Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
1 for winning the most cards (no score if tied)
1 for winning the most diamonds (no score if tied)
1 for the sette bello or ‘best Seven’ ( 7 or 7)
1 for primiera, as explained below 1 per sweep
For primiera, each side extracts from its won cards the highest-
valued card it has taken in each suit, and totals their face values
according to the fol owing schedule:
Seven 21 Four 14
Six
18 Three 13
Ace 16 Two 12
Five 15 K,Q,J 10each
Whoever took the highest value of cards on this basis scores 1 for
primiera. A player who has taken cards in only three or fewer suits
cannot compete for this point.
You rarely need to count these exactly, as it is usually obvious from just
looking at the Sevens and Sixes who has the best primiera.
GamePlay up to 11 points. If there is a tie, the points made on the
last deal are counted strictly in order: cards – diamonds – best Seven
– primiera – sweeps; and the first to score on that basis wins.
VariantsScopa is rich in alternative rules and optional extras.
Some start by dealing nine cards to each player. When both (or
al ) players have had a turn, they draw a replacement card from
stock before playing again, so long as any remain to take.
Points may be scored for other cards or combinations found
among a player’s won cards, notably notably 2, and three-card
suit-sequences such as A-2-3, 6-7-J, or J-Q-K.
In some circles, points are remembered as they accrue, and the
winner is the first to claim correctly that he has reached 11. A false
claim loses the game.
claim loses the game.
Some use a 52-card pack, and count Jack 11, Queen 12, King 13.
In Scopa d’Assi, an Ace from the hand sweeps al the cards from
the table. This may or may not be permit ed if the table cards
include an Ace, and may or may not score as a sweep.
In Scopa de Quindici, a card from the hand may capture one or
more cards on the table which, together with the capturing card,
total fifteen. For example, with A 3 7 K on the table, a Five could
be played to capture the 3 + 7 (or, less profitably, the King). In
some versions, point-count captures may be made only in this way,
to the exclusion of other forms of addition.
In Sbarazzina, cards may be captured only by fifteening. Courts
have a count of zero, so that, for example, if the table cards are 2-7-
K they are al captured with a Six (2 + 7 + 0 + 6 = 15). A player
unable to capture in this way must trail. An Ace sweeps the board
provided that no other Ace is on the table. Score as at Scopa, but
with the addition of 1 for capturing K (re bel o).
Scopa de Undici
resembles Scopa de Quindici, but has 11 as the key total.
Hurricane
Italian game here quoted from a German source. A hurricane is a
sweep. Deal six each and four to the table. Play as Scopa and score:
1 for cards, 1 for most hearts, 1 extra for 7, 1 for primiera (see
Scopa). Game is 16 up, and won double if the loser fails to reach 8.
Scopone
4 players (2 × 2), 40 cards
An excel ent and unusual partnership game, recommended to
An excel ent and unusual partnership game, recommended to
players seeking something quite dif erent from the usual runof
trick-and-trump games, easy to learn but of considerable depth.
PreliminariesFour players sit crosswise in partnerships and play to
the right.
Cards and dealAs Scopa, but deal nine cards each and four face up
to the table, in batches of 3-(2)-3-(2)-3. If the table cards include
three Kings, it is usual (but not of icial) to deal again.
Play and scoreAs at Scopa, with each pair of partners keeping al its
won cards in a single pile.
VariantDeal ten cards each and none to the table, thus forcing the
first player to trail.
CommentIf at the start of the hand each player were to capture
exactly one card, the dealer would score a sweep, eldest would be
forced to trail, and there would be a strong tendency for the dealer’s
side to be continual y sweeping while the opponents continual y
trail. The elder partnership must therefore seek to break up this
potential pat ern. Suppose the table cards dealt are A-3-4-J. Eldest
playsaFive and captures A-4. Dealer’s partner is now awkwardly
facing 3-J, a combination worth 11 and so unsweepable. If he pairs
either card he leaves his next opponent one card and the chance of
a sweep, though his own holding may enable him to assess this risk.
For example, holding two Jacks and a Three he could capture the
Three, arguing that it is two to one against the next player’s holding
the other Jack. Otherwise, his safest play is to trail, which scores,
but costs, nothing.
The first move (5 =1 + 4) leaves in play three each of Aces,
Fours, and Fives, and these ranks are consequently said to be
unpaired (sparigliato). General y, it favours the non-dealers’ side to
maintain as many ranks as possible unpaired. To redress the
maintain as many ranks as possible unpaired. To redress the
balance, dealer’s side should seek to trail the lower cards of three or
more unpaired ranks so that they may capture by summing – an
at empt which the opponents wil try to frustrate by trailing the
highest unpaired rank before the others can get both of the lower
ranks into play. In the above example, dealer’s side wil now seek
to trail a Four and an Ace so as to capture both with a Five of their
own. But if the non-dealers can themselves trail a Five before a
Four and an Ace get into play, then the dealer’s side wil not be
able to catch them, since, by the rules of the game, capture by
pairing has priority over capture by summing.
Another common sequence of play is the mulinel o (‘whirlwind’).
Suppose the table cards are A-3-4-5 and eldest has two Threes.
Trusting that his next opponent does not have the fourth, he plays K
= A + 4 + 5, leaving the Three in situ. Dealer’s partner does not
have the Three and must trail a court to prevent a possible sweep.
Suppose he trails a Jack. Now third-hand, who does have the fourth
Three, pairs the Jack, thus leaving dealer in exactly the same fix as
his partner. As the fourth Three is a constant threat, this painful
situation can be dragged out for some time.
When forced to trail it is natural to choose a rank of which two
or three are held, a fact which can give useful information to one’s
partner and possibly enable him to reap a whirlwind as described
above. For example, suppose the first move is 6 = 2 + 4. Second-
hand trails a Four from a pair. If now his partner, dealer, has the
other Four, the two of them can set up a whirlwind based upon
that rank – rather like a squeeze at Bridge.