Card Game Rules

Fishing game · Game 381 of 388 ♦

Scopone

Scopa for two teams with every card dealt at the start – count what is gone, read your partner and sweep the table clean.

Players
4
Duration
30 min
Age
10+
Difficulty
medium
Cards
40 cards (no 8–10)
Skill – Luck
SkillLuck
Everyone for themselves – Lots of interaction
Everyone for themselvesLots of interaction
Simple – Complex
SimpleComplex
Quick – Long
QuickLong

Mood focused

Collections: Games for four · Partnership games

Quick rules

  • Goal: first team of two to 11 points – cards, diamonds, 7♦, primiera, sweeps.
  • Cards: 40 (no 8–10). J = 8, Q = 9, K = 10. Play to the right.
  • Deal: 10 each, none to the table. Dealer's right plays first, onto the empty table.
  • Turn: play any card. It takes a table card of the same value or cards that add up to it. A match beats a sum; if it can capture, it must.
  • Clear the table = scopa (1 point): keep that card crosswise.
  • End: last capturer takes the rest. The dealer's last card clearing the table is a scopa.
  • No talking about your cards.

Cheat sheet

Primiera Value
7 21
6 18
A 16
5 15
4–2 14–12
J Q K 10

1 point each

  • Most cards (21+), most diamonds (6+), the 7♦ (settebello).
  • Best primiera: best card of each suit added up; a team with all four suits beats one with three.
  • Each scopa (sweep).
  • Ties: nobody scores that point.
  • Game: to 11. Both over 11: higher wins; tied: another hand. The deal passes right.

Score pad

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Full rules

  1. Overview
  2. The cards
  3. Setup
  4. Playing a turn
  5. Scopa – the sweep
  6. End of a hand
  7. Scoring
  8. Winning the game
  9. Tips for beginners
  10. Variants

Overview

Scopone is the four-player partnership form of Scopa, Italy's favourite fishing game. You play cards from your hand to capture cards lying face up on the table, either by matching a card of the same value or by taking several cards that add up to it. The classic form, Scopone scientifico, is described here: all 40 cards are dealt out at the start – 10 to each player and none to the table – so nothing is drawn later and you can work out who holds what as the cards fall. Your team scores for the most cards, the most diamonds, the 7♦ (the settebello), the best set of cards in each suit (the primiera) and every scopa ("broom"), when you sweep the table clean. The first team to 11 points wins.

  • Players: exactly 4, in two teams of two; partners sit opposite each other.
  • You need: a standard 52-card deck, and paper and pen for scoring.

The cards

Take out all 8s, 9s and 10s and the jokers. You play with 40 cards. For capturing, each card has a value:

Card Value
A 1
2 to 7 face value
J 8
Q 9
K 10

Suits only matter when scoring: diamonds are special, and the 7♦ is the most valuable single card.

Setup

  1. Direction: in Italy, dealing and play go to the right (anticlockwise).
  2. Deal: the dealer shuffles and deals 10 cards to each player, face down. Nothing is dealt to the table.
  3. Each team keeps a face-down pile for its captured cards; partners share one.

Playing a turn

The player to the dealer's right starts by playing any card onto the empty table. After that, players take turns to the right. On your turn, play one card from your hand face up:

  • Capture by matching: if a table card has the same value, take it. If several do, choose one.
  • Capture by adding: if several table cards add up to the value of your card, take all of them. If there are different ways, choose one.
  • Matching comes first: if your card could take a single card or a group, you must take the single card.
  • No capture possible: your card stays face up on the table.

You may play any card you like – but if the card you play can capture, you must capture. Put the captured cards and your own card face down on your team's pile.

Partners may not tell each other anything about their cards, by word or by sign. What you can learn comes from the cards that have been played.

Example: The table shows 4♣ · 5♥ · 9♠ · A♦. Anna plays the Q♥ (9). She must take the 9♠ – a match beats the sum 4 + 5. Ben plays the K♣ (10): 4 + 5 + 1 = 10 takes all three remaining cards and clears the table – a scopa.

4♣4♣♣5♥5♥♥9♠9♠♠A♦A♦♦Table cardsQ♥7♦3♠3♠♠Anna plays (9)
The example: four cards on the table, Q♥ (9) takes the 9♠

Scopa – the sweep

If your capture takes all the cards on the table, you've made a scopa, worth 1 point. Put the card you captured with face up and crosswise in your pile, so it can be counted later. The next player has to play a card onto the empty table.

End of a hand

Each player plays all 10 cards; the dealer plays last. Cards still on the table after the last card go to the team that made the last capture.

The last card is special: if the dealer's last card captures all the cards remaining on the table, it counts as a scopa (unlike in Scopa). If the dealer's last card captures nothing, the last capturer takes the rest, and that is no scopa.

Scoring

Each team counts its pile. There are four points to win, plus the scope:

For Points
Most cards (21 or more) 1
Most diamonds (6 or more) 1
The settebello (7♦) 1
Best primiera 1
Each scopa 1

If the teams tie for most cards, most diamonds or primiera, nobody scores that point.

Primiera: pick your team's best card of each suit and add up their primiera values. The highest total wins. A team needs at least one card of every suit to have a primiera; a team with all four suits beats one with only three, whatever the totals.

Card 7 6 A 5 4 3 2 J Q K
Value 21 18 16 15 14 13 12 10

Example: Anna and Carla's pile holds 22 cards, 4 diamonds and one scopa; their best cards per suit are 7♠ 7♥ 6♣ 5♦: 21 + 21 + 18 + 15 = 75. Ben and Dan's pile holds 18 cards, 6 diamonds including the 7♦; their best are 7♣ 6♠ 6♥ 7♦: 21 + 18 + 18 + 21 = 78. Anna and Carla score cards 1 + scopa 1 = 2; Ben and Dan score diamonds 1 + settebello 1 + primiera 1 = 3.

Winning the game

Play hands until a team reaches 11 points; the dealer changes each hand, passing to the right. If both teams pass 11 in the same hand, the higher score wins; if they are tied, play another hand.

Tips for beginners

  • Count as you go. All the cards are in the four hands, so every card that falls tells you something. Keep track of the 7s above all – the 7♦ is a point of its own.
  • Don't leave easy sums. If the table adds up to 10 or less after your turn, an opponent may sweep it with one card.
  • Lead with a card you can spare. The first card lands on an empty table, and the opponent to your right gets the first chance at it.
  • Read your partner. A card your partner plays that captures nothing may be a hint about what they can no longer take – and what they hope you will.
  • Watch the end. The dealer's team can score a scopa with the very last card, so the team that doesn't deal must not leave a table the dealer can clear.

Variants

All optional – agree before you start.

  • Ordinary Scopone: deal 3 cards to each player, 2 face up to the table, 3 more each, 2 more to the table, then 3 more each: 9 cards each and 4 on the table. Play as above – but a sweep with the very last card never counts as a scopa.
  • Longer games: play to 21.
  • Re bello: the K♦ is worth an extra point.
  • Napola: a run of diamonds starting A-2-3 scores 1 point per card in the run.

Background & history

  • Family: Fishing game (four-player partnership form of Scopa)
  • Origin: Italy; the age of the game is not documented in the sources used here
  • Also known as: Scopone scientifico (the form with all 40 cards dealt at the start)
  • Related games: Scopa, Cirulla, Casino, Escoba

Scopone is the partnership relative of Scopa, which is played in Italy by two, three or four players. As the Scopa page notes, the four-player form in which all cards are dealt at once is called Scopone. According to pagat.com, the classic Scopone scientifico deals ten cards to each player and none to the table; it is set apart from ordinary Scopone, which starts with four cards face up on the table and nine in each hand. The capturing rules, the four points for cards, diamonds, settebello and primiera, and the sweep are the same as in Scopa.

Because every card is in someone's hand from the first move, the game has no hidden draw at all: what remains uncertain is only who holds which card, and every card played narrows that down. That is why it is regarded as a game of memory and partnership rather than luck. The target is usually 11 points, with 21 for a longer game.

Scopone is traditionally played with a 40-card Italian regional pack with the suits coins (denari), cups (coppe), swords (spade) and batons (bastoni). With a standard deck, according to pagat.com, the 8s, 9s and 10s are removed, diamonds take the place of the coins, and the settebello is the 7♦.

Sources