The object of desmoche is to play, in either runs or sets, exactly ten cards on the table.
Cards that are not dealt remain in the deck, which is placed in the middle of the table and used throughout the remainder of the game.
The "Cambio" (also known as "exchange", "pass" or "trade") can be a crucial factor in deciding one's hand.
If any other player can use that card to create a meld, they can then play it face up on the table in front of them.
Each player only draws one card before the next person's turn for the remainder of the game.
If no player has played ten cards face up on the table by the time the final card has been discarded from the deck, there is no winner and, if playing for money, the bet for the next game is added to the current pot.
Ace is always considered the highest card for deciding upon multiple automatic wins.
Often players signify in order when a card does not "serve" them by knocking on the table.
If a card placed on the discard pile can be added to any meld currently on the table it can be forced onto the meld and the player will have to "pay" for the card by discarding from their hand.
When a player realizes they cannot win and can confirm there are no cards left in the deck that can be placed on their melds already face up on the table, they are allowed to pass their turn for the remainder of the hand, at which time they can place their melds face down to prevent the other players from seeing them.
Players can also bet on side games with separate pots of money.
The following is a list of the side game names followed by their requirement to win.
Reasons for disqualification include: Enforcement of these rules depends on the players.
It is not uncommon for these offenses to be immediately forgiven, with play continuing as normal without any disqualification.