Porrazo (also sometimes called Porosso, Parosso, or Parear) is a fishing game of Mexican origin for two to five players. (Four players may play either in partnerships or singly.) Like the most well-known fishing game, Cassino, game play centers around playing cards to the table and then capturing them with cards from the hand of the same rank. However, in Porrazo, there are all manner of available bonuses for playing the right card at the right time.
Porrazo first appeared in American game books around the turn of the twentieth century. It experienced a couple of decades of popularity before being quietly dropped from the books and fading into obscurity in the 1920s.
Object of Porrazo
The object of Porrazo is to be the first player or partnership to score 61 points. Points are scored chiefly by forming pairs of cards between the cards on the table and the cards in your hand.
To play Porrazo, you’ll need a standard 52-card deck of playing cards. Hopefully, you’ve got a deck of Denexa 100% Plastic Playing Cards you can press into service for the occasion. You’ll also need something to keep score with. Because of the frequent scoring and the target score of 61 points, using a Cribbage board for scoring is a natural fit (see how to keep score with a Cribbage board). If you don’t have a Cribbage board, or you’re playing with more than three individual players (since most Cribbage boards have three scoring tracks at most), you’ll probably have to use pencil and paper or something like that.
Shuffle and deal three cards, face down, to each player. The rest of the deck becomes the stock.
Cards rank in their usual order, with aces low.
Rondas and rondines
Before any cards are played, the players look at their cards and may declare any pairs or three-of-a-kinds that they may have. A pair is declared as a ronda and a three-of-a-kind as a rondine. The ranks of the rondas and rondines are not declared. The hand is then played out, and the player with the highest ronda or rondine scores a bonus, as follows:
A rondine always outranks a ronda. That is, three aces, the lowest rondine, outranks a pair of kings, the highest ronda. Only the highest declaration scores a bonus; the others score nothing. Any ties go to whichever player is first in turn order, going clockwise from the dealer. The ronda/rondine bonus is not scored until the set of three cards is played out. This means it’s possible the game may end before the bonus is scored.
Play of the hand
After any declarations have been made, the player to the dealer’s left goes first. On their turn, a player must play one card, face-up, to the table. If there are any cards already on the table of the same rank, the player captures one card of that rank, and they place the captured card along with the card that they played in a face-down won-cards pile in front of them. (If there is a pair of cards on the board and a player holds a third card of that rank, they capture only one of the table cards, not both.)
A player can also capture a sequence of two or more consecutive cards if the card that they play to the table matches the lowest card of the sequence. For example, if a 7, 8, 9, and 10 are all on the table, a player may capture them all by playing a 7. For the purposes of sequences, aces are considered consecutive to kings, so if the table contained Q-K-A-2, it would be a sequence that could be captured by a jack.
If a player can make no captures, the card they play simply remains on the table. That card can then be captured by any player on a later turn. (Depending on the card being played, the card may score for being played in place, as described below.)
When the players have exhausted their hands, the dealer replenishes them by dealing three more cards to each player from the stock. Any cards already on the table stay there, and play continues.
Occasionally, a player may be able to capture all of the cards off the table in one fell swoop. This is called a limpia. The simplest limpia occurs when there is one card on the table, and the player captures it by pairing. If there are more cards than that, the only way a limpia can happen is if they all form a sequence.
A player making a limpia immediately scores the same point value as a ronda of the last rank of the sequence captured in the limpia (or the rank of the card captured, if only one card was involved). Note that the last rank is not necessarily the highest rank. For example, if a sequence of K-A-2-3-4 is captured as a limpia, it would only score one point. This is because the 4 is the last rank in the sequence. The fact that a king is involved, despite its higher rank, is irrelevant.
Playing in place
If a player places an ace through 4 on the table without capturing anything, and the pip value of that card matches the number of cards on the table, that card is said to be played in place. That is, a card is played in place if it is an ace played to an empty table, a 2 as the second card on the table, a 3 as the third card on the table, or a 4 as the fourth card on the table. A 5 or above cannot be played in place. Playing a card in place scores the player the pip value of the card.
If a card could both be played in place or capture a card, a player can choose to forgo the capture in order to play it in place. This is the only situation in which a player is not compelled to take a capture.
Once per hand, after dealing three cards to the players, the dealer may deal a tendido (layout). This can occur after the first three cards have been dealt, or after any time the dealer replenishes the player’s hands. When the dealer chooses to deal their tendido, they deal two pairs of cards, face up in a horizontal row, to the table. The two cards in each pair may be swapped, but cards cannot be crossed between the two pairs.
The dealer counts from left to right or right to left, as desired, to find any cards that appear in their “correct” places in the tendido: an ace in the first position, a 2 in the second, etc. If any cards have been so dealt, the dealer scores the pip value of the card. Also, if any pairs, three- or four-of-a-kinds have been formed within all of the cards now on the table, the dealer may score for them. The points scored equal the same as a ronda or rondine of the appropriate rank. Four-of-a-kinds score twice as much as a rondine of that rank.
The cards of the tendido remain on the table after being scored and can be captured just like any other card on the table.
If a player places a card on the table without capturing anything, and the next player in turn plays a card of the same rank, it is called a porrazo. If the next player plays a third card of this same rank, then this is a counter-porrazo. If a porrazo is allowed to stand, that player immediately scores the same value as a ronda of the appropriate rank and captures the card, as normal. Should a player counter-porrazo, the original porrazo does not score, the counter-porrazo scores the same value as a rondine of the appropriate rank, and the player captures both the non-capturing card and the card played for the porrazo.
After a counter-porrazo has been played, the next player may be able to play the fourth card of that rank. This is called a san benito and scores the player the entire game! Therefore, especially in a two-player game, it may be better to simply let a porrazo stand rather than countering it and risking the san benito. (One can sometimes use players’ ronda declarations to deduce whether a san benito may be possible.)
A porrazo (or a counter-porrazo or san benito) must take place with cards all from the same deal. That is, if the players run out of cards and new cards are dealt, it interrupts the sequence of play, and any porrazo cannot be declared using cards from before the hands were replenished.
Ending the hand
If playing with an even number of players, the deck will, at some point, be exhausted. If playing with an odd number of players, there will be three odd cards left in the deck. These three cards are placed face up on the table immediately after the last three-card hands are dealt to the players. They do not count as a tendido for the dealer.
After the players’ hands are exhausted, on the dealer’s last turn, they automatically capture all of the cards remaining on the table. This does not count as a limpia, even if they would have been able to legitimately capture it as one.
Each player or partnership counts the number of cards in their captured-cards pile. Whoever has the highest number of captured cards wins the hand. They score the difference between the number of cards they captured and that of their next-closest opponent.
The deal passes to the left, and new hands are dealt. Game play continues until one player or partnership reaches a score of 61 or more points. Play immediately ceases—even if it happens in the middle of a hand—and that player is the winner.