Introduction
Cuajo, also known as Kwaho, is a rummy-style card game that originated in the Philippines. It is played with a special 112-card Spanish deck and is notable for allowing players to form combinations using sequences, sets, and individual kings.
Unfortunately, it has declined in popularity with games like Pusoy and Tongits taking the limelight.

To play the Cuajo card game you will need:
- 4 players (playing in partnerships of 2 opposite each other)
- A 112-card Spanish playing card deck
Goal
To form all the cards in your hand (16) into valid combinations.
Combinations
The suits are Cups, Coins, Swords, and Batons. Each suit contains cards ranked as: Ace, 3, 4, 5, Jack, Horse, King (28 cards in each of the 4 suits).
4 valid types of combinations can be formed in Cuajo :
Type | Description | Example |
---|---|---|
Set | A set consists of 3 or 4 cards of the same rank but different suits. | The 5 of Coins, 5 of Cups, 5 of Swords, and 5 of Batons. |
Sequence | A sequence is 3 cards of consecutive ranks in the same suit. You can’t use an Ace. | 3, 4, 5 or Jack, Horse, King. |
Secret | 4 of the same cards – all 4 of the same rank and suit. | All 4 Kings of Coins. |
Single King | A lonely King is a possible play. | K |
Be aware that each combination must be distinct. This means the same card cannot be used in multiple combinations simultaneously. Having valid, separate combinations is key to forming a complete hand.
Deal and Setting Up
- The dealer shuffles and deals each player 15 cards. The dealer gets 16 cards.
- One more card is taken and placed face-up as the “sowee” card. This card is important, make sure it stays face-up during the game.
- The remaining cards form a face-down stock pile.
- The dealer discards a non-king card face up to start to form a discard pile.
- Play proceeds anticlockwise with the winner of the hand becoming the new dealer.
Gameplay
On your turn, draw the top card from the stock or the previous player’s discard pile. Then discard a non-king card face up.
Secret
If a player collects 4 exactly the same cards, they can form a “Secret” by placing those 4 cards face down in front of them.
The cards used in a Secret cannot later be discarded or used in a combination. They are fixed once placed down.
The player receives 50 cents from each opponent for this achievement.
Purro
When a player gets to a point where they need just one more card to complete their entire hand of 16 cards, they should declare “Purro”. This alerts the other players that the Purro player only needs one specific card to go out.
From now on, whenever any player draws a card from the stock pile, they must show it to everyone.
- If the drawn card is the one that the Purro-caller needs, they can claim the card, winning the hand.
- A Purro player can also win by drawing the needed card themselves or taking it from the discard pile on their turn.
If a Purro player draws new Kings that don’t fit their hand, they must rescind their Purro status. They, instead of the other players now have to show every drawn card publically. This lasts for two rounds.
Scoring
When a player goes out by completing their hand, the other players must pay that winner based on the following scoring system:
- For each King of Coins in the winner’s hand, opponents pay 50 cents
- For each King of other suits, opponents pay 20 cents
The last card needed to go out (the “Bounit”) earns $1.10 from each opponent, provided the winner also has:
- Two cards that “go with” the Bounit (match in suit and rank).
- The “Sowee” card (turned up at the start) plus two cards that “go with” the Sowee.
If the winner does not have the proper cards to fulfill the Bounit and Sowee requirements, the payment is reduced:
- Having just the Bounit pair: 60 cents + Kings
- Having just the Sowee pair: 70 cents + Kings
- Having neither: 20 cents + Kings
There are two special hand types that score higher:
Porbis
If the winning hand contains no Kings or just a single King in a sequence, it is a “Porbis” hand. This scores $3 from each opponent.
Bounit
If the winner draws the Bounit card themselves from the stock pile, rather than taking it from another player or the discard pile, the score doubles to $2.20 plus Kings.
After a set number of deals/hands, the total scores are compared. The partnership with the highest total score wins the overall game.
Cuajo Rules Summary
Below you can find the key takeaways from the rules:
- Play anticlockwise in partnerships
- Form combinations of sequences, sets, and kings
- Declare “Purro” when one card away from winning
- Score points based on kings and special conditions
- Opponents pay the winner according to the scoring system
Strategy Tips
Be Mindful About Sequences
Sequences are scarce since Aces can’t be used. Prioritize gathering Jacks, Horses, and Kings in the same suit.
Keep Track of the Discards
Keep track of played cards, especially high ones. You may be able to predict what people need.
Pay Attention to Purro
When someone declares Purro, they likely need a high card. Avoid discarding anything that could win them the hand.