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Scopone

Card games · Fishing games

Launch

Create a free account to keep score — you come straight back here.

Summary — 4 players

Scopone is the four-player partnership version of Scopa, won by the first side to reach 11 points capturing cards from the table. Four points are up for grabs each hand — most cards, most coins, the seven of coins and the best prime — plus a bonus for every sweep.

Scored by
each hand earns up to four points — most cards, most coins, the seven of coins and the best prime — plus one point per sweep, and the first side to 11 wins
Origin
Italy.

Rules

How to play

Players and equipment

Scopone is played by four, two against two. Sit opposite your partner — you never sit beside them. The traditional deck is an Italian 40-card pack with the Latin suits: swords, clubs, cups and coins. No tens, nines or eights in that pack, so a standard 52-card deck works too, once you pull the 8s, 9s and 10s out of it; swords and clubs stand in for spades and clubs, cups for hearts, coins for diamonds.

Each suit runs King, Queen (or Horse, in the Italian pack), Jack, 7, 6, 5, 4, 3, 2, Ace. Every card has a capture value, used while playing, and a separate prime value, used only in one part of the scoring:

Ace
16
Capture value 1, prime value
Two to six
-
Capture value equal to the number, prime values 12, 13, 14, 15, 18 in order
Seven
21
Capture value 7, the highest prime value
Jack
10
Capture value 8, prime value
Queen or Horse
10
Capture value 9, prime value
King
10
Capture value 10, prime value

The seven of coins is the single most important card in the pack, and it is worth remembering on sight.

The deal

Deal passes to the right after every hand, so sit in a fixed ring for the sitting. Shuffle and let the player to your left cut. Deal three cards face down to each player, starting with the player on the dealer's right and moving round that way, then two face down to the middle of the table, then three more to each player, two more to the table, and three more to each player — nine cards to a hand, four to the table, and the whole 40-card pack is out.

Once the deal is done, turn the four table cards face up. If three or all four of them are kings, the hand is dead: throw the cards in and the same dealer deals again.

Play

The player to the dealer's right leads, and the turn passes anticlockwise, to the right — the same way the deal went. Play one card from your hand face up to the table. A card that matches the capture value of a single table card takes that card. A card that equals the sum of two or more table cards takes that whole group — your choice of which group, if more than one adds up to it. If a single card matches AND a different sum also matches, the single card always wins: you must take it, not the group. A card that matches nothing stays on the table, face up, for the next play.

You never have to capture. Laying a card down with no capture is legal, and sometimes the better move. But if the card you play DOES capture, you must take what it captures — you cannot leave a capture on the table because you would rather keep the cards covered.

Captured cards go face down in front of one player on the capturing side, kept like a trick won. Play on until every hand is empty — nine turns each, thirty-six cards played in all. Whoever made the last capture also sweeps up whatever is left on the table, but that final pickup is never itself worth a sweep point.

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