Brisca guide
Rules of Brisca
These rules describe the core game implemented by BriscaCard for tables with two, three or four seats. A match may change the number of hands, but the way each hand is played stays the same.
Last updated: 22 July 2026

Objective of a hand
Win tricks that contain scoring cards. There are 120 points in the deck, and the result is determined only after all cards have been played. Winning many tricks is not enough if they contain few points.
Legal plays
The leader of a trick may play any card. Every other player may also play any card: following suit, trumping and overtrumping are never compulsory. A card becomes committed when it is played to the table.
Trump and card strength
Any trump beats every non-trump. Between trumps, the strongest card wins. Without a trump, only cards in the suit led can win. The strength order is ace, three, king, knight, jack, seven, six, five, four and two.
Winning, drawing and leading
The trick winner takes all its cards, draws first while the deck remains, and leads the following trick. The other players draw in table order. This order matters because the last available card may be the exposed trump.
Two, three and four seats
BriscaCard offers tables with two, three or four seats in the modes where those options are shown. At individual tables each player keeps a separate score. In a team mode, partners combine the points in the tricks won by their side.
The selected game screen defines the number of players and length of the match; it does not change the basic hierarchy of suits and cards.
End of the hand and ties
After the draw pile is exhausted, play the three remaining cards without drawing. Then total the valuable cards: 11, 10, 4, 3 and 2 points by rank. A side needs more points than its opponent to win; with the 120-point deck, 60–60 is level and is resolved according to the selected match format.
