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Scopa Cards VideoScopa from Winning Moves Games
In card Scopone, sometimes known as "Scientific" Scopone, ten cards are dealt to each player at the start of each hand, and none to the table. In this version, at least according to some players, the dealer's team does score one point for a sweep if the dealer's last card captures all the remaining table cards either it matches the only remaining card or is equal to the sum of all the cards on the table.
A description in Italian of another card Scopone variant is on Sandro Tamanini's pagina sullo scopone. Sandro Tamanini is from Trentino, but I am told that his version is not typical of that region.
It has further differences from the basic game of Scopone described above:. The re bello beautiful king is the king of coins.
Some players award a point to the team that wins this card just as the winners of the sette bello get a point. In this version of the game there are 5 points to be scored in each deal apart from sweeps rather than four.
It rarely makes a real difference, because normally the Primiera is decided on 7's, 6's and Aces, but nonetheless it can be a source of endless debate between Scopone fans of different areas.
Scopa is the game from which Scopone was developed. The rules of Scopa are the same as for Scopone , except that just 3 cards are dealt to each player and 4 to the table.
After everyone has played their 3 cards, another 3 are dealt and played, and then another 3. As long as there are still more cards to be dealt, any cards left on the table when the players run out of cards stay there, and can be captured in the normal way after the next part of the deal.
The special rules that cards remaining on the table belong to the last player who made a capture, and that a sweep cannot be scored for the final play, apply only at the end of the final deal when there are no further cards to be dealt.
It is also possible to play Scopa with two players, in which case there are 6 deals of 3 cards in each hand. Scopa d'Assi is a version of Scopa where in addition to the normal rules of capture, playing an ace takes all the table cards.
Within this there are a number of variations:. Scopa di Quindici is a version of Scopa with a different rule of capture.
The played card no longer captures a card or cards of equal value; instead it captures any one set of cards which, together with the played card, add up to For example if the table cards are A, 3, 4, 7 and you play a 4, it captures either the 4 and the 7 or the A, 3 and 7 at your choice.
The most important card is the 7 of coins - it is worth a point by itself and contributes to all the other three points. You should aim to win the 7 of coins if at all possible.
You should avoid giving away sweeps, and put your side in a position to win sweeps. Winning a sweep is just one point initially, but because it leaves the table empty, the next player has to put down a card.
If your partner can match the card played by the opponent you then get another sweep. This can go on for several plays. It is the simplest form of what is called a whirlwind.
One obvious way to avoid giving away a sweep is to leave a total of at least 11 on the table. For this reason you may want to avoid capturing cards which would leave a total of 10 or less.
If you leave exactly 11, your right-hand opponent RHO may wish not to capture for fear of giving your partner a sweep. So RHO plays a card to the table.
If your partner can capture it this leaves 11 again, and your LHO may play a card that you can capture. This is another kind of whirlwind, though a rather weak one.
Better than leaving 11 is to leave a smaller number which you know your RHO cannot match. Suppose that two 3's have gone, you hold the third 3 and the fourth is on the table.
It will then be good for you to capture all the other cards on the table and leave this 3 as an anchor for your team. Your RHO must now play a card.
Your partner should trust you to have the last 3 and capture the RHO's card, leaving 3 again. Then you may be able to capture LHO's card, and so on.
This is a rather more effective whirlwind, and the opponents also have the problem that if they play too small a card 7 or less there is a possibility that you or your partner may make a sweep.
Clearly it is good to establish an anchor, and to have cards on the table of ranks which your side controls. For this reason you should lead, or leave on the table, cards which you hold two or more of in your hand.
Also if your partner plays say a 5 and your LHO takes it, you should also play a 5 if you have one, because it is likely that partner holds the fourth 5.
Apart from the 7 of coins and sweeps, the next priority is to capture other sevens for the prime , and also sixes, which come in useful if sevens are split.
Coins are good to collect as well, and finally it does no harm to have the greater bulk of cards. It is important to keep track of paired and unpaired cards.
If all the captures were of single cards of equal rank, so that all the tricks consisted of pairs, then at the end the dealer's last card would match the last card on the table.
If for example the dealer has a 7, it could be saved by keeping it until last and catching a 7 with it. As soon as someone captures more than one card at a time, this pattern is disrupted.
If someone plays a king to capture a 7 and a 3, 3s, 7s and kings are now unpaired. If the rest of the game consists of single captures only, dealer will end up playing the final 7 to a table containing the unpaired 3 and king, and the three cards go to the last player who made a capture.
Remembering which cards are unpaired is especially important for the dealer, who may then be able to arrange to make a capture with the last card.
There is a certain amount of strategy around pairing and unpairing sevens. For example if the players have one seven each, then the dealer's side wants to keep them paired, so that by waiting until the end they can win all four in the last round.
Obviously in these circumstances the dealer's side will try to avoid leaving such combinations. There is much more that could be said about the strategy of Scopone.
Perhaps some readers may like to comment on or add to the above notes. Sandro Tamanini's Italian language pagina sullo scopone describes a version of Scopone played in Trentino.
It includes an Italian translation of a well-known set of rules that appeared in and were attributed to Chitarrella , the probably fictional author of a 19th century book on Tressette and Mediatore.
Mario Frasca has provided further details on the Wikipedia page Codice di Chitarrella. The Italian Wikipedia page on Scopa includes a number of variants.
The section on card Scopone gives the rule that a sweep can be scored with the last card. The Italian site Tretre provided rules of Scopa, Scopone and several variants.
At this site you can also find the Biblioteca del tre with online copies of early Italian rule books for various games including Scopone.
The Scopa program at the Solitari con le Carte site can now be played in any web browser. You can play Scopone online at the Italian language site ludopoli.
Scopa, an online Scopa program for play against live opponents. It can be used both on desktop computers and on mobile devices of several types.
Choose your language deutsch english italiano. Scopone and Scopa Scopone is an Italian game - the principles are fairly simple but to play it well requires skill and a good memory.
No additional cards are dealt to the table. This process is repeated until no cards remain in the deck.
After the dealer has played the final card of the final hand of the round, the player who most recently captured is awarded any remaining cards on the table, and points are calculated for each player or team.
If no team has yet won the game, the deal moves to the right. The new dealer shuffles and deals the cards as described above.
Points are awarded at the completion of each deal. If playing in teams, the team members combine their captured cards before counting to calculate points.
Players get one point for each "scopa". If two or more teams or players capture the same number of cards, same number of coin cards, or the same prime value, no point is awarded for that result, e.
The "prime" for each team is determined by selecting the team's "best" card in each of the four suits, and totaling those four cards' point values.
When calculating the prime, a separate point scale is used. The player with the highest number of points using this separate point scale gets one point toward the game score.
Other versions of the prime's point scale exist. Most use the same ranking of cards but have variant scores, e. A variant that is popular in America but disliked by purists is to award the prime to the person with the most sevens, or the person with the most sixes if there is a tie, down to aces, and so on.
Obviously, the seven of coins is the most valuable card in the deck, as it alone contributes to all the four points.
A player or team can win the "prime" even with only one seven but other useful cards. Therefore, it is a common tactic, while playing the game, to capture aces and sixes whenever possible.
Likewise, if a player is holding a six and there are an ace, a two, a three, and a four on the table, they should choose the five plus the ace, unless they have already taken the seven or the six of the suit of the ace and unless one of the two remaining cards is of the coins suit and they haven't made the point of coins yet.
In addition to the four standard points called "punti di mazzo", literally "deck's points" , teams are awarded additional points for every "scopa" they took during game play.
A scopa is awarded when a team manages to sweep the table of all cards. That is, if the table contains only a 2 and a 4, and player A plays a 6, player A is awarded a scopa.
Clearing the table on the last play of the last hand of a round does not count as a scopa. The game is played until one team has at least 11 points and has a greater total than any other team.
No points, including scopa points, are awarded mid-round; they are all calculated upon completion of the round.
For that reason, if the current score is 10 to 9, and the team with 10 points captures the seven of coins or a scopa, the team cannot immediately claim victory.
It is still possible that the opposing team could end up with a tied or higher score once all points are calculated.
In some Italian cities before the game the players can agree to play with the "cappotto" variant, in that scenario if a player is winning 7 points to 0, the game can be considered over and the player does not have to reach the total of 11 points.
It is also possible to agree on a different score, usually with increments of five or ten, e. Traditionally, one card from a sweep is turned face up in the captured cards, to remind players while calculating points that a scopa was won, and to taunt them.
Many players deal the initial table cards in a 2x2 square. There are many variations of scopa. Since there are no formal rules, it is good manners to agree with the other players on the rules that are to be used before starting a game.
Many of the variations here can be combined. For example, a common variant in the Milan area combines "Scopone scientifico", "Scopa d'Assi" and "Napola".
When playing with a standard card pack with French suits, 12 cards need to be removed from the deck.
Easiest for most new players is to remove the face cards, and therefore play with cards ranging numerically from one through ten.
More traditional is to remove the eights, nines, and tens from the deck, which yields the card "Milanese" deck. With the Milanese deck the Jack is 8, the Queen is 9, and the King is 10 note that in some Neapolitan decks, the Jack is called "Lady" and is worth 8.
Regardless of which cards are removed, the diamonds suit is used for the Italian coin suit, making capturing the most diamonds and the seven of diamonds each worth a point.
In this variation of the game, playing an Ace captures all cards currently on the table and does not count as a scopa. Depending on other chosen variants, it can happen that an ace is already on the table when one draws an ace.
Rules vary as to whether or not the player will take all the cards, but usually the player who only take the ace that is there.
This event, that every player will try to avoid, is called burning an ace. The game of Scopone is based on Scopa.
In this game, which must be played in 2 teams of 2, players are dealt all nine of their cards at the start of each round. Play proceeds around the table until all players have played all of their cards.
In another form of the game, the scopone scientifico , the players are dealt ten cards each so that none is left. In this variation also known as Scopone trentino , a team capturing the ace, two, and three of coins achieves the Napola or Napoli and is awarded additional points equal to the highest consecutive coin they obtain, e.
Because of the higher number of points awarded per game, the game is played until one team has 21 points, rather than Sometimes a team that manages to capture all 10 coins in a single round wins the game immediately.
In some regions of Calabria especially near Cosenza , a point is awarded for the seven of cups in addition to the seven of coins.
In this variation, the played card does not take a card or set of cards that sum to the value of the card played.
Rather, it takes any set of cards including itself that add to This Genoese variation is highly popular in Liguria and bordering zones; it is basically a mixture of traditional scopa, "Scopa di quindici" and "Scopa d'assi", plus it awards additional points for the "Grande" Big One - 5 points go to the player able to take all three figure cards of coins , "Piccola" Small Ones - 1 point awarded for each consecutive card of coins after the ace.
It is entirely possible for a player to get the "most coins" point but neither the Big One nor Small One bonus due to the opponent securing vital cards in the sequence.Dieses existiert in regional verschiedenen Versionen. Liegt bereits ein Ass auf dem Tisch, wird mit dem Spielen eines Beste Spielothek in Hartwigshausen finden nur dieses aufgekauft, alle anderen Karten bleiben dann liegen. Zur Vereinfachung wird der primiera in der Auszählung ignoriert. Durch nachträgliche Bearbeitung der Originaldatei können einige Details verändert worden sein. Möglicherweise unterliegen die Inhalte jeweils zusätzlichen Bedingungen. Das Spiel endet, wenn ein Spieler die 11 Punkte erreicht, beziehungsweise die 21 Punkte. Allgemeine Geschäftsbedingungen casino royal deko dieses Angebot.