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Players
2–4
Duration
10 min
Difficulty
2/3
Deck
40-card deck (no 8s, 9s or 10s)

Chapter 1 of 5

How to set up

Southern Italy's partnership trick-taking game, for four players with the 40-card deck, or two or three with the variants. No trumps, you must follow suit, and the 3 is the highest card. You talk to your partner only through busso, volo and striscio.

Objective

Reach 21 points with your partner before the other pair. Points come from the A and high cards you capture, from the last trick and from declarations, combinations of 3, 2 and A held in hand.

Setup

Deck
40 cards: remove the 8s, 9s, 10s and jokers
In hand
10 each, face down
  1. The pairs Four players in two pairs. Partners sit opposite each other.
  2. The deal Choose a dealer. They deal ten cards each, five at a time, counterclockwise starting with the player on their right. Nothing is left over.

Card ranking, within each suit:

highest to lowest
3322AAKKQQJJ77665544

The 3 is the highest card, the 4 the lowest.

Variants to agree on first
  • Two-player Tressette (spizzichino). Ten cards each and the rest is drawn: after each trick everyone draws a card from the deck, the winner first.
  • Terziglio (calabresella). Three players and an auction: whoever wins it plays alone against the other two.
  • Losing Tressette (rovescino or traversone). You play to take as few points as possible.
  • Declaring out. A player who thinks they have reached 21 declares it mid-deal: if they are right their pair wins, if wrong it loses.
Mechanics
Next: how to play

Chapter 2 of 5

How to play

  1. The trick The player on the dealer's right leads the first trick, playing one card face up. The others follow counterclockwise, one card each.
  2. Follow suit If you have cards of the suit led, you must play one. If you have none, play anything.
  3. Who wins The highest card of the suit led wins. There are no trumps: cards of other suits never win. The winner leads the next trick.
  4. Signals Whoever leads may add a signal to the card. Busso, knocking on the table: asks the leader's partner to play their highest card of that suit and, if it wins, to lead that suit back. Volo, letting the card drop: it is the leader's last card of that suit. Striscio, sliding the card across the table: the leader has more low cards of that suit. Nothing else may be said or hinted.
  5. Declarations At the end of the first trick, whoever holds a napoletana or a buongioco (the combinations are under Scoring) declares it, naming the suit, and their pair scores it at once.
  6. End of the deal After ten tricks each pair counts the points in the cards it took.
  7. The next deal The deal passes to the player on the right and another deal is played, until a pair reaches 21.

Frequently asked questions

What if I have no cards of the suit led?

Play any card you like. It never wins, since there are no trumps, but you can use it to get rid of a card you do not need.

Can I tell my partner what cards I have?

No. Only the signals made with the card you lead are allowed, busso, volo and striscio, and only about the suit you are playing.

What happens to leftover thirds of a point?

They are dropped. At the end of the deal each pair rounds down to whole points.

When are declarations made?

At the end of the first trick, naming the suit. The points are scored at once.

Next: scoring

Chapter 3 of 5

How to score

After ten tricks each pair counts the points in the cards it took and throws away the leftover thirds. The deck holds 10 and 2/3 points, plus 1 point for the last trick: 11 in all.

card values
AA1
331/3221/3KK1/3QQ1/3JJ1/3
770660550440
ItemPointsHow
Last trick+1to the pair that takes the last trick
Napoletana33 2 A of the same suit, declared after the first trick
Buongioco3three 3, three 2 or three A, declared after the first trick
Buongioco4four of a kind
Cappotto and stramazzo

If a pair takes all ten tricks, it wins at once and the win counts as two games. If it takes all the points but leaves the opponents some pointless tricks, it is stramazzo and counts as three.

Who wins. The first pair to reach 21.

Next: an example hand

Chapter 4 of 5

An example hand

The start

Anna and Carla play against Bruno and Dario. Dario deals, so the order of play is Anna, Bruno, Carla, Dario.

Trick 1 of 3

MoveAnna leads 3♠; Anna takes it, +⅔.
WhoHand secretIn front playedPoints
Anna leads2A3napoletana +30→⅔
BrunoK0
Carla40→⅔
Dario70

Anna leads the 3♠: it is the highest card of the suit, nobody can beat it. Bruno and Carla follow spades, Dario has none and plays the 7♦. Anna takes 2/3 of a point and, with the first trick over, declares the napoletana in spades: her pair scores 3 points at once.

Trick 2 of 3

MoveAnna leads 2♠; Anna takes it, +⅓.
WhoHand secretIn front playedPoints
Anna leadsA2⅔→1
Bruno50
Carla6⅔→1
Dario40

Anna leads again with the 2♠: now that the 3♠ is gone, it is the highest card left in the suit. Bruno follows with the 5♠, Carla with the 6♠. Dario, who has already shown he has no spades, plays the 4♦. Anna takes the 2♠, another third of a point: with the two thirds from before, that makes 1 point.

Trick 3 of 3

MoveAnna leads A♠; Anna takes it, +2.
WhoHand secretIn front playedPoints
Anna leadsA1→3
BrunoJ0
CarlaQ1→3
DarioK0

Anna leads the A♠, once again the highest card left. Bruno follows with the J♠, Carla with the Q♠, Dario plays the K♦. Anna takes A♠ J♠ Q♠ K♦: 1 point for the A♠ and 1 for the three court cards.

7 tricks skipped

The example skips these tricks: here are the points each side takes in them.

  • AnnaCarla+4⅓
  • BrunoDario+3⅓

Final score

AnnaCarlaCards 7⅓ · Last trick +1 · Declarations +311
BrunoDarioCards 3⅓ 3

Play goes on to the tenth trick, which Anna and Carla win: in the cards they took they have 7 and 1/3 points, Bruno and Dario 3 and 1/3, and the last trick is worth 1 point. Leftover thirds are thrown away: Anna and Carla score 8 points plus 3 for the napoletana, that is 11. Bruno and Dario score 3 points.

Back to the start of the example

Tips

  • Count the 3 and 2 played in each suit: knowing which card has become the highest tells you when a card is sure to win.
  • Save busso for when your partner needs to know they should play their highest card of that suit.
  • The last trick is worth a whole point, more than three court cards. Keep a sure winner for the end.
Next: the summary

Chapter 5 of 5

Table summary

  • 2–4 players
  • 10 min
  • 40-card deck (no 8s, 9s or 10s)

In short

  • Four players, two pairs, partners opposite. Counterclockwise.
  • Ten cards each, five at a time. No trumps.
  • Follow suit. The highest card of the suit led wins.
  • The first pair to 21 wins.

Ranking and points

CardPoints
31/3
21/3
A1
K Q J1/3
7 6 5 40
  • Last trick: 1 point. Leftover thirds are dropped.

Declarations (end of the first trick)

  • Napoletana, 3 2 A of the same suit: 3 points.
  • Three 3, three 2 or three A: 3 points. Four of a kind: 4 points.

Signals (only with the card you lead)

  • Busso: asks the partner to play their highest of this suit and lead it back.
  • Volo: it is the player's last card of the suit.
  • Striscio: the player has more low cards of this suit.

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