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Scopa, Tressette and Briscola rules

Three games, three ways to read the cards. These are the rules used at Trapoula tables, so you can know what to expect before your first hand.

Scopa

Scopa is a capture game: play a card to take a card of equal value or cards whose values add up to it.

Objective

Collect cards and make scopes, then outscore your opponent across the scoring categories.

Scoring and victory

At the end of a hand, one point goes to the player with more cards, one for more coins, one for the seven of coins (settebello), and one for primiera. Each scopa adds a point. A tied category awards no point. On Trapoula, you win by reaching at least 11 points with a lead.

How to play

  • Each player receives three cards, with four cards face up on the table. New hands of three are dealt until the deck is exhausted.
  • Play a card to capture a card of equal value or several cards whose values add up to it. If an equal-value card is present, you must take that single card.
  • A capture that clears the table scores a scopa, except on the final play of the hand. Cards left on the table go to the player who made the last capture.

An example at the table

You hold a Seven and the table has a Four and a Three: you can capture both. If another Seven is also on the table, you must capture that Seven instead.

Tressette

Tressette is a trick-taking game without a trump suit. Remembering played cards and following suit shape each hand.

Objective

Win valuable tricks and reach the target score before your opponent.

Scoring and victory

An Ace counts as one point; Twos, Threes, and face cards each count as one third. The last trick adds one point, and declarations add three or four points. Trapoula matches continue to 21 points; a tie at the target score continues until one player leads.

How to play

  • In a one-on-one match, each player receives ten cards. Players draw after each trick until the stock is empty.
  • If you hold a card of the suit led, you must follow that suit. There is no trump suit.
  • Within the led suit, card strength runs 3, 2, Ace, King, Knight, Jack, then 7, 6, 5 and 4.
  • You can declare a napoletana, the Ace, Two, and Three of one suit, or three or four Aces, Twos, or Threes held together.

An example at the table

If the first card in a trick is a club and you have clubs, you must play one. Within that suit, the Three beats the Two and the Ace.

Briscola

In Briscola, aim to take at least 61 of the deck's 120 card points. A trump card can win a trick against another suit.

Objective

Choose when to spend high-value cards and trumps to earn more points than your opponent.

Scoring and victory

The deck contains 120 card points. At least 61 points wins a hand; a 60–60 tie awards no hand. On Trapoula, the first player to win two decisive hands wins the match.

How to play

  • Each player starts with three cards; a face-up card establishes the trump suit. Players draw after each trick until the deck runs out.
  • You do not have to follow the suit led. A trump wins against cards of other suits; otherwise the strongest card of the led suit takes the trick.
  • An Ace is worth 11 points, a Three 10, a King 4, a Knight 3, and a Jack 2. Other cards score no points.

An example at the table

If cups are trumps, even a low cup beats an Ace of coins. If no one plays cups, the strongest card of the led suit wins.

Sources and implemented variant

References for comparing the variant described on Trapoula

Rules on Trapoula

Local traditions can differ. Trapoula tables deterministically apply the variant described on this page; these references support comparison and do not constitute official certification.

These are the rules used in Trapoula matches. Local traditions may use different variants.