Trepenta

A strategic card game with endless possibilities

Learn to Play

About the Game

Trepenta is a strategic card game for 2-6 players that combines hand management with tactical field placement. The goal is to form sets and runs while minimizing points over five rounds.


The core game can be played as-is, or altered with house rules to suit your group's preferences. We've offered a variety of optional rules to enhance and customize your gameplay experience.

How to Play Trepenta

Objective

Be the player with the fewest points after five rounds by forming sets and runs in your hand while strategically managing your field cards.

🎴 Quick Reference

Each turn consists of three steps:

  1. Draw one card (from discard pile or draw pile)
  2. Exchange (optional)—swap a hand card with a matching-value face-down field card
  3. Discard one card to end your turn
Goal: Form a set (3+ same rank) or run (3+ consecutive suited cards) in your hand. Cards not in a set/run count as points.

What You Need

Players: 2 to 6

Standard 52-card decks: 1-3 decks depending on player count (see table below)

Dice: One standard six-sided die per player

Deck Configuration by Player Count

2 players: Use 1 standard deck (52 cards)

3-6 players: Choose your difficulty level:

  • Challenging game: Divide the number of players by 2 and round down
  • Casual game: Divide the number of players by 2 and round up
Players Challenging (Round Down) Casual (Round Up)
2 players 1 deck (52 cards) 1 deck (52 cards)
3 players 1 deck (52 cards) 2 decks (104 cards)
4 players 2 decks (104 cards) 2 decks (104 cards)
5 players 2 decks (104 cards) 3 decks (156 cards)
6 players 3 decks (156 cards) 3 decks (156 cards)

Examples:

  • 3 players (challenging): 3 Ă· 2 = 1.5, round down to 1 deck
  • 5 players (casual): 5 Ă· 2 = 2.5, round up to 3 decks

Notes:

  • Use complete standard decks—no need to remove any suits or cards
  • With multiple decks, you'll have duplicate cards (same rank and suit), which is normal
  • More decks = easier to form sets and runs (more casual)
  • Fewer decks = more challenging to complete hands (more strategic)

Setup

  1. Select the appropriate number of decks based on player count (see table above)
  2. Players agree on who will deal first. After each round, the dealer rotates to the left
  3. The dealer shuffles and deals each player two separate piles of 5 cards each
  4. The dealer places one card face-up to start the discard pile
  5. Each player chooses one pile to place face-down in a line (left to right) as their field, and keeps the other pile as their hand
  6. Each player rolls their die and places it to the left of their field cards

Understanding the Field & Die

The five face-down cards in your field serve two important purposes:

  • A reserve of cards to exchange with your hand
  • A mechanism to trigger the end of the round

Field Card Values

Your die roll determines the value of your field cards from left to right. Each position represents a sequential card value.

Example: If you roll a 3, your field positions are valued: 3, 4, 5, 6, 7 (left to right).

How to Exchange Field Cards

On your turn, you may optionally exchange one card from your hand with a face-down field card, but only if:

  • You hold a card that matches that position's value
  • The field card at that position is still face-down

Example: With a field valued 1-2-3-4-5, if you hold a card with value 5 and the 5th position is face-down, you may place your 5 face-up in that position and take the face-down card into your hand.

How to Play

The player to the left of the dealer goes first. Play continues clockwise.

Turn Sequence

On each turn, you must perform these actions in order:

  1. Draw: Take the top card from either the discard pile or the draw pile (required)
  2. Exchange: Optionally exchange one card from your hand with a face-down field card (if you have a matching value)
  3. Discard: Place one card from your hand face-up onto the discard pile (required)

Note: Your hand always contains exactly 5 cards at the start and end of each turn.

Ending the Round

  • When any player exchanges their fifth and final field card (all five positions now face-up and in correct order), each other player takes one more turn, then the round ends and scoring begins.
  • If the draw pile becomes completely depleted during any player's turn, that player completes their turn and the round ends immediately.

Scoring

At the end of each round, all players reveal their hands. Only the cards in your hand count for scoring—field cards do not count.

Sets and Runs

Cards that form valid sets or runs score 0 points. All other cards score their face value.

  • Set: Three or more cards of the same rank (suits don't matter)
    Example: 7 of Hearts, 7 of Clubs, 7 of Spades
  • Run: Three or more consecutive cards of the same suit
    Example: 4-5-6 of Diamonds

Run Wrapping Rules

Runs may wrap around the Ace boundary once:

  • Valid: Queen-King-Ace or Ace-2-3
  • Invalid: Queen-King-Ace-2 (wraps twice)

Card Point Values

Card Point Value
Ace 1 point
2 through 10 Face value (2-10 points)
Jack, Queen, King 10 points each

Important: Each card can only belong to one set or run. You cannot use the same card in multiple combinations.

Winning the Game

Trepenta is played for exactly five rounds. After the fifth round, players add up their total score from all rounds.

The player with the lowest total score wins.

In the event of a tie, all tied players share the victory—there is no tie-breaking mechanism.

House Rules

Customize your game experience with these optional rule variants. You can play with the core rules alone, add a single house rule, or combine multiple house rules together as you like.

Player's Choice (peek)

Look at your two five card piles before deciding which one becomes your hand.

Full Description

During setup, after the dealer deals two piles of 5 cards to each player and the players have rolled their die, players may look at both piles before choosing which one becomes their field and which becomes their hand. This reduces the initial randomness and adds a strategic decision at the start of each round.

Strategic Notes

  • Choose a field pile that minimizes unwanted high-value cards
  • Consider your die roll when making this decision
  • Makes the game slightly more skill-based and less luck-dependent

FAQ

When exactly do I look at the cards?
After all cards are dealt and you roll your die. Look at both piles, then choose which is your field.
Do I place the field cards face-down after looking?
Yes, once you've chosen your field pile, place those cards face-down in a line as normal.

Player's Choice (sort)

Sort your cards before deciding which ones become your hand.

Full Description

During setup, after the dealer deals 10 cards to each player and the players have rolled their die, players may sort all of the cards they have been dealt as they choose into two 5 card piles. This reduces the initial randomness and adds a strategic decision at the start of each round.

Strategic Notes

  • Choose a hand that maximizes your potential based on the sorted piles
  • Consider your die roll when making this decision
  • Makes the game slightly more skill-based and less luck-dependent

FAQ

When exactly do I look at the cards?
After all cards are dealt and you roll your die. Look at all 10 cards, then sort them into two piles of 5 cards each.
Do I place the field cards face-down after deciding?
Yes, once you've chosen your field pile, place those cards face-down in a line as normal.

Field Unlimited

The number of exchanges between a player's field and their hand is unlimited during their turn.

Full Description

On a player's turn, they may exchange any number of cards from their field with cards from their hand without limitation. They may still only exchange for cards in their field that are face down. This rule allows for greater flexibility and strategic depth during a player's turn.

Strategic Notes

  • Enables players to better optimize their hands each turn
  • Increases interaction with the field, making it a more integral part of strategy
  • Can lead to more dynamic gameplay as players adapt their hands more frequently

FAQ

Is there a limit to how many exchanges I can make?
No, you can make as many exchanges as you want during your turn, as long as the field cards are face down and you have matching values in your hand.
Do I still have to discard one card at the end of my turn?
Yes, regardless of how many exchanges you make, you must still discard one card from your hand to end your turn.

Open Field

Players may exchange a card in their hand with a face up card in any player's field.

Full Description

On a player's turn, they may exchange a card in their hand with a face up card in any player's field. The card from the field is then placed into the player's hand, and the card from the hand is placed face up in the field. The value of the cards must match for the exchange to be valid.

Strategic Notes

  • Enables players to better optimize their hands each turn
  • Increases player interaction and competition for key cards
  • Encourages players to pay attention to opponents' fields and strategies

FAQ

Can I exchange with my own field or only opponents' fields?
You may exchange with any player's field, including your own.
Do I need to have a matching value to exchange with a face-up card?
Yes, you must have a card in your hand with the same value as the face-up card you want to exchange.

Long Play

Emptying the draw pile does not end the round.

Full Description

If the draw pile is emptied during a round, the round does not end immediately. Instead, the discard pile is shuffled to form a new draw pile, allowing the round to continue.

Strategic Notes

  • Continuing the game beyond the initial draw pile allows for longer rounds and more strategic depth.
  • Players must adapt their strategies as the game state evolves with the reshuffled draw pile.
  • Note: This may cause stalemates if players are unable to improve their hands.

FAQ

What happens when the draw pile is emptied?
The discard pile is shuffled to create a new draw pile, and play continues as normal.
Does the round still end if a player exchanges their last field card?
Yes, the round still ends when a player exchanges their last field card, regardless of the draw pile status.

Finish Line

Revealing your entire field grants a bonus

The first player to reveal their entire field receives a bonus.

When a player reveals their entire field, they receive zero points for that round.

Strategic Notes

  • Encourages players to focus on revealing their field quickly
  • Adds an additional layer of strategy as players balance field revelation with hand optimization
  • The bonus can significantly impact final scores, so choose wisely!

FAQ

When do I receive the bonus for revealing my field?
You receive the bonus immediately upon revealing your entire field during your turn.
Does the bonus apply if multiple players reveal their fields in the same round?
No. Only the first player to reveal their entire field receives the bonus.
Do the other players still take their turns after the bonus is awarded?
Yes, the round continues until all players have taken their final turn after the first player reveals their entire field.

Rival Sets

Players can play their cards on other players at the end of the round.

Full Description

At the end of the round when all players have taken their final turn and revealed their non-scoring cards. Other players can play their cards on them.

Example 1

Player A has a set of three 7's in their non-scoring cards. Player B has a single 7 that is not part of their non-scoring cards. Player B may play their 7 on Player A's set of 7's, reducing Player B's score by 7 points.

Example 2

Player C has a run of 5-6-7 of Hearts in their non-scoring cards. Player D has an 8 of Hearts that is not part of their non-scoring cards. Player D may play their 8 of Hearts on Player C's run, extending it to 5-6-7-8 of Hearts and reducing Player D's score by 8 points.

Strategic Notes

  • Encourages players to pay attention to opponents' hands and strategies
  • Allows players to reduce their scores by playing cards on others
  • Adds an additional layer of strategy at the end of each round

FAQ

When can I play my cards on other players?
You can play your cards on other players immediately after all players have revealed their non-scoring cards at the end of the round.
Are there any restrictions on which cards I can play on other players?
You can only play cards that match the rank of existing sets or runs in another player's hand.
Can I play cards on multiple players?
Yes, you can play cards on multiple players as long as the cards match the rank of existing sets or runs in their hands.
What if two players want to play cards on the same set or run?
If two players want to play cards on the same set or run, they must take turns playing their cards one at a time. First come, first served. So to speak.

About

This documentation is maintained to help players learn and enjoy Trepenta. Whether you're new to the game or an experienced player looking to try new variations, you'll find everything you need here.


The name Trepenta comes from the game's fundamental structure: Tre (three) + penta (five). The game revolves around three key mechanics that each use the number five: five cards in your field, five cards in your hand, and five rounds per game.