Scopa

An Italian card game in which you take a card from the table by matching its value, or take several by matching their total. Clearing the table completely is a sweep, which is what the name means and what earns you a point.

How to play

Three cards in your hand, four face up on the table, and a card that matches nothing joins them for your opponent to take.

  1. Look for a match A card with the same value as one on the table takes it.
  2. Or a total A seven takes a five and a two together, if no single seven is showing.
  3. Watch the coins Most coins is a point, and the seven of coins is a point on its own.
Full instructions

In depth

Captures, coins, and the hunt for the settebello

Scopa is an Italian card game where every hand comes down to four questions: who took the most cards, who took the most coins, who holds the seven of coins, and who scored the best primiera. This article walks through the complete rules, explains the capture logic and the compulsory single-match rule, breaks down the strange primiera scale, and offers strategies for beating the computer opponent.

Screenshot: How to play Scopa
How to play Scopa as it appears when the page opens.

The deck and the deal

The game uses a forty-card Italian deck with four suits: coins, cups, swords, and clubs. Each suit has cards numbered one through seven plus three face cards, the jack, queen, and king, valued at eight, nine, and ten. There are no eights, nines, or tens as separate cards. The number cards simply stop at seven and then the faces begin.

At the start of a hand, four cards are dealt face up to the table. You and the opponent each receive three cards. When both players have played their three cards, another three are dealt to each from the remaining deck. This continues until the deck is empty. Across an entire hand, all forty cards are played, nothing is left in the deck.

How capturing works

On your turn you play one card from your hand. If its value matches a single card on the table, you take that card and add both cards to your capture pile. If no single card matches but the values of two or more table cards add up to your card, you take all of those cards. For example, playing a seven when the table shows a three and a four captures both because three plus four equals seven.

If your card matches nothing on the table at all, it stays on the table face up. It is now available for the opponent to capture on their turn. At the end of the hand, any cards left on the table go to whichever player made the last capture. That rule quietly awards extra cards and can swing the most-cards point.

The compulsory single-match rule

If a card on the table matches your played card exactly by value, you must take that single card. You cannot choose a combination instead, even if the combination would capture more cards. This is a real rule from the traditional game and not a simplification.

This rule matters most with sevens. Suppose the table has a seven, a three, and a four. You play a seven. You must take the single seven. You cannot take the three and four even though they also add to seven. Sometimes this forces you to leave valuable cards behind, and sometimes it saves you from taking cards you did not want. Knowing the rule prevents confusion when the game takes a capture you did not expect.

Scoring the four points

At the end of each hand, four regular points are awarded. The first goes to whoever captured the most cards out of the forty. The second goes to whoever captured the most coins. The third goes to whoever captured the seven of coins, called the settebello. The fourth goes to whoever has the better primiera score.

On top of those four, each scopa is worth an additional point. A scopa happens when your capture clears the table completely, leaving nothing for the opponent. Clearing the table with the very last card of the hand does not count as a scopa. Scopa points add up, so a hand where you scored two scopas and won most cards and the settebello is worth five points to your three regular points plus the two scopa points.

How primiera works

Primiera uses a scoring scale that has no relation to the normal card order. On this scale, a seven is worth twenty-one points, a six is worth eighteen, an ace is worth sixteen, and a five is worth fifteen. The four, three, and two are worth fourteen, thirteen, and twelve. All three face cards are worth only ten each. The scale comes from much older Italian card games and rewards midrange cards over high ones.

To calculate your primiera, take the highest-scoring card you captured in each of the four suits and add the four values together. If you have no cards at all in one suit, your primiera score for that suit is zero, which usually means you lose the point. The player with the higher total wins primiera. Because sevens score highest, a player who captured all four sevens is almost guaranteed this point.

Strategy for capturing coins

Two of the four regular points involve the coin suit. Most coins is one point and the seven of coins is another. That means you should treat every coin card as more valuable than a card of the same rank in another suit. When you have a choice between two captures that net the same number of cards, pick the one that includes more coins.

The seven of coins deserves special attention. If it sits on the table and you can take it, do so even if another capture would give you more total cards. The one point from the settebello is guaranteed, while the most-cards point depends on the entire hand and can shift later. When the seven of coins is in the opponent's capture pile, you have already lost that point and should focus on the other three.

Strategy for setting up scopas

A scopa is an extra point scored by clearing the table entirely with one play. Setting one up requires thinking about what you leave behind as much as what you take. If you capture most of the table but leave a single card, the opponent will play onto that card and the moment is gone.

The best setup is to take everything in one sweep. That happens naturally when the table has few cards whose values add up to a card in your hand. It happens by design when you plan your plays to leave the table with fewer and fewer cards on each turn, aiming for a final capture that takes the last one. Watch the total value on the table and keep track of whether you hold a card that matches it. If you do, consider saving that card until the table is thin enough to clear.

What not to leave on the table

Every card you play that does not capture anything goes to the table for the opponent. Think about what you are giving away. Leaving a coin on the table lets the opponent build their coin count. Leaving a seven lets the opponent combine it with other cards for a large capture or use it to take your coins.

The most dangerous situation is leaving table cards that add up to seven. The opponent can then play any seven to sweep them. More broadly, avoid leaving the table with a low total, because that makes it easy for the opponent to find a card that matches the sum and clears the board for a scopa. If you must leave a card behind, a high-value card in a non-coin suit is usually the safest because it is harder to combine with what is already there.

Common mistakes new players make

New players often chase the biggest capture without looking at which suits they are collecting. Taking five cards is impressive, but if none of them are coins and the opponent took two coins with a smaller capture, the opponent is winning on two of the four scoring categories. Quality matters as much as quantity in this game.

Another mistake is ignoring the primiera entirely. Primiera seems abstract until you lose a close hand because the opponent quietly collected one seven in each suit while you had three sevens in the same suit and nothing in the fourth. Spread your captures across all four suits when possible. Having at least one strong card per suit is the foundation of a good primiera.

A third error is playing cards randomly when no capture is available. Even when you cannot take anything, your play still matters because it changes what the opponent can do. Choose the card that gives the opponent the least useful table to work with. A low-value non-coin card is usually the least harmful thing to leave behind.

Privacy and how the game runs

The game plays entirely inside this page on your own device. The opponent is a simple computer player built into the page itself. No data is sent to any server, there is no account, and nothing is stored between sessions. Once the page has loaded, it works offline with no further connection needed.

Help

How to play Scopa

Three cards in your hand, four face up on the table, and a card that matches nothing joins them for your opponent to take. Sweeps alone do not decide it: when the cards run out, points go for taking the most cards, the most coins, the seven of coins, and the best primiera. A card left on the table is often the more expensive mistake.

Look for a match

A card with the same value as one on the table takes it.

Or a total

A seven takes a five and a two together, if no single seven is showing.

Watch the coins

Most coins is a point, and the seven of coins is a point on its own.

Clear the table

Taking the last card off the table is a scopa and an extra point.

Count up

At the end, the leftover table cards go to whoever captured last.

Primiera, the strangest scoring in cards

One of the four points goes to whoever has the best primiera: your highest-scoring card in each of the four suits, added up on a scale that goes seven, six, ace, five, four, three, two, and then the picture cards worth ten. It is a survival from much older Italian games and it has no relation to the ordinary order of the cards, which is why a hand full of sevens can be worth a point that a hand full of kings is not.

Good to know

The settebello decides close games

The seven of coins is worth a point by itself. If it is on the table, taking it usually beats a bigger capture.

Do not leave a seven behind

A card you cannot use goes on the table for your opponent. Leaving one that adds up to seven with what is already there is how sevens get taken.

Sevens and sixes make the primiera

Primiera counts your best card in each suit on an odd old scale where a seven is worth most. Collecting one seven of each suit quietly wins that point.

A single match is compulsory

If a card on the table matches your card exactly, you must take that one — you cannot break up a larger total instead. It is worth checking before you play.

Common questions

What is a scopa?
Taking every remaining card off the table with one play. It scores a point, unless it happens on the very last card of the hand.
Which cards are coins?
The suit drawn as a filled circle. Most coins is one point and the seven of coins is another.
Must I take a single card if it matches?
Yes. A single match takes priority over any combination, which is a real rule and sometimes forces a bad capture.
What are the cards worth?
Ace is one and the pictures are eight, nine and ten. There are no eights, nines or tens in an Italian pack, so the numbers run one to seven and then the three face cards.
How many points is a hand worth?
Four, plus one for each scopa: most cards, most coins, the seven of coins, and primiera.