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Buraco
Buraco
from Wikipedia
Buraco
OriginArgentina/Uruguay
TypeMatching
Players4
SkillsTactics & Strategy
Cards104 cards
DeckFrench
Rank (high→low)A K Q J 10 9 8 7 6 5 4 3 2
PlayClockwise
Playing timefrom 40 minutes to several hours
ChanceMedium
Related games
Canasta

Buraco is a Rummy-type card game in the Canasta family for four players in fixed partnerships in which the aim is to lay down combinations in groups of cards of equal rank and suit sequences, there being a bonus for combinations of seven cards or more. Buraco is a variation of Canasta which allows both standard melds (groups of cards of the same value) as well as sequences (cards in numerical order in the same suit). It originated from Uruguay and Argentina in the mid-1940s,[1] with apparent characteristics of simplicity and implications that are often unforeseeable and absolutely involving. Its name derives from the Portuguese word "buraco" which means “hole”, applied to the minus score of any of the two partnerships. The game is also popular in the Arab world, specifically in the Persian Gulf; where it is known as 'Baraziliya' (Brazilian). Another popular variation of Buraco is Italian.

Game rules as played in the United States

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The Setup

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Buraco is played with two 52-card decks of standard playing cards, and 2 jokers for each deck, for a total of 108 cards. In Argentina it can be played with a set of 106 Burako, Rummikub, or similar, tiles with only two jokers. Team members sit opposite each other, so that no team member is sitting next to their own teammate.

Before beginning the game, the players cut the deck to establish who deals first. The player from the team who has the lowest card must deal to the player of the other team who has cut the highest card. In the case of two identical cards being chosen, two new cards must be cut. The dealer shuffles and the player to their right cuts the deck.

The opponent sitting to the right of the dealer attempts to cut exactly twenty-two cards off the top of the deck. If exactly twenty-two cards are cut off the top of the deck, then that team immediately gains one hundred extra points. This person uses these cards to make two (2) hands of eleven cards each, and the first hand is crossed over the second and they are both stacked in a corner of the card table. These two hands are called the 'pots" (in Portuguese "the dead"; os mortos).

The Deal

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While the pots are being made, the dealer distributes eleven cards to each player one by one in a round-robin manner; these cards are called the players’ hand(s). If during the dealing any mistake is made then (e.g., one card too many, one card too few, cards upturned) the hands and the pots must be re-dealt. Responsibility for dealing the cards always proceeds clockwise from game to game. The remaining cards, placed face-down in the center of the table, make the stock. One card from the stock is placed face-up to its side, becoming the first card of the discard pile.

Melds

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Each team has its own collection of melds (in Portuguese "table") that are shared by both players; that is, both players build on each other's runs in turn. A player from one team may not play on the other team's runs.

Melds can be made in one of two ways:

  • Sequences: Three (3) or more cards of the same suit in sequentially increasing (or decreasing) order. Cards may not be melded into these runs out of order or by skipping any positions. An example of the proper sequencing of the cards in this type of run is:
A – 2 – 3 – 4 – 5 – 6 – 7 – 8 – 9 –10 – J – Q – K – A
  • Groups: Three or more face-cards of the same value (all jacks, all queens, all kings, or all aces).

Melds of seven or more cards earn extra points for the team, and are classified in one of two ways:

  • Clean run: Seven or more cards without a wildcard. A clean run is shown by the last two cards placed face up across the others in a horizontal position.
  • Dirty run: Seven or more cards with a wildcard. Every group with a wildcard will always be dirty. A Dirty run is shown by the last card placed face up across the others in a horizontal position.

Wildcards

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  • All deuces can be wild; a deuce is considered to be a wildcard when used to substitute any card in a meld.
  • A meld may have at most one wildcard, either a deuce or a joker.
  • A deuce in a sequence is not a wildcard if it represents the face value of 2 in the meld and is of the same suit. For example, these are valid sequences of a clean meld:
    • A-2-3-4-5-6-7
    • 2-3-4-5-6-7-8
  • If a deuce is used to represent a face value of 2 in a sequence and is not used as a wildcard, then the meld is still clean.
  • If a wildcard is played on a clean meld, then the meld becomes dirty and reduces the value of the additional points earned.
  • A Sequence may have two deuces only
    • One deuce is used as a wildcard (not a face value of 2), and
    • The other deuce is used to represent its face value of 2 in the meld.
    • For example, these are valid dirty melds:
      • A-2-3-4-5-6-2
      • 2-2-3-4-5-6-7
      • A-2-2-4-5-6-7
  • If a deuce is used as a wildcard, then a joker cannot be placed into the same meld
  • If a meld contains a deuce used as a wildcard, a joker can be added to the meld only after moving the deuce to its face value

Scoring

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The first team to accumulate two thousand or more points wins the match. There are multiple games during a match. Points are earned by making melds of three or more cards face-up on the table, and each card played in a run earns a point value for the team that played the card.

Point values for cards/tiles in Buraco/Burako
Card Value
3, 4, 5, 6, 7 5
8, 9, 10, J, Q, K 10
A (Ace) 15
2 20
Joker 30

When the game is over, players with cards in their hand that were not melded count negatively against their team's total score for the match.

Point melds for in Buraco/Burako
Meld Value
clean run (no wild cards/tiles) 200 points.
dirty run (including wild cards/tiles) 100 points.
  • Variation: If a run has 7 clean cards in a row plus a deuce, it is worth 150 points, but this rule is valid only for one of the eight Italian "Burraco Federations".

Additionally, if a team did not take a hand from the pot, then they must subtract one hundred points from their team's total score for the match.

If the game ends before any cards are played from a new hand picked up from the pot, then the player with that new hand will either:

  • Subtract the combined point value of all the cards against their team's total score for the match, or
  • Subtract one hundred points from their team's total score for the match.

If a team ends the game (If a player plays all the cards in their hand and the team has taken a hand from the pot and the team has at least one clean run), then that team adds one hundred points to their team's total score for the match.

First Draw

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The first draw of the game varies from subsequent draws in every game as there is no discard pile at the beginning of the game. The first play is made by the person sitting to the left of the dealer. The top card is drawn from the stock and if the player likes that card, then it is placed into the first player's hand. If the first player does not want the first card of the game, then that card is immediately turned face-up to the side of the stock to begin the discard pile, and the first player draws another card from the stock. If the first player accepts the first card of the game then another card may not be drawn by that player on that turn.

Note: As soon as the first card drawn is placed in the hand of the first player, then that player has accepted that card – if the player discards this same card after it is placed in the hand, then the player has exhausted their turn and play proceeds to the next player.

Initial Melding

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Melding is the act of displaying your cards face-up on the table to earn points. A team may only begin to place runs onto the table if they meld a minimum number of initial points. This minimum initial meld number varies based upon the total number of points already earned by that team in the match. A team with less than fifteen hundred points in the match must initially meld a minimum of fifty points. A team with fifteen hundred or more points in the match must initially meld a minimum of seventy-five points. If a team fails to meld the minimum initial number of points, then all the runs are placed back into the hand of the player and fifteen more points are added to the initial number to meld for that team during that game.

The sum of the values of the cards played in the player's turn must equal or exceed the minimum initial meld requirement according to the player/team's total score:

Team score Minimum initial meld
Less than 1500 50
1500 - 2995 75

Course of Play

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Play always proceeds clockwise. Each player begins their turn by drawing. Except for the first draw of the game, drawing can be either:

  • Take a single card from the top of the stock, or
  • Pick-up ALL of the cards in the discard pile. Before drawing, players may examine and re-arrange the discard pile in any manner.
Note: A player may not advise, verbally or otherwise, their teammate on whether they prefer a draw from the stock or the discard pile.

After a player draws, the player can meld for more points by putting any new runs onto the table and adding cards onto their own team's runs already on the table. A player may only meld during their turn. Once a card is melded, it may not be moved into a different run or picked up and placed into a player's hand. However, wildcards may be moved within a meld.

Note: A player may not advise, verbally or otherwise, their teammate on how they prefer them to meld any of their cards.

Aces may rank high or low, and more than one ace may be played in a run.

A player's turn ends when a card is discarded by that player from their hand. A discard is complete when the discarded card is no longer touched by the discarding player.

After throwing away a card to the discard pile, no other move (e.g., putting down more cards, substituting cards, changing the discarded card) is permitted until the player's next turn.

The Pot (os mortos)

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If a player plays all the cards in their hand and their team has not yet taken a hand from the pot (the sets of 11 cards set aside at the deal), then the player picks-up the next hand from the pot. The player who has melded all their cards takes a hand from the pot and if the player:

  • Has not discarded, continues to play ("in-flight") from the new hand.
  • Has discarded, play from the new hand commences at that player's next turn. This new hand may only be played at the player's next turn and must not even be looked at until the player's partner has taken their turn.

If a team has picked up a hand from the pot, and they do not have a clean run, then that team may not play all the cards in either of their hands.

If the stock is empty and there are cards in the pot, then the next hand from the pot will be moved into the stock. In this case, it is certain at least one team will need to subtract points from their total number earned for the match.

Ending the Hand

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If a player plays all the cards in their hand and the team has taken a hand from the pot and the team has at least one clean meld (variation:or dirty meld), then the game ends.

If the stock is empty and there are not any cards in the pot, then the game is over without either team earning additional points for ending that game.

Variations

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  • Add the jokers as wildcards with a value of thirty points each.
  • Add one more deck of cards so there can be three teams of two players each, or two teams of three players each. The pot will consist of three hands and the person making the pot will cut for thirty-three cards.
  • Aces are high only.
  • Aces are low only.
  • The game ends on either a clean run or dirty run.
  • Play for a predefined duration rather than a point total. The team with the most points wins.

See also

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References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Buraco is a four-player partnership rummy-type card game that originated in South America during the 1940s as a variant of Canasta, involving the formation of melds from sequences and sets of cards to score points. It is typically played with two standard 52-card decks plus four jokers, totaling 108 cards, where partners sit opposite each other and collaborate without communicating. The primary objective is to meld combinations of seven or more cards—known as a buraco—into runs of consecutive cards of the same suit or sets of three or more cards of the same rank, while minimizing un-melded cards in hand to achieve a target score, often 3,000 points. Jokers serve as wild cards with high point values, and the game features a draw pile, discard pile, and two face-down reserve piles called mortos or pozzetti that players claim upon meeting melding requirements. The game spread from its roots in Uruguay, Argentina, and Brazil—where it remains popular as Buraco—to Europe after World War II, particularly gaining traction in Italy in the late 1970s as Burraco, leading to widespread adoption through social clubs and the establishment of the Italian Burraco Federation (Fibur) to standardize rules. In Italy, it exploded in popularity during the 1990s, with regional leagues, while online platforms have further globalized its play. Key variants include Buraco Aberto (open), which restricts melds to sequences and exposes the discard pile, and Buraco Fechado (closed), which allows sets in melds and hides all but the top card of the discard pile for added strategy. Scoring emphasizes bonuses for "clean" buracos (natural melds without wild cards) at 200 points versus "dirty" ones at 100 points, alongside card values such as 20 for jokers and 15 for aces. Today, Buraco is enjoyed in homes, clubs, and digital formats worldwide, blending skill in melding with partnership tactics.

Overview

Description and Objective

Buraco is a rummy-style , akin to variants, typically played by four players divided into two fixed teams. Partners sit opposite each other to facilitate communication through while adhering to no-verbal-discussion rules. The game utilizes two standard decks of 52 cards each, plus four , for a total of 108 cards, with and often twos serving as to aid in forming combinations. The primary objective is for each partnership to form and lay down valid melds—either sets of three or more cards of the same rank or runs of three or more consecutive cards in the same suit—to accumulate positive points from melded cards while incurring minimal penalty points for any unmelded cards left in hand at the end of a hand. Overall, partnerships compete to be the first to reach 3,000 points, with the game typically spanning 4 to 11 hands depending on the pace of scoring and strategic play.

Terminology

In Buraco, a meld refers to a valid of three or more cards laid down face-up by a player or , consisting either of consecutive cards in the same or cards of the same rank across suits. A buraco (or ) is a meld consisting of seven or more cards, earning bonus points (100 for dirty with wild cards, 200 for clean without). A run, also known as a or seguida, is a type of meld formed by three or more consecutive cards of the same , such as 4-5-6 of hearts, where aces may function as high or low but not both in the same run. In contrast, a set, sometimes called a group or três, comprises three or more cards of identical rank but different suits, like three kings, with only one set allowed per rank per partnership. The pot, referred to in Portuguese as os mortos or "the dead," consists of two separate face-down piles of 11 cards each, one allocated to each , which remain undealt at the start and are claimed by the first player on a team to empty their hand. Deadwood denotes the unmelded cards left in a player's hand at the end of a hand or game, which are penalized by subtracting their point values from the team's score. The initial meld is the first set of melds a partnership lays down during a hand, often requiring a minimum point threshold (such as 50 or 75 points in certain variants) to become eligible to meld further. Going out occurs when a player empties their hand by melding all cards except for a final discard, typically requiring the to have claimed a pot and formed at least one complete buraco (a seven-card meld) to end the hand successfully. serve as fully , capable of substituting for any card in a meld and valued at 20-30 points each, with only one permitted per meld. Twos function as semi-wild cards, able to replace any card in a meld or play naturally in runs (such as in a 2-3-4 sequence), valued at 10-20 points, and also limited to one per meld.

History and Cultural Significance

Origins and Development

Buraco emerged in the in , most likely in or , as a variant of , a rummy-style game invented just a few years earlier in , . Initially known as "Buraco Aberto" to denote the open formation of certain melds, it adapted Canasta's partnership play and melding mechanics while introducing distinct elements like closed and open "buracos" (piles). The game's development accelerated in the and through informal card clubs and social circles across , where players refined its rules to suit local preferences, particularly in , where it evolved alongside variants like Biriba and Canastra. By the , these iterations led to greater standardization in , establishing consistent guidelines for tournament play and solidifying Buraco's status as a regional favorite. Buraco's influences trace back through the broader family, drawing from early adaptations that emphasized strategic meld building, while its foundational mechanics echo the ancient Mexican game , the progenitor of all rummy variants dating to the . These roots contributed to Buraco's focus on sequences and sets, adapting them for partnership dynamics in South American social settings.

Popularity by Region

Buraco has achieved significant popularity in , where it is widely regarded as one of the most played card games alongside titles like and Tranca, often under variant names such as Canastra, Biriba, or Perida. The game serves as a social pastime in family gatherings, community clubs, and informal tournaments, reflecting its deep integration into Brazilian leisure culture since its spread from neighboring South American countries in the mid-20th century. In the United States, Buraco maintains a niche presence, primarily within South American immigrant communities, where it fosters cultural connections through casual group play and organized events. For instance, the Pearland International Buraco Championships held in in 2019 highlight its appeal in expatriate circles, adapting traditional rules for local competitions. The game's reach extends to , particularly , where the closely related variant Burraco exploded in popularity during the 1990s, evolving into a mainstream activity supported by a robust tournament infrastructure. The Federazione Italiana Burraco (FIBur) oversees national championships and standardizes rules, drawing thousands of participants annually and cementing its status as a favored across generations. Since the 2010s, online platforms and mobile apps have further globalized Buraco, enabling international tournaments and virtual play in countries like and beyond, with adaptations that blend regional preferences for broader accessibility.

Equipment and Preparation

Cards and Decks

Buraco is played using two standard 52-card decks, along with four , for a total of 108 cards. These decks consist of the four suits—spades, hearts, , and clubs—with ranks from through in each . The serve as , capable of representing any rank or suit as needed during play. Card ranks follow a standard order, with jokers ranking highest, followed by aces, kings, queens, jacks, and then descending numerically to threes; twos rank lowest but can also function as in certain contexts. Aces hold a versatile position, usable as high cards (above ) or low cards (below twos) within sequences, though only one ace may appear per sequence. Before dealing, the designated dealer thoroughly shuffles the combined decks to ensure randomization, then offers the pack to the player on their right for a cut. This cut must remove at least 22 cards from the top while leaving at least 45 cards in the bottom portion, preventing uneven distribution.

Player Setup and Dealing

Buraco is traditionally played with four players divided into two fixed partnerships, with partners seated opposite each other across the table to facilitate communication through play while maintaining the alternating seating arrangement (e.g., North-South versus East-West). This setup ensures that teammates are not adjacent, promoting strategic independence during hands. For two-player games, no partnerships are formed, and each player competes individually with adjusted scoring; three-player variants exist but typically involve modifications such as uneven pot allocation or temporary alliances, though they are less common and not standardized. The first dealer is selected by having all players draw a card from the shuffled deck, with the player drawing the highest (or in some variants, lowest) card taking the role; ties are resolved by redrawing. After each hand, the deal passes clockwise to the next player in turn. Dealing begins with the dealer shuffling the 108-card deck (two standard 52-card decks plus four jokers) and offering it to the player on their right for a cut, ideally separating at least 22 cards to allow formation of the pots. From the cut portion, the cutter (or dealer) forms two face-down piles of exactly 11 cards each, known as "os mortos" or the pots, which are set aside in a central or neutral spot—one assigned to each partnership in four-player games or to each player in two-player games. The dealer then distributes 11 cards face down to each player, one at a time in clockwise order starting with the player to the dealer's left, forming each player's initial hand. The remaining 42 cards are stacked face down as the draw pile in the center of the table. In three-player variants, two pozzetti are formed: one of 11 cards and one of 18 cards, with the larger pozzetto taken by the first player to meld all their initial cards and the smaller by the second.

Core Rules

Melds and Sequences

In Buraco, melds are the core combinations of cards that players lay down to score points and deplete their hands. Melds consist of runs (also known as sequences) formed by three or more consecutive cards of the same , such as the 4-5-6 of hearts. Aces in runs can function as high cards (e.g., queen-king-ace) or low cards (e.g., ace-2-3), allowing sequences like A-K-Q or A-2-3, but they cannot wrap around, meaning combinations like king-ace-2 are invalid. Sequences are limited to a maximum of 14 cards in some configurations (e.g., A low to A high), though they can be extended during subsequent turns by adding to the ends. All melds must contain at least three cards; single cards or pairs cannot be melded on their own. This minimum ensures strategic depth, as players must accumulate sufficient matching cards before laying them down. may substitute for any card in a meld but are limited to one per combination.

Wild Cards

In Buraco, facilitate the formation and extension of melds by substituting for missing natural cards, but their use is strictly regulated to preserve strategic balance. The four in the decks act as full wild cards, able to represent any rank and suit within a sequence. However, no meld may contain more than one wild card, which prohibits consecutive wilds; for example, two cannot be used to represent adjacent ranks such as 5 and 6 in a run. This limitation ensures that melds rely primarily on natural cards, with wilds serving only to complete or bridge gaps. Twos operate as semi-wild cards, capable of substituting for any card in a meld while also retaining the option to be played naturally in their own suit and rank, particularly within sequences. For instance, the two of spades might naturally connect to a three of spades in a run or act as a wild to fill a missing card in a different suit's sequence. Unlike , which are always wild, twos' dual functionality allows for greater flexibility in positioning, as they can shift roles without replacement if the meld's context permits. In sequences, a two assumes the appropriate rank and suit when used as wild. A key mechanic involves replacing wild cards in existing melds: once melded, a joker or two can be substituted with the natural card it represents during a later turn, freeing the wild to extend the same meld or another on the table. This replacement must use the exact natural card, and in sequences, the wild often repositions to the end or a new gap to accommodate the addition, such as moving a wild from the middle of a run to bridge a higher extension. Such substitutions cannot involve exchanging one wild for another, maintaining the rule of at most one wild per meld. These provisions allow players to refine melds dynamically, turning incomplete combinations into stronger ones over the course of a hand.

Initial Requirements

In Buraco, the initial meld serves as the prerequisite for a to commence laying down , requiring a minimum total of 20 points from the cards played in the first hand, or 75 points if the is vulnerable (having 1500 or more points from previous hands). This threshold applies specifically to the 's first set of melds in the hand. Point values for the initial meld are: (20 points), aces (15 points), kings through 8s (10 points each), 7s through 3s (5 points each), and twos (10 points). Once achieved, subsequent melds by either partner face no such minimum requirement, allowing freer play thereafter. The minimum is assessed at the partnership level, meaning the combined value of initial melds laid down by both teammates counts toward the total. This shared accountability fosters strategic timing between partners, as individual efforts accumulate to satisfy the condition. Meld point values are determined according to the game's initial scoring system. Until the partnership meets this initial requirement, no player from the team may draw from the or pick up the discard pile, but they must discard a card from hand if possible. Should a player discard without melding toward the minimum, the partnership's progress halts for that turn, potentially yielding advantage to opponents.

Gameplay Mechanics

Turn Structure

In Buraco, each player's turn follows a structured sequence designed to build melds while managing hand size. The turn begins with drawing either the top card from the face-down draw pile or the entire face-up discard pile. This draw option allows strategic flexibility, though detailed rules on discard pile acquisition are covered separately. After drawing, the player may lay down new melds—consisting of three or more cards of the same rank (sets) or three or more consecutive cards of the same suit (runs)—or add cards to existing melds owned by their partnership. Additions can extend runs by placing cards at either end or increase sets by matching ranks, and once the partnership has met its initial meld requirement, these actions face no further minimum card count restrictions beyond forming valid combinations of at least three cards. Wild cards, such as jokers or twos, may be incorporated or rearranged within melds during this phase to optimize the partnership's score potential. The turn must end with the mandatory discard of exactly one card from the hand, placed face-up on the discard pile to be visible to all opponents. It is illegal to pick up the top card from the discard pile and discard the same card in the same turn. Turns proceed around the table in partnership play, alternating between opponents to maintain balance.

Drawing and Discarding

In Buraco, players begin their turn by drawing a card, with two primary options available: taking one card from the face-down draw pile or the entire face-up discard pile. This choice allows strategic flexibility, as the top discard card is visible to all, potentially aiding in forming melds, while the draw pile offers an unknown card. It is always legal to take the whole discard pile, with no requirement to meld the top card. Play ends when a player draws the third-to-last card of the draw pile; after that player's turn (including discard), no further drawing or melding is allowed. Discarding concludes the turn and is strictly limited to a single card placed face up on the discard pile. A "rummy" play—going out entirely on the first turn—is not permitted, preventing immediate endings and promoting extended strategic play.

The Pot (os mortos)

In Buraco, the pot, known as "os mortos" or the dead piles in , consists of two separate face-down piles of 11 cards each, set aside after the initial deal to each player. After dealing 11 cards to each player, the player who cut the deck forms the two pozzetti by dealing alternately from the bottom of the remaining deck until each pile has 11 cards, placing them in a formation in a corner of the table. The pot remains untouched throughout the early stages of play, inaccessible to players until specific conditions are met, thereby introducing an element of uncertainty due to the unknown composition of the cards within. The pot is claimed when the first player from each empties their hand, at which point that player takes their team's assigned morto as a new 11-card hand to continue playing. A player may empty their hand by melding all cards and taking the pozzetto immediately, or by melding all but one, discarding it, and taking the pozzetto after their partner's turn. This mechanism ensures the game does not stall prematurely while preserving the 's role as a reserve. Strategically, the pot enhances unpredictability in Buraco, as players cannot preview or access its contents early, forcing reliance on hand management and timing to determine when a morto might be claimed. Failure to claim a team's morto by the end of the round incurs a 100-point penalty, incentivizing aggressive play to reach the exhaustion condition first, though the face-down nature prevents any tactical peeking or manipulation.

Ending and Scoring

Going Out

To go out in Buraco, a player must first meld all cards from their hand except one and then discard that final card to the discard pile. This concluding action is only possible after the has taken (os mortos), a reserve pile of 11 cards set aside at the start, and the team has formed at least one —a meld of seven or more cards, either a or set. In Buraco Aberto, the must be clean (no ); in Buraco Fechado, it can be clean or dirty. The final discard cannot be a wild card in some variants, ensuring the action is deliberate and strategic. The partnership's melds are shared, so the going-out player relies on team progress, including the partner's contributions. Upon a valid going out, the hand ends immediately, with no additional turns for opponents or the partner, shifting directly to scoring the exposed cards and remaining hands. Any cards left in the partner's hand count as deadwood penalties.

Point Calculation

In Buraco, points are scored at the end of each hand based on the value of melded cards, penalties for unmelded cards (deadwood), and applicable bonuses. Melded cards contribute positively to the score according to their fixed point values, while unmelded cards in a player's hand are deducted at the same values. These values are as follows: each joker is worth 20 points, each two is worth 10 points, each is worth 15 points, kings, queens, jacks, tens, nines, and eights are worth 10 points each, and sevens, sixes, fives, fours, and threes are worth 5 points each. Wild cards (jokers and twos in Aberto) count their full point value when part of a meld, but a meld can include at most one wild card, and sets of alone are not permitted. Deadwood penalties apply to any cards left in hand or not incorporated into the partnership's melds, using the same point values, potentially resulting in negative scores for the hand if penalties exceed meld points. Bonuses are added for completing certain melds and for ending the hand. A "buraco" or is a meld of seven or more cards; a clean buraco (no ) awards 200 points to the partnership, while a dirty buraco (including at least one wild card) awards 100 points. Additionally, the partnership that goes out (ends the hand by melding their last card) receives a 100-point bonus. If the going-out partnership fails to draw from the morto (reserve pile) when available, they incur a -100 point penalty. The total score for the is calculated by summing the points from all melded cards, adding any applicable bonuses, and subtracting deadwood penalties from both partners' hands. Scores can be negative, and the must have at least one buraco to be eligible to go out. This per-hand score contributes to the overall game total, with the first to reach 3,000 points winning.

Winning the Game

Buraco is typically played as a game over multiple hands, with scores from each hand—calculated based on melds, discards, and penalties—added to running totals for each team. The first to reach or exceed 3,000 points wins the overall game, and play continues across hands until this threshold is met, regardless of whether individual hands result in negative scores that temporarily reduce a team's total. If the game concludes after a predetermined number of hands without any partnership achieving 3,000 points, the team with the highest cumulative score is victorious. Ties are resolved first by comparing the number of individual hands won by each partnership; if still even, partners redraw cards to determine the winner. Certain house rules modify this structure by enforcing a fixed number of hands, such as 11, after which the highest-scoring partnership wins irrespective of whether the 3,000-point mark was reached.

Variations

Brazilian Variant

The Brazilian variant of Buraco, commonly known as Buraco Fechado, is a four-player game played with two standard 52-card decks plus four jokers, emphasizing strategic meld formation and bonus awards for specific high-value combinations. Partnerships sit opposite each other, and the game proceeds over multiple hands until one team reaches a target score, typically 3,000 points. Each hand begins with 11 cards dealt to each player, plus two face-down "dead hands" (mortos) of 11 cards each reserved for the first partnership to meet the initial meld requirement. Central to this variant are the "buraco" melds, which are seven-card runs of consecutive cards in the same or sets of seven cards of the same rank, distinct from shorter standard melds of three or more cards. These buracos function as canastas and provide significant bonuses: a "closed" buraco, formed exclusively with natural cards and no , awards 200 extra points, while a "dirty" buraco containing one or more scores 100 extra points. Sequences may wrap around with aces high or low, but cannot substitute within a closed buraco to maintain its purity. Melds and sequences follow standard patterns but build toward these buracos for optimal scoring. Twos serve as fully , able to represent any card value or , though they retain their natural value of 2 in sequences where appropriate, such as below a 3. are also wild. The initial meld requirement is partnership-based, mandating a combined minimum of 75 points in natural cards when the team is "vulnerable"—that is, after reaching 1,500 points in a 3,000-point game—encouraging coordinated play to meet the threshold before laying down cards. Additional scoring bonuses enhance the strategic depth: closing the hand (going out) grants 100 points to the partnership, and failing to draw a morto incurs a 100-point penalty plus the value of undrawn cards. An ace-to-ace sequence (real canasta) is worth 1,000 points if closed. Point values for cards include 20 for each joker, 15 for aces, 10 for face cards, tens, nines, eights, and twos, and 5 for lower cards, all contributing to meld totals and end-of-hand calculations. These elements distinguish the Brazilian variant by prioritizing clean, natural buracos for maximum rewards in extended play.
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