Strategy

12 common mistakes in Mexico, and how to avoid them

Most points are not lost to bad luck. They are lost to the same handful of habits: a bid one step too high, a hopeful look at the talon, a trump thrown away.

Last updated · 9 min read

Mexico looks simple: ten cards, one bid, ten tricks. That simplicity hides a few traps that catch almost everyone in their first hundred deals. Some are about bidding, some about the play, and some about the scoring rules, which reward and punish in ways that are easy to forget at the table.

Below are twelve of them, in roughly the order they show up during a deal. Each one comes with the reason it costs points and what to do instead.

1. Bidding higher than you need

This is the most expensive habit in Mexico, and it comes from a misunderstanding of the scoring. A made bid scores the tricks you actually took, not the number you said. Bid 6 and take 8: you write +8. Bid 8 and take 8: you also write +8.

So a higher bid never earns more points when it is made. It only raises the price of a fall, and it makes the fall more likely. The only reason to bid higher is to win the auction: if someone else has bid 6 and you want the hand, bid 7, not 8.

The same is true at the top. A made 9 with ten tricks scores 10, exactly like a made 10. Bid 10 only when someone else has already bid 9.

Rule of thumb: bid the lowest number that wins the auction, and let the extra tricks score themselves.

2. Counting aces instead of tricks

Aces feel strong, so a hand with three or four of them invites a big bid. But aces in four different suits give you four tricks and nothing more, while the opponents run the rest.

Four aces, no long suit. A♠8♠ A♥9♥ A♦10♦7♦ A♣K♣8♣

Choose clubs as trump and you have A-K-8: three trumps, with the other five out of sight. Count the tricks honestly: four aces and the king of clubs make five, and everything else depends on the talon. This is a hand for a bid of 5 or 6, not 7 or 8. Trick-taking power comes from trump length and long suits; aces are only part of it. How to count a hand properly is covered in how to bid.

3. Treating the talon as a promise

The talon holds two of the twenty-two cards you cannot see. When you bid, it is easy to imagine exactly the card you need sitting there. The real numbers are sobering:

Chance the talon holds what you are missing (you see your 10 cards; 22 are unknown and 2 of them are in the talon).
You hope for…Chance
One specific card (say, the ace of trumps)9.1%
At least one of two specific cards17.7%
At least one of three (say, any of three missing trumps)26.0%
At least one of four33.8%
Both talon cards from three missing trumps1.3%

The talon helps more often than not, because it always gives you two cards to replace your two worst. But it rarely brings the exact card you were hoping for. Bid on the hand you hold, and treat a good talon as a bonus. The odds and statistics page has more of these numbers.

4. Discarding the lowest cards

After the talon you hold twelve cards and throw two away. Beginners throw the two smallest cards. Those are often the wrong ones.

Twelve cards after the talon. You will choose hearts as trump. A♥K♥10♥8♥7♥ A♠Q♠9♠ K♦ J♣9♣8♣

The two smallest cards are the 7♥ and the 8♣. Throwing the seven of hearts is a real loss: it is a trump, and even the smallest trump can win a trick by ruffing or by being the last trump left. A better pair is shown faded: the K♦ and the 8♣. A lone king loses to the ace almost every time. Throwing it leaves you void in diamonds, so every diamond the opponents lead becomes a ruff for your small trumps.

Good discards usually do one of two things: they create a void (or a single card) in a side suit, or they throw away cards that would lose anyway. They almost never throw a trump.

5. Leaving trumps out

A player who cannot follow suit must trump if they can. That rule turns every opponent's stray trump into a loaded weapon: the moment they run out of your side suit, your ace gets ruffed. New callers often cash their side aces first because they look safe. They are not safe until the trumps are gone. Draw trumps first unless you have a specific reason not to. The caller's guide explains when to stop.

6. Drawing every trump with only four

With four trumps, the opponents also hold four. If you pull all of theirs, you use all of yours, and the next time you lose a trick the opponents can run their best suit with nothing to stop them. With a four-card trump suit, draw only the trumps that threaten your winners and keep the last one as a stopper. Better still, think twice before bidding high with four trumps at all.

7. Risking the bid for an overtrick

An overtrick adds one point. A fall costs the bid, and you also lose the points you would have scored. For a bid of 7, going from +7 to −7 is a swing of 14 points in Easy scoring, and from +7 to −14 a swing of 21 in Normal scoring. A line of play that gains one trick nine times out of ten but loses the bid the tenth time is a losing line. Make the bid safe first, then play for extras.

8. Leading from a tenace as a Gangster

A tenace is a pair like ace-queen without the king, or king-jack without the queen. If you lead from it, the caller plays after you and wins the trick with the card in the gap. If you wait for the suit to be led toward you, you win both tricks. As a Gangster, lead from suits without such gaps: a sequence like 10-9-8, or small cards from a suit without honours. More in the defence guide.

9. Fighting your own partner

The two Gangsters are one team for the deal. Three habits work against that team:

The defence won one trick with two top cards. Playing a small spade would have won the same trick with the king and left the ace for the next round.

10. Forgetting the zero in Normal scoring

Public tables and mini games at Mexico Club use Easy scoring, where a Gangster with no tricks scores 0. Tournaments use Normal scoring, and private rooms can choose it. There, a Gangster who takes no tricks loses the amount of the bid: zero tricks against a bid of 8 costs 8 points. Players used to public tables often sacrifice their only winner in a tournament and pay for it. In Normal scoring, make sure of at least one trick.

11. Calling Mexico on hope

Mexico is all ten tricks, without the talon. A made Mexico scores +20, but a fall costs 20 in Easy scoring and 40 in Normal scoring, and on a Mexico deal the Gangsters score their tricks double. One lost trick is enough to fall. You also see only your own ten cards: the twenty-two others include the two in the talon, which you will never see. Call Mexico when you can count ten tricks, not when you can imagine them. See when to call Mexico.

12. Ignoring the scoreboard

The game ends at the end of the deal in which someone reaches the target, 51 in a regular game, and the highest total wins. Two scoreboard facts change decisions:

Before the next deal

None of these mistakes needs special talent to fix. Bid the minimum that wins, count tricks instead of aces, discard toward a void, draw trumps, and remember which scoring the table is using. The rest is practice. The full rules, with every scoring case, are on the rules page, and a guided practice round is in the tutorial.

Play Mexico at Mexico Club