Learn & Play
How to Play Cuarenta
Cuarenta is Ecuador's national card game — a sharp-witted fishing game played
with a 40-card deck. Capture cards from the table by matching, by adding them up, or by
chaining a run above your card's rank, and race to 40 points to win the chica. Learn the
rules here, then play free as part of our Ultimate Scopa Collection.
Players2 or 4
Deck40 cards
GoalFirst to 40 (a chica)
Play time~15–20 minutes
Overview
Cuarenta ("forty") is Ecuador's most popular card game, and like its cousins Scopa and
Escoba it belongs to the "fishing" family — you capture cards from a shared table instead
of winning tricks. What sets Cuarenta apart is its capture-and-chain mechanic: land a
capture and any unbroken run of higher cards sitting right above it comes along for free,
which can turn a single well-timed play into a table-clearing sweep. Play alone against a
single opponent, or as a team of two facing another pair across the table.
How to Play
- Deal. Every player is dealt 5 cards from the 40-card deck. The table
starts completely empty — there's no initial table layout like in Scopa or Escoba.
- Play a card. On your turn, play one card from your hand to the
table.
- Capture if you can. If your card's rank matches a card on the table,
or two or more table cards add up to its value, you must capture — this isn't optional
when a capture is available.
- Chain the sequence. After a match or sum capture, any unbroken run of
higher-ranked cards continuing up from your card is captured too — play a 4 that matches
or sums to a 4 on the table, and a 5, 6 and 7 sitting right above it get swept up as
well.
- Otherwise, discard. If nothing on the table can be captured, your
card simply joins it.
- Redeal. Once everyone has played all 5 cards, another 5 are dealt to
each player from the stock. This repeats until the full 40-card deck has been played
out.
- Score the hand. Tally up captures and bonuses, then keep dealing
fresh hands until one side reaches 40 points — the chica.
Card Values & Sequence Order
- Ace — worth 1
- 2 through 7 — worth their face value
- Face cards (Sota/Caballo/Rey, or the plain 8-9-10 in a French-style
deck) — worth zero. They can only be captured by an exact rank match, never as part of
a sum.
Sequence order runs Ace-2-3-4-5-6-7, then straight into the face cards — Sota, Caballo,
Rey (or 8, 9, 10 in a French-suited deck, where they're genuine numeral cards rather than
face cards). Card art can be French, Spanish, Napoletane or Sicilian; the values and
sequence order are identical regardless of style.
Bonuses
- Caída (Fall) — +2. Capture, by an exact rank match, the very card the
previous player just played.
- Limpia (Clean) — +2. Capture every remaining card, clearing the
table completely. Land a caída and a limpia on the same play and they stack for +4.
- Ronda — +4. If you're dealt three cards of the same rank, your team
scores +4 immediately — but only while your team is still under 30 points. Four of a
kind in a single hand wins the game outright, on the spot.
End-of-Hand Scoring
Once all 40 cards have been played, whoever captured more cards scores extra points:
- 20 or more cards captured — score +1 for every card beyond 20,
rounded up to the next even number.
- Neither side reaches 20 — the side with more cards captured scores
+2 instead.
Once a team reaches 38 points, only a caída can close out the final 2 — card-count and
limpia bonuses stop counting that close to 40.
Strategy Tips
- Play your Ronda early if you have one. A dealt three-of-a-kind is
worth +4 the instant your team is under 30 — there's no reason to sit on it.
- Watch what your last card protects. Since capturing is mandatory,
think ahead about what you'll be forced to play into on your next turn, not just what
you can capture right now.
- Guard against the caída. Whatever you just played is the one card
your opponent can capture for a guaranteed +2 — avoid leaving a lone, easily-matched
card on the table if you can help it.
- Chase sequences, not just captures. A capture at the bottom of a long
unbroken run is worth far more than the single card it looks like — count what's sitting
above a card before you decide it's not worth taking.
- Slow down near 38 points. Once your team is that close to 40, only a
caída finishes the game — factor that into which cards you hold back.
Frequently Asked Questions
How many players does Cuarenta need?
Cuarenta is played by 2 people, each on their own, or by 4 in two teams of partners
sitting opposite each other.
What deck do you use for Cuarenta?
A 40-card deck — a standard pack with the 8s, 9s and 10s removed, or a 40-card
Spanish-style baraja. Card art can be French, Spanish, Napoletane or Sicilian; the
values are the same either way.
How do you capture in Cuarenta?
Play a card that matches a table card's rank, or find two or more table cards that add
up to your card's value. Capturing is mandatory whenever it's available, and any
unbroken run of higher cards sitting directly above is swept up too.
What are caída, limpia and Ronda?
A caída (+2) is capturing, by an exact match, the very card the previous player just
played. A limpia (+2) is clearing every remaining card from the table — the two
together on one play score +4. A Ronda (+4) is being dealt three cards of the same
rank, which scores for your team immediately as long as you're under 30 points; four of
a kind wins the game outright.
How do you win Cuarenta?
The first player or team to reach 40 points — a chica — wins. Once a team reaches 38
points, only a caída can supply the last 2; card-count and limpia bonuses no longer
count that close to 40.