent to his immediate right. This player cuts the deck, attempting to pull exactly 22 cards from the top of the deck. If he is able to do so, his partnership immediately scores 100 points to their accumulated score. With these cards cut from the deck, the cutter deals two piles of 11 cards each. If he did not draw exactly 22 cards from the main deck he cuts additional cards as needed or replaces cards to the deck to create these two hands. These two hands (called the Pots) are set to one side of the table for use later in the game.

Legal melds in Buraco Meanwhile, the dealer begins dealing the cards around the table in a clockwise direction around the table, starting with the player to his immediate left. He continues dealing in this manner around the table, one card at a time until each player has 11 total cards (called that player's Hand). He then places the remainder of the cards in a face-down pile in the center of the table as the draw pile or stock.

As in most other games of the Rummy family, players will create melds from cards in the hand. The types of legal melds in Buraco are as follows: As previously mentioned, Jokers and all cards of rank two in the deck are considered wild cards and can be used to replace any other card in a meld. However, if a two can be used to represent itself in a meld, the two is not considered a wild card and can be scored accordingly. These wildcards can only be used in Sequences, and any sequence can only have, at most, one such Joker or card of rank two (representing a wildcard).

In addition to these standard runs, certain longer Sequences also earn additional points when melded. Any sequence meld consisting of seven or more cards will earn these bonus points. There are two types of these special Sequence melds each worth additional bonus points when melded: The player to the immediate left of the dealer has the first turn, and thereafter the turns rotate around the table in a clockwise rotation. On the very first turn of the hand, since there is no discard pile, the play is slightly different than other turns. This first player draws the top card of the discard pile and looks at the card but does not yet add the card to his hand. If the card suits him, he may add the card to his hand. However, if he does not want to keep the card, he places it face-up next to the discard pile to start the stock pile and draws a new card from the stock and adds it to his hand. After the player takes a card, that player may then make any legal melds as appropriate, the player then discards any one card from his hand face-up on the stock pile.

After the first turn of the hand, each turn thereafter takes the form of first drawing a card (either the top card from the face-down stock pile or the entire discard pile) into his hand. Before making his draw, the player may view and re-arrange the discard pile as he likes, but if he wants to take any card from this discard pile he must take the entire pile into his hand. After drawing the player then may make any melds as allowable and able and then, to conclude his turn, discards one card to the top of the discard pile. Each card to the discard pile should be discarded in a way such that it mostly overlaps the previous card in the discard pile, but allows that card to still be somewhat visible.

As noted above, there are two types of melds in Buraco, Sequences and Groups. Once a meld is made, a player may add to melds which have been melded by his partner or himself but may not extend melds made by the opposing partnership. However, there are certain point requirements for the first meld of a hand. A partnership may not make an initial meld on the hand unless the total card point value of the meld is a certain amount. This required amount is based on that partnerships current score at the start of the hand. The following chart shows these meld point requirements:

Team's Current ScoreFirst Meld Point Requirement
Less then 150050
1500 or more75

This initial meld may be in one large meld or multiple smaller, legal melds, all made at the same time, on the same turn. Once a team has made the initial meld as per the requirement on the hand, they may then make any legal meld of any total, as well as add to existing melds made by their partnership. If a meld contains a two used as a wildcard or a Joker, that wildcard can be moved within the same meld by either member of the partnership who melded that card. However, the resulting meld after movement of the wildcard, must still be a legal meld. This would usually be done by a player who has the actual card for which the wild card is currently replacing, so they can then play that card and move the wildcard to the top or bottom end of that same meld. In order to determine the total value of a meld, each card making up that meld has a specific point total as shown on the following chart:
CardPoint Value
Joker30
Two (used as Wildcard or a natural card)20
Ace15
8, 9, 10, Jack, Queen, King10
3, 4, 5, 6, 75
           Point values for specific card ranks

If a player, during his turn melds the last of the cards in his hand and his team has not yet taken a hand from the "Pots", that player must take one of the "Pots" hands as his new hand. If he has not yet discarded on that same turn, he may continue to play any legal melds from the new hand, and discards from the new hand at the end of his current turn. If a player empties his hand by his normal discard and neither member of his team has yet taken a card from the "Pots", that player takes the hand from the "Pots" into his hand but the turn moves to the next player in normal rotation and the player who drew the new hand should not look at his new hand until his next turn.

If, however a player discards his last card from his hand (the last card from that player's hand can not be used in a meld, the hand can only end in this way on a discard by a player) and either he or his partner has already taken a hand from the "Pots", this immediately ends the hand. However, there is a required stipulation that must be met before a player can play the last of the cards from his hand which would end the current hand. This stipulation is that one member of that player's partnership must have melded at least one Clean or Dirty Run. If they have not yet done so, a player may never play the last card from a hand which would end the current hand.

If the stock pile runs out of cards while the game is still in progress, the top hand from the "Pots" is then removed and placed to start a new stock pile. If instead, the stock pile runs out and there are no hands left in the "Pots" the game immediately ends and the players would total up points based on the melds made and cards remaining in the hand. The following are the various points that can be earned or lost at the conclusion of the hand by each team: Each team then calculates all points gained or lost during the hand. If one or both teams manage to earn a total score of 3000 or more accumulated points over the course of the game, that team is declared the winner. If both teams have reached or exceeded 3000 points, the team with the higher total score is declared the winner.



Optional Rules and Variations

As mentioned in the section above, in addition to the "Open Dirty" variant of Buraco of which the rules are detailed above, there are also several other versions of which are also commonly played. The following are some of the most common of these:

Rules differences for Open Buraco Open: The Open version is played very similarly to the "Open Dirty" version as described above. The following are the changes which differentiate this version from that as described above: In all other aspects "Open" Buraco is played identically to the "Open Dirty" version of Buraco.

Rules differences for Closed Buraco Closed: Closed Buraco is also played quite similarly to the "Open Dirty" variant of the game. In fact the game is played identically save for the following differences: In all other aspects of the game, this variant is played identically to the "Open Dirty" variant of Buraco as described in the section above.

Rules differences for NTCR Closed Buraco No Trio Clean Run (NTCR) Closed: This variant is also similar to the "Open Dirty" version as previously described. The following list shows the rule differences in this variant: Other than these few differences, this version is played identically to the "Open Dirty" version as described at the top of this page.

Rules differences for Closed and Dirty Buraco Dirty and Closed: This version is also played similarly to Open Dirty, with just the following exceptions in gameplay: In all other ways, the Dirty and Closed variant is played identically to the "Open Dirty" variant as described previously.

Two Player Buraco: Buraco can, and often is, played by two players. Any of the versions above can be played using the same rules. The only difference between the four player variant being that there are no partnerships and each player plays independently.

Italian Burraco: A game almost identical to Buraco is also very popular in Italy. It is also spelled very similarly to the parent game, Buraco.

Italian Burraco is played identically to the Open Dirty version of Buraco as described above with the following differences: In all other aspects Italian Burraco is played identically to the Open Dirty version of Buraco as described at the top of this page.

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