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Players
2–6
Duration
10 min
Difficulty
2/3
Deck
40-card deck (no 8s, 9s or 10s)

Chapter 1 of 5

How to set up

Italy's classic capturing game, for 2 to 6 players with the 40-card deck. You capture cards from the table that match the card you play, or that add up to it; clearing the table is a scopa. At the end of the hand you count cards, diamonds, settebello, re bello, primiera and napola.

Objective

Be the first to reach the agreed score by taking cards from the table. Each hand, points go to whoever takes the most cards, the most diamonds, the 7♦ and the K♦, the best primiera and the napola, plus one point for each scopa.

Setup

Deck
40 cards: remove the 8s, 9s, 10s and jokers
In hand
3 each, face down
On the table
four cards face up in the middle, the deck face down beside them
  1. The teams With two or three players, everyone plays alone. With four, play in pairs with partners sitting opposite; with six, three against three, partners alternating around the table. Scopa is not played with five.
  2. The target Before starting, agree the score to reach:
    PlayersPoints
    211
    316
    4 or 6, teams21
  3. The hands The dealer shuffles and deals three cards face down to each player, one at a time, counterclockwise starting with the player on their right.
  4. The table Then they lay four cards face up on the table and the rest of the deck face down beside them. If three or four of the face-up cards are K, they reshuffle and deal again.

Cards are worth their number, the A is 1. The J is 8, the Q 9, the K 10. Diamonds stand in for the Italian coins: 7♦ is the settebello, K♦ the re bello.

Variants to agree on first
  • Asso piglia tutto. The A takes every card on the table and makes a scopa. If there is already an A on the table, it takes only that.
  • Scopa a 15. Besides the normal captures, the card you play also takes the cards that, added to it, make 15.
  • Scopone scientifico: four players in pairs, nine cards each at once and four on the table, with no further deals.
  • Chiamarsi fuori. A player who thinks they have already reached the score declares it mid-hand: play stops and the points are counted at once.
Mechanics
Next: how to play

Chapter 2 of 5

How to play

  1. Your turn The player on the dealer's right starts, then play goes counterclockwise. On your turn you play one card face up.
  2. Capturing If the table holds a card of the same value, the card you play takes it. If not, it takes two or more cards that add up to its value.
  3. Your captures Put the card you played and the cards you took face down in front of you.
  4. The obligations If the card you play can capture, it must. If it can take either a single card or a sum, it must take the single card. Among several possible sums, you choose.
  5. No capture If the card you play takes nothing, it stays face up on the table with the others.
  6. The scopa Taking every card on the table makes a scopa: put the card you played sideways, face up, among your captures, to count it later. The next player plays onto the empty table.
  7. The deals When everyone has run out of cards, the dealer deals three more each, adding none to the table, until the deck runs out.
  8. End of the hand Any cards left on the table go to whoever captured last, and that is not a scopa. The capture with the last card of the last deal is not a scopa either, even if it clears the table.
  9. The next hand Count the points, the deal passes to the player on the right and another hand is played, until someone reaches the agreed score.

Frequently asked questions

Do I have to capture?

If the card you play can capture something, yes. You can choose to play another card that captures nothing, though.

What if I can take either a single card or a sum?

You must take the single card. Playing a 6 with 6 4 2 on the table, you take the 6 and leave 4 2.

What if several sums are possible?

You choose which one to take. Playing a K with 7 3 6 4 on the table, you can take 7 3 or 6 4.

Does a scopa with the last card of the game count?

No. The last card of the last deal captures as usual but never makes a scopa.

What if both players reach 11 in the same hand?

The higher score wins. On a tie, play another hand.

Next: scoring

Chapter 3 of 5

How to score

At the end of the hand everyone, or each team, counts their captures. One point each, except scope and napola.

ItemPointsHow
Scope+1one point for each scopa
Cards1to whoever has the most cards; on a tie, nobody
Diamonds1to whoever has the most diamonds; on a tie, nobody
Settebello1to whoever has the 7♦
Re bello1to whoever has the K♦
Primiera1to the highest primiera; on a tie, nobody
Napola3+A♦ 2♦ 3♦ scores 3, then one point for each diamond in a row: 4 with the 4♦ and so on
The primiera: how to work it out

Each player picks their best card of each suit by the values below and adds the four values. You need at least one card of each suit: if you are missing a suit, you have no primiera.

primiera value, best card first
77216618AA165515441433132212KK10QQ10JJ10

Who wins. The first to reach the agreed score: 11 with two, 16 with three, 21 in teams.

Next: an example hand

Chapter 4 of 5

An example hand

The start

Anna and Bruno play heads-up, to 11 points. Bruno deals. On the table are 7♣ 3♠ 4♥ 2♦.

Turn 1 of 6

MoveAnna plays 7♦ and takes 7♣.
WhoHand secretIn front just takenTaken
Anna plays5Q772 cards
BrunoQ6K0 cards
Table342

She plays the settebello. There is another 7 on the table, so she must take the 7♣ and cannot take the 3♠ and the 4♥ instead. The settebello is safe.

Turn 2 of 6

MoveBruno plays Q♥ and takes 3♠ 4♥ 2♦: scopa.
WhoHand secretIn front just takenTaken
Anna5Q2 cards
Bruno plays6K342Q3 + 4 + 2 = 94 cards1 scopa
Tableempty

The Q♥ is worth 9. The 3♠, the 4♥ and the 2♦ left on the table add up to 9: he takes them all and makes a scopa.

Turn 3 of 6

MoveAnna plays 5♣, which stays on the table.
WhoHand secretIn front just takenTaken
Anna playsQ2 cards
Bruno6K4 cards1 scopa
Table5

She has to play onto the empty table and leaves the 5♣.

Turn 4 of 6

MoveBruno plays 6♣, which stays on the table.
WhoHand secretIn front just takenTaken
AnnaQ2 cards
Bruno playsK4 cards1 scopa
Table56

He plays the 6♣ next to the 5♣. The table adds up to 11, and no card is worth more than 10, so Anna cannot make a scopa.

Turn 5 of 6

MoveAnna plays Q♠, which stays on the table.
WhoHand secretIn front just takenTaken
Anna plays2 cards
BrunoK4 cards1 scopa
Table56Q

The Q♠ is worth 9. There is no 9 and no sum makes 9, so it stays on the table.

Turn 6 of 6

MoveBruno plays K♠, which stays on the table.
WhoHand secretIn front just takenTaken
Anna2 cards
Bruno plays4 cards1 scopa
Table56QK

The K♠ is worth 10. There is no 10 and no sum makes 10, so it stays on the table too. Bruno deals three cards each and play goes on.

30 turns skipped

The example skips these turns: here is how many cards each side takes by the end of the hand.

  • Anna2 22 cards
  • Bruno4 18 cards2 scope

Final score

Play goes on like this until the deck runs out, then everyone counts their captures: one point per item, except scope and napola. Nobody has the napola, because the 2♦ is Bruno's and the A♦ is Anna's. Then the next hand is played, until someone reaches 11.

AnnaBruno
Scope02 +2
Cards22 +118
Diamonds6 +14
Settebello +1—
Re bello— +1
Primiera21+21+18+16 = 76776A +121+21+18+15 = 757765
Napola——
Points43
Back to the start of the example

Tips

  • Leave cards adding up to more than 10 on the table: no card can take it all, and your opponent cannot make a scopa.
  • The 7 cards count twice: they matter for the primiera and one is the settebello. Take them as soon as you can.
  • Count the diamonds played: knowing who is ahead tells you when it is worth a risk to take one.
Next: the summary

Chapter 5 of 5

Table summary

  • 2–6 players
  • 10 min
  • 40-card deck (no 8s, 9s or 10s)

In short

  • 40-card deck: no 8 9 10 or jokers. J 8, Q 9, K 10, A 1.
  • Three cards each, four face up on the table. Three or four K on the table: deal again.
  • Counterclockwise. Play to 11 with two, 16 with three, 21 in teams.

Capturing

  • Same value, or two or more cards that add up to it.
  • If the card can capture, it must. A single card before a sum.
  • Empty table: scopa. The last card of the hand never makes a scopa.
  • Cards left at the end of the hand: to whoever captured last.

Points

ItemPoints
Scopa1 each
Cards1 for the most
Diamonds1 for the most
Settebello1 for 7♦
Re bello1 for K♦
Primiera1 for the highest
Napola1 per card, from A♦ 2♦ 3♦ up

Primiera

76A5432Court cards
2118161514131210
  • Your best card of each suit, added up. You need one card of each suit.

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