How to Play Scopa

How to Play Scopa

Scopa is a lively Italian capture game for two players, and all you need is a normal deck of cards; you can find a regular deck of playing cards from Playmore. You will quickly learn the main idea: play one card, collect matching cards from the table, and try to sweep the table clean.

Quick facts

Players Cards Playing time Goal
2 40 cards About 20–30 minutes Reach 11 points

What you are trying to do

On your turn, you play one card from your hand. That card may capture one card on the table with the same value, or a group of cards whose values add up to the value of your played card. Captured cards go into your personal pile. A capture that removes every card from the table is called a scopa, which means “sweep,” and earns an extra point.

Scopa is played in hands, or short rounds. After all 40 cards have been used, you score the hand. Keep playing hands until someone reaches at least 11 points. This guide uses one common version of Scopa; regional and family house rules can vary.

What you need

Use a standard 52-card deck, but remove every 8, 9, and 10. The remaining 40 cards are the four suits from Ace through 7 plus the picture cards. For capturing, an Ace counts as 1, cards 2 through 7 count at face value, a Jack counts as 8, a Queen counts as 9, and a King counts as 10. Suits do not affect ordinary captures.

You also need a clear table and paper or a notes app for recording points. Choose a dealer for the first hand. The other player is the first to play. The deal changes hands after each completed hand.

Set it up

The dealer shuffles and gives each player three cards, one at a time. The dealer then places four cards face up in the middle of the table. Put the rest of the deck face down as a draw pile, although you will not draw one card at a time during play.

If the first four table cards contain three or four Kings, gather them up and redeal the opening layout. This uncommon starting layout would make a sweep impossible in the usual version of the game. Once the deal is ready, the non-dealer plays first.

How to play

  1. Choose one card. Play exactly one card from your hand face up. You may choose any card, even if another card in your hand could make a capture.
  2. Capture a matching single card when possible. If a table card has the same value as your played card, take that one card. For example, a 6 captures a table 6. If more than one matching card is showing, choose one of them.
  3. Otherwise, capture a matching group. If there is no single card with the same value, add the values of two or more table cards. If their total equals your played card, take that group. For example, a 7 can capture a 5 and a 2.
  4. Follow the single-card rule. If your card matches both one table card and a group, you must take the single matching card, not the group. If several different groups work, choose one. You cannot take a single card and a group together.
  5. Leave the card if it cannot capture. If no legal capture is available, place your played card face up beside the other table cards. It may be captured later.
  6. Record a sweep. When your capture leaves the table empty, you have made a scopa and earn one point. Set the played card slightly sideways in your captured pile so you can remember the sweep when scoring. A player who plays to an empty table simply leaves that card there; it is not a sweep.
  7. Continue taking turns. After both players have played their three cards, the dealer gives each player three more cards. Do not add more cards to the table. The player who played first continues to play first in this new deal. Repeat until the deck is empty.
  8. Finish the hand. If cards remain on the table after the final play, the player who made the last capture takes them. Taking those final cards does not count as a scopa, even if the capture emptied the table.

How you win

Count points after every hand. Each scopa is worth 1 point. The player with more captured cards earns 1 point; a tie earns nobody this point. The player with more cards in the coins suit earns 1 point. With a standard deck, use diamonds for coins. Again, a tie earns no point.

The player who captured the 7 of diamonds earns 1 point for settebello, the special seven of coins. Finally, compare primiera, a best set made from one captured card in each suit. Use only your strongest card in each suit and compare the total using this scale: 7 is 21, 6 is 18, Ace is 16, 5 is 15, 4 is 14, 3 is 13, 2 is 12, and each picture card is 10. You need one card in every suit to qualify. The higher total earns 1 point; a tie earns none.

Add the points to your running score. The first player to reach 11 or more points wins. If both players reach the target in the same hand, the higher total wins; if they tie, play another hand.

Easy first-game tips

Look carefully before choosing a capture. A matching single card always takes priority, even when a group would seem more attractive. Try not to leave an easy combination for your opponent, especially one that could clear the table. Keep track of diamonds and watch for the 7 of diamonds, because those cards can decide close hands.

Do not worry about mastering primiera immediately. For your first game, focus on counting values correctly, spotting pairs that add up to your card, and noticing when a capture makes a scopa. Say your planned capture aloud before taking the cards. That small habit helps both players learn and prevents mistakes.

Quick questions

Can I capture more than one card?

Yes. You may capture two or more table cards when their values add exactly to your played card, but a single matching card must be taken instead if one is available.

What happens when the deck runs out?

Finish the cards already in both hands, give the last table cards to the player who made the last capture, and then score the hand. That final capture is never a scopa.