One table. A little friendly competition.

Your next hand of Scopa.

Put what you’ve learned into play. Take on the computer, ask for a hint, and find your rhythm. First to 11 points wins.

Setting your table…

Start a fresh match?

Your current deal and match score will be cleared.

A few rules to keep beside you

Choose any card from your hand. If it matches a table card, take one matching card. Otherwise, take a group that adds up to your card’s value. If your chosen card can capture, it must capture; if it cannot, leave it on the table.

A clear table earns a scopa, except on the very last play of a deal. Court cards capture as 8 (Fante), 9 (Cavallo), and 10 (Re). An Ace is 1. After each deal, count most cards, most coins, settebello, primiera, and sweeps. Tied collection categories score no point.

We use the same traditional two-player rules as our lessons. The dealer alternates each deal, and the non-dealer starts. Matches are decided after a complete deal; tied leaders play another. See the full scoring guide.

How the computer plays, and what stays on your device

The opponent weighs captures, coins, the settebello, primiera, and the risk of leaving you a sweep. It uses its own hand and public cards; it cannot inspect your hand or the order of the remaining deck. Optional hints use the same information available to you.

The game runs in this browser. Match state stays in memory; reloading or closing the tab starts fresh. There are no accounts, saved matches, or game-data uploads.