Touti Game Rules
Touti is a classic trick-taking card game played with a Spanish deck. A trick is called a Twya (plural: Twyat). Master the bidding, trump selection, and strategic play to outscore your opponents.
The Deck
Touti is played with a 40-card Spanish deck consisting of four suits:
Oros (Coins) – Dd8eb
Copas (Cups)
Espadas (Swords) – Chbada
Bastos (Clubs) – Lek7el
Each suit contains 10 cards: 1 (Ace), 2, 3, 4, 5, 6, 7, 10 (Sota), 11 (Kabal), and 12 (Ray). Within a suit, the cards rank from strongest to weakest: 1, 3, 12, 11, 10, 7, 6, 5, 4, 2.
Teams and Players
Touti is a four-player partnership game where players form two teams:
- Team 1: Players 1 and 3 (sitting opposite each other)
- Team 2: Players 2 and 4 (sitting opposite each other)
Partners work together to win Twyat and achieve the highest score. Play always goes counterclockwise.
Game Setup
At the start of each round:
- The deck is shuffled
- Each player is dealt 10 cards
- The bidding phase begins
There is no dealer. One player is the first speaker: chosen at random at the start of the game, the role then moves to the next player each round. The first speaker bids first and leads the first Twya.
Bidding and Engagement
The bidding phase (called "engagement") decides which team buys the chrya (the bid / contract), its value (the number of points that team commits to score), and who will choose the trump suit.
How Bidding Works:
- The first speaker starts, then each player speaks in turn, counterclockwise
- On your turn you can pass, say "As", buy (bid higher than the current bid) or, when your partner holds the bid, push
- Bids go from 70 to 210 in steps of 10: 70, 80, 90, 100, 110, etc.
- Once you pass, you cannot bid again in that round
- The highest bid wins the engagement and becomes that team's chrya
- If everyone passes, the cards are dealt again
Bidding 70:
You can open at 70, but 70 never stands as the chrya. A player left alone at 70 must raise (80 or more) or pass. The last player to speak cannot open at 70.
Saying "As":
You can say "As" on your first turn, only if you hold at least one Ace. It tells the table you have an Ace, and you leave the auction, just as if you had passed.
Pushing (+10, +20, +30):
When your partner has bought, you can push +10, +20 or +30 to tell them you can help. They must then bid at least their bid + the push + 10: if they bought 80 and you push +10, they must reach at least 100. If an opponent bids in between, the obligation is cancelled.
Choosing the Trump:
The player who wins the bidding gets to choose the trump suit, called Tranfo (players also say Fayyou, Rrmiz or Latout). Choosing it is called "to fire". Any suit can be chosen, even one the player does not hold. The Tranfo suit beats all other suits during Twya play.
Twya Play
After the trump suit is fired, the Twya-taking phase begins. The first speaker leads the first Twya, whoever won the bidding.
Playing Cards:
When playing a card, you must choose from the options below in order. You may only move to the next option if the previous one is not possible.
- Follow suit — play higher: If you have a card of the led suit that ranks higher than any card of that suit already played in the Twya, you must play it. If you have no higher card of the led suit, or if the Twya has already been trumped with a Tranfo, you may play any card of the led suit.
- Play Tranfo: If you do not have any card of the led suit but have Tranfo cards, you must play one. If another player has already played a Tranfo in the Twya, you must play a higher Tranfo if you can; otherwise, you may play any Tranfo card.
- Play any card: Only if you have neither the led suit nor Tranfo may you play any card from your hand.
Even when your partner is winning the Twya, you must beat the best card if you can.
Winning Twyat:
- The highest Tranfo card wins the Twya
- If no Tranfo is played, the highest card of the led suit wins
- The winner of each Twya leads the next Twya
Scoring
During the round, each team counts the points of the cards it wins in Twyat, plus any singing. These points are only used to decide whether the bidding team made its chrya (see "Winning the Round").
Card Values:
Ace (1) — 11 points
The 3 — 10 points
Ray (12) — 4 points
Kabal (11) — 3 points
Sota (10) — 2 points
Cards with No Value — 0 points
The following cards (2, 4, 5, 6, 7) are worth 0 points. Within a suit they rank 7, 6, 5, 4, 2, from highest to lowest:
The total card points in the deck equal 120 points.
Last Twya Bonus:
The team that wins the last Twya of the round receives an additional 10 points. A round is therefore worth 130 points, not counting singing.
Singing (Declarations):
A player of the bidding team who holds both the Kabal (11) and the Ray (12) of the same suit can "sing" them to add points for their team.
Singing Rules:
- Only the bidding team can sing. Defenders never sing
- The Kabal and the Ray must be in the same hand: one card with you and the other with your partner does not count
- You can sing when your team won the previous Twya, whichever partner won it
- If the suit is the Tranfo, singing is worth 40 points
- If the suit is not the Tranfo, singing is worth 20 points
- Only one marriage can be sung per Twya
- The same suit cannot be sung twice in a round
- Sung points count toward the chrya. Both cards stay in your hand and are played normally
Singing Restrictions by Bid Level:
- 80 engagement: No singing allowed
- 90 engagement: Maximum 20 points (non-Tranfo suit only)
- 100 engagement: Maximum 40 points (Tranfo suit allowed)
- 110+ engagement: Unlimited singing, which means 100 points at most (40 + 20 + 20 + 20)
Winning the Round
After the last Twya, the bidding team's points (cards won in Twyat, the last Twya bonus and singing) are compared with its chrya. It is all or nothing:
- If the bidding team reaches at least its chrya, it scores the chrya value and the defenders score 0
- Otherwise, the defenders score the chrya value and the bidding team scores 0
- The points collected in Twyat never go on the score sheet: only the chrya value counts
Example: the bidding team buys 90 and collects 85 points. It fails: the defenders score 90, the bidding team 0.
Winning the Game
The game continues for multiple rounds. The first team to reach the target score wins the game. The target is a table setting: 400 (quick game), 600 (default) or 1000 points.
Standings & Points
Beyond each game's score, Touti keeps a Standings total for every player. Points never expire and your lifetime total never decreases below zero. A weekly ranking (Monday to Sunday, UTC) shows how you compare to other players that week.
How you earn points
| What happens | Points | Details |
|---|---|---|
| Win a round | + bid ÷ 10 | Every player on the winning team earns the round's winning bid divided by 10 (for example, a 120 bid = +12). Losing a round costs nothing. |
| Online against real people | ×2 | Round wins and bonuses are doubled when you play online and at least one opponent is a human. Games against bots only count ×1. |
| Finish a match | +5 / +8 / +15 | Bonus for completing a match with a 400 / 600 / 1000 point target. Winning the match gives the same bonus again. Doubled if most rounds were played against humans. |
| Daily streak | +5 to +15 | Complete at least one round every day. Days 2–7 give +5 per day, days 8–14 give +10, and from day 15 onward +15. Miss a day and the streak restarts. |
| Opponent quits mid-round | Round win credited | If the other team abandons after the bidding, you get the round win even if their replacement bot goes on to win. |
Points earned against bots (×1) are capped at 200 per day. Points earned online against humans are never capped.
Penalties for leaving
| What happens | Points | Details |
|---|---|---|
| Quit during bidding | −5 | Leaving after the cards are dealt but before the bid is settled. Doubled online against humans. |
| Quit mid-round | − bid ÷ 10 | Leaving after the bid is settled costs the same amount you would have earned by winning. Doubled online against humans. |
| Quit between rounds (online) | −5 | Leaving an online match during the countdown between two rounds while other humans are still seated. |
| Abandon any round of a match | No match bonus | You forfeit both the completion and the victory bonus for that match. |
Online, your first abandon of the day is forgiven. Your total can never drop below zero.
Leaving without penalty
- Before the first deal or after the match ends — always free.
- Between rounds in a local game — quitting during the countdown popup is free.
- Surrendering a round in a local game — counts as a normal round loss (0 points), not an abandon.
- Reconnecting within 60 seconds — a brief disconnect from a private room that you rejoin in time carries no penalty.
Tip: the fastest way to climb the standings is to play online against real opponents, finish your matches, and come back every day to keep your streak alive.
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