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This is won by the lowest hand. The cards are arranged in ascending order and the hand with the lower first card wins, or if these are equal the lower second card, and so on.
In the absence of betting on the Chica , the side with the best Chica wins one stone. These are sets of two or more cards of equal rank.
There are three types. In ascending order they are:. Any duples beats any medias , and any medias beats any par simple , irrespective of the ranks of the cards.
If there is no betting on the pares , whoever has the best hand scores for her own and her partner's hand as follows:.
In other words pictures are worth 10 including threes, which are really kings , and other cards are face value bearing in mind that twos are really aces and so are worth 1.
For the Juego , you simply add up the point values of the cards in your hand. To have a Juego you must have at least 31 points.
The best Juego is a hand of exactly 31 points. The next best is Then come in descending order 40, 37, 36, 35, 34 and 33, which is the lowest Juego.
Totals of 39 and 38 are not possible, and if your cards total 30 or less you don't have a Juego. Note that a 31 point Juego held by the Mano is unbeatable, unless you play the variation Juego Real.
If there is no betting on the Juego , then the side with the best Juego score for both their hands: 3 stones for a Juego of 31 and 2 stones for any other Juego.
The other side score nothing. If no one has a Juego , then you compete instead for the best Punto , which is a hand totalling 30 or fewer points.
The highest Punto is a hand with 30 points, then 29, 28 and so on, down to 4, which is the worst. If no one bets, the player with the best Punto gets 1 stone.
There is a round of betting for each category of hand: Grande , Chica , Pares , Juego , and they must be taken in strict order.
Each round is begun by the mano the player to dealer's right. The mano may announce each round so that the players know what they are currently betting on, but this is not really necessary if the players are awake because the four rounds always occur in sequence.
Each round of betting is begun by the Mano , who may either pass paso or bet envido. If the mano passes, the next player in anticlockwise order may pass or bet, and so on round the table.
If all four players pass, there is no betting in that category, and the mano begins the round of betting for the next category.
A bet is a proposal to stake some number of stones, at least 2, on the outcome of the category. If no number is mentioned, 2 is assumed, so if the mano starts the first round of betting by just saying "I bet", it is a proposal to stake 2 stones on the Grande.
It is also possible to bet a higher number by saying for example "I bet 5", or "I bet 20". Either partner may speak; if they disagree, in general the more aggressive action prevails raise rather than see, see rather than fold.
However, it is possible for a player to overrule partner by using the plural: "we fold" or "we see". If the opponents fold in response to the first bet of a round, the side that bet immediately win one stone for "no".
If the opponents see the bet, the scoring is deferred to the showdown at the end of the hand. Raising is a proposal to increase the stake further, by at least 2.
If no number is stated, 2 is assumed, but it is possible to raise by any higher amount. It is helpful to state the amount of the raise and the new total - e.
After a raise, the other side now has to decide whether to fold, see or raise further, and so on. The round of betting continues until one side or the other either folds or sees the last bet or raise.
If one side folds, the other side immediately takes the number of stones previously staked example: A says "I bet"; B says "I raise, making 4"; A says "I raise 16, making 20"; B says "We fold".
A and C immediately take 4 stones. If the last bet or raise is seen, then in the showdown, the side with the best cards in that category will win the agreed stake.
The betting procedure described above applies to the first two rounds, the Grande and the Chica. The procedure for the Pares and the Juego is slightly different.
Pares Before any betting on the Pares can begin, each of the four players must announce in turn truthfully whether they actually have Pares by saying "yes" or "no".
If at least one player from each partnership says "yes", then there follows a round of betting on the Pares , using the same procedure as for the Grande and the Chica.
If both players of one partnership say "no", but one or both of the other partnership say "yes", then the side with Pares will score for them at the end, but there is no betting.
If all four players say "no", then there will be no score for Pares at all on that hand, and of course no betting.
Juego Before any betting on the Juego can begin, each of the four players in turn must say whether they have a Juego - that is whether their cards total at least 31 points.
If at least one player from each partnership says "yes", then there follows a round of betting on the Juego , using the same procedure as for the Grande and the Chica.
If both players of one partnership say "no", but one or both of the other partnership say "yes", then the side with Juego will score for them at the end, but there is no betting.
If all four players say "no", then there will be no score for Juego , but instead, there is a competiton for the Punto also known as Juego No.
So in this case there is a round of betting on who has the best Punto , using the same procedure as for Grande and Chica. The opponents must then either fold - conceding the loss of that category, or see it, in which case there the cards are shown and the game is decided.
The word comes from the Basque hor dago meaning 'here it is'. Here is an example. So the Grande will be worth 5 stones.
B and D must now either fold or see. If they fold, A and C take 6 stones. If they see it case whichever side has the best Chica wins the game immediately and the 5 stones for the Grande become irrelevant, even if they would have been enough to decide the game.
If you do this and the opponents fold, you get just one stone, for "no". After the end of the last round of betting on the Juego or the Punto , all four players show their cards, and the hand is scored.
Again this is done in the order Grande , Chica , Pares , Juego. The order of scoring is important because it is possible for the game to be won by one side reaching 40 points part way through the scoring process.
If either side folded during the corresponding betting round there is no further score - the winners have already had their stones. If for example A and C bet on the Chica and B and D folded, then even if B or D actually turns out to have the best Chica there is no score for this, as they have given up their right to win the Chica by folding A and C have bluffed successfully.
If the betting round ended with one side seeing the other, or if everyone passed, then the hands are compared to see which individual player has the best combination of that type, and that player's team wins the agreed amount of stones or one stone if everyone passed.
If one side folded in the betting round, then the side which made the final bet or raise automatically wins, even if their actual Pares are not as good as the side that folded.
The winning side will already have won one or more stones for this in the betting round, but now in addition they score the appropriate amount of stones for the Pares in their hands, that is: 1 for par simple ; 2 for medias ; 3 for duples.
They must have at least one example of Pares between them or they were not allowed to have bet. If both partners have Pares then both score.
If the betting round ended with one side seeing the other, then the hands are compared to see which individual player has the best Pares , and that player's team wins the agreed stake for the Pares , plus the value of the Pares in both their hands.
If there was no betting, the hands are compared as above, and the winning player's team just score for the Pares in both their hands.
Of course if no one has Pares at all then no one scores. A's hand is best duples , so A and C score for A's duples and C's par simple.
Alternatively if A and C bet 4, B and D raised by 6 making 10, and A and C then folded, B and D would now win 3 stones for B's par simple and D's medias in addition to the 4 they won during the betting round when A and C folded.
The principle is similar to scoring the Pares. If one side folded during the betting, then the other side has already won, and has already taken some stones.
In addition to this, if the betting was on the Juego , both members of the winning team score the appropriate amount of stones for the Juegos in their hands 3 for 31, 2 for any other Juego.
If the betting was on the Punto , they just take one additional stone for winning the Punto. If the betting round ended with one side seeing the other, then the hands are compared to see which individual player has the best cards.
In the case of Juego , the winning player's team wins the agreed stake, plus the value of the Juegos in both their hands. In the case of Punto , the winning player's team wins the agreed stake plus just one extra stone for winning the Punto.
If there was no betting, but at least one player had a Juego , then the team of the player with the best Juego scores for this and for her partner's Juego if any.
If no one had a Juego , then the team of the player with the best Punto scores one point. This is done with small stones or pebbles, or other convenient small objects.
You need 22 of them. They all start in a saucer in the middle of the table, and are taken and placed in front of the four players to represent the score.
Each partnership decides who will keep the ones piedras and who will keep the fives amarracos. Note: I am told that in Basque, the word is in fact hamarreko , which oddly means "of ten" rather than "of five".
When a partnership wins one or more stones, the player keeping the ones simply takes the appropriate number from the saucer and places them in front of himself.
When he has five, he gives one to his partner, who is keeping the fives, and puts the other four back in the saucer.
When taking or moving stones you should always tell the opponents how many you are taking, and why. When the player keeping the fives has collected seven amarracos, representing 35 single stones, she must warn the opponents by saying dentro inside , to alert them to the fact that her team is within 5 stones of winning.
The seven amarracos are then put back in the saucer. After a team is dentro , as soon as the partner keeping the piedras has collected 5 stones making a total score of 40 , they win.
Certain signals are allowed, by which players can communicate to their partner what cards they hold. Naturally they will try to do this while the opponents are not looking.
Signals relating to specific card holdings must be truthful - for example if you signal medias you must have medias. The signals which are allowed vary somewhat between players.
Here are the signals in general use:. Often it is useful for the first two players the mano and the player opposite to the dealer to signal their cards to their partners, who will decide whether to mus.
Sometimes the last players are also in a better position to decide whether and how much to bet, if they know their partners' cards.
In Navarre, La Rioja, and some areas in the Basque Country, Mus is played in its original form with just four kings and four aces. In this game the threes and twos count as themselves, not as kings and aces.
In the Juego or Punto , the threes count 3 points and the twos count 2 points. As there are fewer good cards in the pack, winning the game is less dependent on being randomly dealt an unbeatable hand and there is greater scope for bluffing.
In this version the sign of closing both eyes ciego to show bad cards is generally not recognised. Some players recognise a special combination called Juego Real Royal Game , which is 31 points consisting of three sevens and a 10 point card.
This beats an ordinary Juego of 31 points, and is the only way a Juego of 31 held by the Mano can be beaten.
You should agree whether you are playing this variation or not before you start the game, otherwise heated arguments could arise later.
For some players, the 10 point card in a Juego Real must be the Sota of Coins. This of course makes it extremely rare. There are other variations - for example that Juego Real consists of sevens of three suits and the Sota of the fourth suit.
The first reference to this game goes back to , when Manuel Larramendi , philologist and Jesuit Basque , quoted it the trilingual dictionary Basque - Spanish - Latin.
The origin of the word Mus is uncertain. It could come from the Basque language , where " musu " means " kiss ", the established signal of the better possible card combination 3 Kings and one Ace.
According to another theory, the word mus comes from the Latin " musso ", that means " keep silent ". It is conjugated as " mus " "I keep silent" , in opposition to "talk", that is the word used to open the game.
A third hypothesis is that the word may have come from the French " mouche " " fly " ,   from Latin mussula ,  although the concept "fly" has no relevance to any part of the game.
Basque emigrants carried the game to other countries such as the US and Australia, where it is played in Basque clubs.
The game is played between two opposing pairs of players  with the Spanish deck  which is a deck of 40 cards, without eights, nines, or tens and no jokers,  and it has a variety of different rules in the different regions of Spain.
The game has four rounds: . After all four players have spoken each round, the bids " apostua " made are left hanging until the scoring round at the end.
If no bet was made and all four players passed to bid, the round is "in pass" and will be decided at the end of the hand for a reduced value of just one point.
It has a distinctive feature in that passing some established signals keinuak between players is perfectly allowed during the game. One other special feature of Mus is that it is a mostly verbal game, with little card-involving action, limited to deal and discard if any.
This makes Mus more difficult to learn simply by watching others play than most other card games, as it can be difficult to follow simply by watching.
Mus is played by four players working as two teams. Partners sit opposite each other and play moves in a counter-clockwise direction. The points are usually represented by beans, coins or sometimes any other object,  which are called hamarreko oddly, from Basque "unit of ten", although it is worth five tanto when playing the game.
When a point is scored by a couple, one of this couple players takes a bean and puts it on their team's side. This makes it possible to play with only 16 beans in the table.
A match partida is divided into games joko. In Spain, three games count as one vaca and three vacas win the match, although there are many other scoring variations, for example, in some places the game is played to five games and five vacas.
However, in the Basque Country and northern Spain La Rioja , Mus may played with four Kings and at 40 points instead of the standard This variation has to be played with 22 beans in the pool instead of In the rest of Spain, the regular rules are eight Kings and 30 points.
With eight Kings, it is much easier to get good hands and riskier to bet high. In the first game, the dealer is selected randomly.
After that, the dealer will be the last game's first player. In this way, the speaking order changes in each game and all the players get to be the first one to speak at some point.
The dealer shuffles the cards and their left hand player cuts the deck. After this, they deal four cards, one card at a time, to each player starting with the player to their right and finishing with themself.
Once the cards have been dealt, they put the deck aside and the game begins. The first player to speak will be the player at the right hand side of the dealer.
Being the dealer is disadvantageous because ties are solved by speaking order: in case of a tie the person who spoke first wins. Starting with the player to the right hand side of the dealer known as Mano , each player declares whether or not they want to have a discard phase.
By turns they say either " Mus " to agree on discard or " No mus ". The turn to speak is as follows: 1 Mano. This position is commonly known as "postre" last as he comes last in the playing order, so he has a somehow handicapped ability in that hand.
This way the team that speak first can seem to render themselves vulnerable being true or fake letting the opposition know that their cards are not good enough, since they want to discard.
The opposition team can then decide whether or not there will be mus. Only if all four players agree, there is a discard phase Mus , where they can discard up to all four cards or none at all.
The dealer feeds to each player the requested cards one by one. After discard, the players repeat the process of discussing a new discard phase Mus or not Mus until at least one of them finally disagrees.
If needed, the discarded pile can be reshuffled and dealt again as many times as needed. After a player refuses to have a new discard phase, the playing rounds begin.
Of course, having one or more discard rounds will make the player and his partner get better cards, but the same applies for the opposing couple so this is the point to be considered regarding Mus.
The first round is called Grande. The two teams compete for the highest combination of cards. The highest cards in the Spanish deck are the Kings, followed by Knights and Jacks.
In the variant game with eight kings, the threes work as the regular Kings and are therefore as high.
As it is a bidding game, if one team does not accept the bid then they may not win the hand even though they have higher cards.
The second round is the Chica. The two teams compete for the lowest combination of cards. The lowest cards in the Spanish deck are the Aces.
In the variant game with eight Kings, there are also eight aces, with the twos being the second set of aces. The Chica is a round that is overtly despised by most players, since bidding to it reveals or at least suggests, which can be used that the player has quite low cards, thus letting him in a weakened position in the remaining rounds his Pair should be low, if any, and probably has no Game.
Further to this, since all players probably have quite high cards, the chances of getting the bid accepted are scarce. Before the third and fourth are played, players run a pre-round, declaring whether they have matching cards Pares.
In this pre-round, the players announce by turns 'Pares si' they have matching cards or 'Pares no' they don't have matching cards. Having matching cards means that two or more of the cards in their hands have the same face value.
If none of the players in a team can play, the whole round is skipped and the other team will score the round in the scoring phase.
If none of the four players has Pares, the whole round is skipped altogether. The lowest combination of matching cards for this round is a single pair 'pares' , followed by three-of-a-kind 'medias' and the highest Two-pair 'duples'.
Unlike in poker, in mus, Two-pair is a better combination than three-of-a-kind. This accounts for the fact that it is usually played with eight kings and eight aces, which makes three-of-a-kind easier to attain.
In case of a tie, the combination with the highest value wins. If two players had exactly the same pares combination, the tie is solved by speaking order: the player who spoke first wins.
In the variant game with eight Kings, threes are Kings and twos are Aces for all purposes. The fourth and last round is the Juego Game. As in the Pares round, players run a pre-round before the actual round, declaring whether they are able to play or not.
Being able to play the Juego round means that the total value of the cards in the player's hand is 31 or higher. In order to be able to play this round, players have to sum up the face values of their cards, except for face cards, which all count In the variant game of eight Kings, threes count as Kings and twos count as Aces, and therefore they add 10 and 1 respectively to the total hand value.
For example, a hand like 'King' will add up to 31 points.