Toscane
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Tuscan French-suited cards with full-length courts and detailed clothing.
Games
Briscola
StartUse trumps to capture valuable Asso cards, Threes and courts. Play through forty cards and win more than half of the pack’s 120 points.
Rules
2 players · You against AI · Single deal
Objective
- Win a trick to collect its cards and their points. Once all cards are played, the higher score wins; 60–60 is a draw.
Setup
- Use 40 cards and deal three to each player. Turn one card face up to set the trump suit. The remaining cards form the stock. The opening player is chosen at random.
Playing a turn
- Each player plays one card to form a trick. Any hand card is legal: you need not follow suit or play a trump.
- The highest trump wins. If no trump is played, the highest card of the led suit wins. A card of another suit cannot beat the lead.
- Ranks, highest first: Asso > 3 > Re > Regina > Fante > 7 > 6 > 5 > 4 > 2.
- The winner draws first, the other player draws next, and the winner leads again. Draw the face-up trump last. Once the stock is empty, play out the remaining hands.
Scoring and ending
- Card points: Asso = 11, 3 = 10, Re = 4, Regina = 3, Fante = 2. All others = 0. Rank strength and point value are separate.
- Settle after all 40 cards have been played. The higher total wins. 60 points each is a draw.
Scopa
StartPlay one card to capture matching values or an equal sum. Clear the table for a bonus, and keep an eye on the Diamonds 7.
Rules
2–4 players · AI opponents / partner · Match to 11
Objective
- Capture useful table cards and clear the table for bonuses. Check the match result only after each deal; reaching 11 during play does not end it early.
Setup
- Use 40 cards, deal three to each player and four face up to the table, and leave the rest as the stock. Deal and play counterclockwise, starting to the dealer’s right. With three or four opening Re cards, the same dealer redeals.
- Capture values: Asso = 1. 2–7 use their printed values. Fante = 8. Regina = 9. Re = 10. Courts also participate in sums.
Playing a turn
- Choose one hand card. If a table card has the same value, capture one such card. Only if none matches may you capture a group with the same total value. An available capture is mandatory.
- For example, when playing 7: if the table has a 7, take one 7. Otherwise, you may take 3 + 4. If no capture is possible, leave the played card on the table.
- Collect the played card and captured table cards. Turns pass counterclockwise. When every hand is empty and stock remains, deal three more to each player without adding table cards. In four-player mode, opposite partners combine captured cards and sweep points.
Scoring and ending
- Each capture that clears the table scores one scopa, except on the final play of a deal. When the hands and stock are empty, leftover table cards go to the last capturer without a sweep point.
- Award one point each for most cards, most Diamonds, the Diamonds 7 (settebello), and best primiera. Compare three individuals or two partnerships. A tie for most cards, the scoring suit or best primiera awards no point.
- Primiera requires at least one card of every suit. Add the best value in each suit: 7 = 21, 6 = 18, Asso = 16, 5 = 15, 4 = 14, 3 = 13, 2 = 12, courts = 10. These values differ from capture values.
- Add each deal’s score to the match total. A player or partnership wins with at least 11 points and the unique highest total. Ties for the lead continue. The dealer rotates counterclockwise after each deal.
