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How to play Scopa: rules of the Italian card game

Rules in short: each player gets three cards and four go face up on the table. In turn you play one card. If it matches the value of a table card, you capture that card; if not, you can capture several cards that add up to its value. If nothing matches, your card stays on the table. Clearing the table is a scopa, worth a point. When the pack is used up, you score a point each for most cards, most coins, the settebello (seven of coins) and the primiera. The first player to 11 points wins.

The deck The deal Capturing Scopa End of the hand Scoring Example Variations Strategy FAQ

Quick answers

Players
Two (or four in pairs); Snug Table plays the two-player game.
Cards
40: ace to 7, jack, knight and king in coins, cups, swords and clubs.
Values
Ace 1, number cards their number, jack 8, knight 9, king 10.
Hand
Three cards, three more each time both hands are empty, six deals in all.
Capture
One card of the same value, or (if there is none) several cards adding up to it. Capturing is compulsory.
Goal
11 points (Snug Table also offers 16 or 21).

The deck

Scopa uses the 40-card Italian deck. The four suits are denari (coins), coppe (cups), spade (swords) and bastoni (clubs or batons). Each suit has an ace, the numbers 2 to 7, and three court cards: the fante (jack), the cavallo (knight, a rider on a horse) and the re (king). Italian regions have their own designs: Neapolitan, Piacentine, Sicilian and more. Snug Table draws its own Italian cards, and you can switch to a standard pack in Settings: coins become diamonds, cups hearts, swords spades and clubs clubs, and the knight shows as a queen.

The deal

The dealer gives three cards to each player, one at a time, starting with the opponent, then lays four cards face up on the table. If those four include three or four kings, the deal is cancelled and the cards are shuffled and dealt again. (Two kings on the table can be captured one at a time, but three would leave a king that nobody can ever sweep.)

The dealer’s opponent plays first. When both players have played their three cards, the dealer deals three more to each from the stock. No more cards go to the table. The dealer changes every hand.

Capturing

On your turn you play one card from your hand face up:

You may play any card you like, though. Holding a card that could capture doesn’t force you to play it.

Captured cards, together with the card you played, go face down in front of you. In Snug Table, when a card could capture in more than one way, buttons under the table let you choose.

Scopa: sweeping the table

If your capture takes every card on the table, you have made a scopa (“broom”), worth 1 point. Players traditionally mark it by putting the capturing card face up and crosswise in their pile. There is one exception: the very last card of the hand never scores a scopa, even if it clears the table.

End of the hand

After the sixth deal is played out, any cards still on the table go to the player who made the last capture. Then each player counts their cards.

Scoring

PointWho gets it
CardsThe player with more cards (21 or more). At 20 each, nobody.
CoinsThe player with more coins (6 or more). At 5 each, nobody.
SettebelloThe player who captured the seven of coins.
PrimieraThe player with the best primiera (see below). A tie scores nothing.
ScopaOne point for every sweep.

The primiera

Each player picks their best card in each of the four suits and adds up these special values:

Card76Ace5432Jack, knight, king
Primiera value2118161514131210

The higher total wins the point. A player who has no card at all in one suit can’t score the primiera. If neither player has all four suits, nobody scores it. This is why sevens are the cards everyone wants: four sevens make 84, the best primiera possible.

The first player to reach 11 wins. If both pass 11 in the same hand, the higher score wins; if they are level, another hand is played.

Example

The table shows a 2 of cups, a 5 of clubs and a knight of swords (worth 9). You hold a 7 of cups, a 5 of swords and a king.

The 7 of cups can take the 2 and the 5 together (2 + 5 = 7), leaving the knight. The 5 of swords must take the 5 of clubs, because a single match comes first. The king captures nothing and would stay on the table.

Playing the 7 is tempting, but the knight is left alone: if your opponent holds a knight, they sweep it for a scopa. Taking the 5 instead leaves 2 + 9 = 11, which no single card can sweep, and you still capture two cards. Keep the 7 for later: it is your best card for the primiera.

Variations

Strategy

Scopa FAQ

What does “scopa” mean?

It is Italian for “broom”. Sweeping the table clean is a scopa, and the game is named after it.

How do you pronounce it?

“SKOH-pah”, with the stress on the first syllable. The plural, for several sweeps, is “scope” (SKOH-peh).

If a single card and a sum both match, can I take the sum?

No. In standard Scopa a single card of the same value must be taken first.

Do I have to capture if I can?

The card you play must capture if it can. But you choose which card to play, so you can play a card that captures nothing instead.

Does the last card of the hand count as a scopa?

No. Capturing everything with the very last card of the hand is never a scopa.

Does the computer see my cards?

No. It decides only from what a player in its seat would know: its own hand, the table and the cards each of you has captured. In the last deal every unseen card must be in your hand, which any careful player can work out too. Each deal is sealed before it starts, and you can verify the shuffle when the hand ends.