FantaCarte

Scopone scientifico: the rules

Scopone is Scopa for four, in pairs. It's called scientifico ("scientific") because all the cards are in your hands from the start: the pair that best remembers what has come out and plays together wins.

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Players and cards

How you capture

You play one card at a time. The captures are the same as in classic Scopa:

Jack is worth 8, knight 9, king 10. The first card played in the hand can't capture: the table is empty.

The scopa

If a capture takes all the cards off the table you make a scopa: one point for your pair. The last capture of the hand doesn't count as a scopa. The cards left on the table at the end go to the pair that captured last.

End-of-hand points

ItemPoints
Cards: the pair that captured the most (at least 21)1
Coins: the pair with the most coins (at least 6)1
Settebello: the 7 of coins1
Primiera: see how to count it1
Each scopa1

On a tie in cards, coins or primiera the point goes to nobody. The pair that first reaches 11 (or 21, in the long game) wins; if both get there in the same hand, whoever has more points wins.

Three tips for Scopone

  1. Count the cards. Ten cards each and no deck: halfway through the hand you already know which cards are still around.
  2. Don't leave scope for the opponent who plays after you. The danger is always the player on your left.
  3. Play for your partner. If your partner has just played a 7, they may have another one: leave them the capture.

Play it online

On FantaCarte choose Scopa, then Scopone scientifico. If players are missing, the computer sits in the empty seats. To practise there's Practise with Luca.

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