Trico is a condensed and quick nine cards trick taking game with set collection used as a scoring mechanism. Plays over four or more rounds until one player reaches fourteen points.

Components: Nine (9) cards

Ages: 7+

Players: 2 (3)

Playtime: 10-20 minutes

Objective: Win tricks to collect sets used to score points. 

How to win: First player to reach fourteen (14) points win the game.

Mechanism: Trick taking and set collecting

Category: Card game

Ludo: Agon

Credits: Jonas Lidstr?m Isegrim


In this game, you use nine cards numbered from one to nine. Each card got either five or three different suit symbols of which some are larger than the others. 


Shuffle all of the cards.

Deal two cards to each player. Players keep their card hands hidden from each other.

Place the rest of the cards face down in a draw pile in reach of both players.


Players choose one card to play and lay down the card simultaneously face up on the table.

The player with the highest number is the winner of the trick.

Players will now choose one card to save for scoring at the end of the round. The winner of the trick will choose first.

Before the players choose, add one card from the top of the draw pile and place it face up on the table. Each player will choose one of the three cards to keep, starting with the winner of the trick. The third leftover card is set aside and will not be used for the rest of the round.


Players draw one card each from the draw pile to their hand.


Repeat step B. 


Players will now have one card left in the hand.

Play the last card as in step B. 


Players should now have three saved cards each set aside.

Now score sets and pairs. 

Players score all sets of three symbols if available. You may score several sets even if your opponent got the same set. Two
points (+2) per set.

Players score all pairs if you got at least one set of three. If you do not goy any sets you only score one pair (of own choice). One point (+1) per pair.

A set must be constructed of a minimum of three cards with the same suit symbol.

A pair is constructed of two cards with the same suit symbol.

A pair is not scored if another player got a pair or set of the same symbol.

A pair is not scored if you already scored it as part of a set.

Cards not used to score pairs and/or sets as above are put aside.

In addition to scoring of pairs and sets, you score one point (+1) for each card with a large symbol used in a set or a pair. The large symbol does not have to match the symbol in the set, you score one point for each regardless.

You score large symbol once per round, regardless of how many sets or pairs you score. 

Note the score and repeat A to F until one player has reached 14 points.

Scoring example

If a player would end up with these three cards (5, 2 and 9) they have these usable suit symbols. 

Diamonds, hearts, acorn, and spades.

Spades are on all three cards and will score as a set. Harts, diamonds, and acorns will score as pairs. The card number five and two got large symbols and will score one additional point each. 


If the players reach the target number (14) at the same scoring, use these steps to decide the winner.

  1. Two players reach the same target number but one got a higher total of points.
    The one with the higher total is the winner.

  2. Two players reach the same target number and got the same total of points.

    1. The one with the higher number of large symbols on the three last cards (used for scoring) is the winner.

    2. If both got the same amount of symbols, the one with the highest number of a card is the winner.


If you want a longer or shorter game, change the target number from fourteen to any higher or lower number. Suggested is to test with eleven (11), fifteen (15) or eighteen (18) or twenty-one (21).

If you want a three player game, deal two cards each as above, but do not add a new card from the draw pile before players choose.

Cards (PDF)

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