The selected variant is defined below; agree on changes before dealing.

← On a small screen, scroll the diagram horizontally. →

Table plan for 2 players. A fan represents a hand, not its card count. The exact deal and turn order are explained below. Fans and piles are schematic; the rules specify card counts.
Table plan for 2 players. A fan represents a hand, not its card count. The exact deal and turn order are explained below. Fans and piles are schematic; the rules specify card counts.

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History and selected rules

Scopa is a traditional Italian capturing game; these rules establish no sole inventor or precise date. Select ordinary play for 2 without napola bonuses or a special ace. Make a 40-card pack by removing 8, 9, 10 from a standard deck. Diamonds represent coins. Capture values: A=1, 2–7 face value, J=8, Q=9, K=10; suits do not affect captures.

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Setup and deal

Choose the first dealer randomly, then alternate. Shuffle, cut, deal 3 each and 4 face up to the table, retaining a closed stock. With 3 or 4 table kings, the same dealer redeals. Nondealer begins. When both hands are played, deal 3 more each, keeping the table. Repeat until stock is exhausted; do not add further table cards.

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Playing a hand

Alternate playing one card. If its value matches a table card, capture exactly one matching card of your choice; a single match takes priority over a sum. Without a single match, capture a set summing to your card. Choose among alternative sums. Capturing is compulsory for the card played, but you may choose a different noncapturing card. With no capture, leave your card on the table.

Store captured cards together with the played card. Emptying the table scores a scopa; mark it. The next player leaves a card on the empty table. After the last play, remaining table cards go to the last capturer. The final play of the whole deal and final collection never score a scopa.

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Complete scoring

Score 1 each for every scopa, most cards, most diamonds, 7♦ and best primiera. Tied majorities or primiera award no corresponding point. Primiera uses your best card from every suit: 7=21, 6=18, A=16, 5=15, 4=14, 3=13, 2=12, J/Q/K=10. Sum the four values; missing a suit disqualifies. After a complete deal, at 11 or more the higher total wins; play extra deals to break a tie. Do not finish by an early claim.

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Worked example

Table 2♣–4♥–6♦. Playing 6♠ captures only 6♦, not 2♣ + 4♥. Without the table six, if only 2♣–4♥ remain, the same play captures both and scores a scopa unless it is the final play.

← On a small screen, scroll the diagram horizontally. →

The table holds 2♣, 4♥ and 6♦. Playing 6♠ must capture the single 6♦; choosing 2+4 instead is not allowed. Suits in this teaching diagram are symbolic.
The table holds 2♣, 4♥ and 6♦. Playing 6♠ must capture the single 6♦; choosing 2+4 instead is not allowed. Suits in this teaching diagram are symbolic.

Common questions

Does an ace sweep everything?+

No. In this variant its capture value is only one.