Scopa

Last week, we shared the rules of Cassino with you. Scopa is a similar game, found in the same “fishing” family as Cassino, although it is much simpler than the latter game. Scopa, meaning sweep in Italian, was described by David Parlett in The Penguin Book of Card Games as “one of Italy’s major national card games”. Like Cassino, Scopa is best for two players.

Object of Scopa

The object of Scopa is to use the cards in your hand to capture cards on the table, with particular attention given to nabbing certain high-scoring cards.

Setup

Scopa requires a 40-card deck of playing cards. Traditionally, an Italian deck is used, with suits of swords in place of spades, batons instead of clubs, cups instead of hearts, and coins instead of diamonds. The Italian deck used for Scopa also has different face card ranks: re (king), cavall (knight), and fante (footsoldier). You can create an equivalent pack by taking a deck of Denexa 100% Plastic Playing Cards and removing the 8s, 9s, and 10s; the English queen will substitute for the knight, and the jack for the footsoldier. It does not matter that the suits don’t match up; suits generally do not matter in Scopa, although diamonds take on the role of coins in the Italian game.

You will also need some form of scorekeeping apparatus, like pencil and paper.

Shuffle and deal three cards to each player, then deal four more face up to the center of the table. The remainder of the deck forms the stock. If three or more of the four board cards are kings, it is customary to abandon the hand, throw in the cards, and deal again.

Game play

The non-dealer plays first. On their turn, a player may use any card in their hand to capture one or more of the board cards. The cards so captured, as well as the one played by the player, are placed face-down in a score pile in front of them.

Capturing is achieved in one of two ways. The first is by pairing a card from the hand with a card matching in rank. The card captures only one other card of that rank on the board. (This is unlike in Cassino, where one card may capture as many as three others of the same rank.)

The second way of capturing is by addition, wherein the player captures two or more other cards that total the value of the card being played. For the purposes of addition, aces count as one, numerical cards as their face value, jacks as eight, queens as nine, and kings as ten. If a card can perform a capture by both pairing or by addition, the pairing takes precedence and must be performed rather than performing an addition capture. It is possible to clear the entire board of cards, called a sweep or scopa; this is recorded by putting the card performing in the sweep face-up in the score pile.

If a player cannot make any other play on their turn, they must trail by discarding one card face-up to the board. A player may not simply trail if they are able to capture something with that card, however.

Every third turn, the players exhaust their hands; new three-card hands are dealt from the stock. The board does not receive any further cards, and the cards already on the board remain in play.

Ending the hand

Game play continues until both the stock and the players’ hands are exhausted. The last player to make a successful capture adds the remaining board cards to their score pile. This does not constitute a sweep, even if the player actually captured all of the cards on the board. The hand is then scored, with players awarded one point for each of the following, in order:

  • collecting the most cards overall*
  • collecting the most diamonds*
  • capturing the sette bello (7♦)
  • primiera (see below)
  • 1 point for each sweep

*In the event that the players are tied for the most cards in these categories, neither player gets the point.

In order to be eligible for primiera, a player must have collected cards of all four suits. A player then finds the highest-scoring card in each suit according to the following list, and adds up the total of all four cards:

  • a 7—21 points
  • a 6—18 points
  • an ace—16 points
  • a 5—15 points
  • a 4—14 points
  • a 3—13 points
  • a 2—12 points
  • a face card—10 points

The player with the higher count by this reckoning scores the point for primiera.

The first player to score eleven points wins. Points should be added in the order listed above, and whenever the first player reaches eleven points, scoring ceases, with the remaining categories going unscored.

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Cassino

Cassino is the lone entry of a family of so-called “fishing” games to gain popularity in the English-speaking world. Cassino, a game for two players, revolves around capturing cards on a field of play by matching cards in your hand against them. Its name is sometimes hypercorrected to Casino. The spelling with two S‘s is the traditional spelling, and helps distinguish it from people’s usual association with the word casino, which is a place where you will probably never see a Cassino game.

Object of Cassino

The object of Cassino is to use the cards in your hand to capture cards on the table. Particular attention is given to nabbing certain high-scoring cards.

Setup

Cassino requires one standard 52-card deck of playing cards. Naturally, we recommend Denexa 100% Plastic Playing Cards. You will also need some form of scorekeeping apparatus, like pencil and paper.

Shuffle and deal four cards to the board and four to each player, in the following pattern: two to the opponent, two to the table, two to the dealer, then repeating. The remainder of the deck is set aside and forms the stock.

Game play

The non-dealer plays first. Most turns, a player will either capture a card on the board, or set up a capture on a subsequent turn by building, as described below. If a player cannot make any other play on their turn, they must trail by discarding one card face-up to the board. A player may not simply trail if they are able to capture something with that card, however. Trailing usually happens immediately after someone has cleared the board of cards.

Every fourth turn, the players exhaust their hands. New four-card hands are dealt from the stock, two at a time, as before. The board does not receive any further cards, and the cards already on the board remain in play.

Capturing

On their turn, a player may use any card in their hand to capture one or more of the board cards. The cards so captured, as well as the one played by the player, are placed face-down in a score pile in front of them. Capturing is achieved in one of two ways. The first is by pairing, in which case the card captures all other cards of that rank on the board. The second is by addition, wherein the player captures two or more other cards that total the value of the card being played. For the purposes of addition, aces count as one and numerical cards as their face value. Face cards have no value and cannot be captured by addition.

A single card may capture an unlimited number of cards, so long as all of the cards captured match the card being played. It is possible to clear the entire board of cards in one play. This is called a sweep. When a sweep occurs, it is recorded by putting the card performing in the sweep face-up in the score pile.

Building

A player may also use a card from their hand to build. This is using a card from your hand to create a combination that can be captured on a subsequent turn. Builds can be created with intent to capture them either by addition or pairing. With a 5 on the board and a 2 in the hand, for example, a player may announce “Building seven” and add the 2 to the 5, then later capture both of them with a 7 from the hand. Or, with a pair of 8s in the hand and a third 8 on the table, a player might build one 8 onto the other, announcing “Building eights”, and capture the pair with the third eight from their hand on a later turn.

Note, however, that an opponent can capture a build if they happen to have a card of the right rank to do so. A build can only be captured by what it was previously declared to be a build of. For instance, if a 5 was played on another 5 with a declaration of “Building fives”, the build could not be captured with a 10.

In order to build, player must have another card actually capable of capturing the build as declared. Builds must be captured as a unit; one cannot capture just one or two cards from one.

A previously-established build may be augmented with further building before it is captured. Further building must continue in the manner it was started. For example, a build composed of a pair of 2s, announced as “Building twos”, could only be extended with more 2s. A 5 could not be added to convert it to an addition build.

Ending the hand

Game play continues until both the stock and the players’ hands are exhausted. The last player to make a successful capture adds the remaining board cards to their score pile. (This does not constitute a sweep unless the player actually captured all of the cards on the board at once.) The hand is then scored as follows:

  • Each sweep—one point.
  • Each ace—one point.
  • Collecting the most spades—one point.
  • Little Cassino—capturing the 2♠, one point.
  • Big Cassino—capturing the 10♦, two points.
  • Collecting the most cards overall—three points. In the event of a tie for most cards overall, neither player is awarded these three points.

The first player to score 11 or 21 points (as previously agreed by the players) wins.

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Gin Rummy

A hand of Gin Rummy, divided into melds.

Gin Rummy, also known simply as Gin, is a classic game of skill for two players. Gin Rummy is probably the most well-known and most often-played of the Rummy family of card games. Its heyday was in the 1930s and 1940s, when it was associated with Hollywood and Broadway stars.

Object of Gin Rummy

The object of Gin Rummy is to arrange your hand into melds and be the first to knock, hopefully ensuring that the total of your unmatched cards is lower than that of your opponent.

Setup

You will need one deck of 52 playing cards. Using anything other than Denexa 100% Plastic Playing Cards comes as a great disappointment to all involved.

You will also need something to keep score with. Pencil and paper work fine, or you can use something fancy like a smartphone app designed for the purpose, of which there are many.

Deal ten cards to each player. Place the deck stub in the middle of the table, forming the stock, and turn one card face up next to it, which is designated the upcard, or top card of the discard pile.

Game play

Gin Rummy revolves around melds, which are combinations of three or more cards. Valid melds include three or four of a kind, or a run or sequence, such as 5-6-7, of the same suit. Aces are low, and kings are high, and a sequence cannot progress from one to the other (K-A-2 is not a valid meld).

Cards also have a point value, used in calculating the amount of deadwood, or unmelded cards, each player has. Aces are worth one point, face cards worth ten, and all other cards their face value.

Game play begins with the non-dealer. They may take either the top card of the discard pile, or the top card of the stock. They then end their turn by discarding a card from their hand. Play then passes to the dealer, who follows the same procedure, and so on and so forth. The discard pile is to be kept squared up at all times, and fishing through the discards is not permitted; if a player wants to use the information of what the discard pile contains, it is their responsibility to remember what has been discarded throughout the game.

When a player’s deadwood total reaches ten or less, they may knock, which is discarding face-down and knocking on the table. Both players then reveal their hands, sorting them into melds on the table. The player that did not knock may reduce their deadwood total by adding cards from it to the knocker’s melds. Thereafter, the players both total up their deadwood; if the player that knocked has the lower deadwood total, as is usual, they score the difference between the two deadwood totals. However, if the non-knocker has the lower total, they score the difference, along with a ten-point bonus for undercutting the knocker.

As an alternative to knocking, a player may elect to play on until their deadwood score reaches zero. Rather than knocking, they declare gin and reveal their hand, scoring the opponent’s deadwood total plus a 25-point bonus. The opponent may not lay off deadwood on a gin hand.

In the rare event that the hand continues until only two cards are left in the stock, play stops, and the hand is considered a draw. No points are scored.

After the end of the hand, the deal rotates, and the cards are shuffled and a new hand is dealt. Game play continues until a player reaches 100 points. This player then scores an additional 100 bonus points, and each player scores box bonuses of 25 points for each hand that they won.

Variants

Gin Rummy is a fairly old game, and over the years many variants have been concocted to spice up the game. We won’t get into all of them here, but many of them can be combined as the players choose to make a truly customized Gin experience.

Gin Rummy as a betting game

Gin Rummy can be played as a betting game. Prior to the game, both players agree to the monetary value of a point and write it down on the score sheet. Play commences as above. After all bonuses have been taken into account, the difference in points is calculated, and the loser pays the winner the difference multiplied by the amount agreed to before the game.

Oklahoma Gin

Oklahoma Gin is exactly the same as normal Gin for the most part. However, rather than a knock being possible at 10 or fewer points, the value of the first upcard of each hand is used to determine this threshold for that hand. If an ace is the first upcard, knocking is not allowed; the winner must go gin.

A further variant described by David Parlett in the 2008 edition of The Penguin Book of Card Games sets the knock threshold equal to whatever the current upcard being displayed happens to be. This allows a player to stall their opponent by discarding low cards in an attempt to prevent them from knocking.

Around-the-Corner Gin

In Around-the-Corner Gin, king and ace are considered consecutive for the purposes of sequences, meaning K-A-2 is a perfectly valid meld.

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