The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games (138 page)

BOOK: The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games
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cards.

At end of play, either side scores as fol ows:

2 for most cards (unscored if split 26-26)

2 for most swords ( , equivalent to spades)

3 for napula, which is the sequence 1-2-3 ( A-2-3) if the Four is

not held. If it is, napula scores the value of the highest card in

unbroken suit-sequence from the 3 upwards.

1 for mata, i.e. 2 ( 2)

1 for 10 ( T)

1 for Fante ( J) Play up to 51 points.

Cirul a

(2-4p, 40c) Played in Genoa and the Liguria region, usual y in

partnerships.

Deal three cards each and four to the table, and stack the rest face

down. If the table cards include more than one Ace, bury them and

deal again.

If al four table cards initial y dealt total 15 exactly, the dealer

takes them immediately, scores for a scopa, and leaves the next

player to trail. If they total exactly 30, he does likewise and scores 2

scope. The 7 ( 7), if among them, is wild, and represents any

valid count the dealer wishes.

So long as cards remain in stock, deal three more each when al

are out of cards. If, after any such deal or re-deal, a player’s three

cards total less than 10, he may ‘knock’ (bussare), reveal them al ,

and score 3 scope, indicated by turning three captured cards face

up. A player dealt three of a kind at any time may also knock for

10 points. In either case, the 7 (or 7) may be used as a wild card

for the purpose of knocking for a low total or three of a kind. It

must be designated as a particular rank, and then played as such.

For example, if it is cal ed an Ace, it can be used to sweep the

table.

Each in turn plays a card to the table and either captures with it

Each in turn plays a card to the table and either captures with it

or leaves it to trail. Captures are made by pairing or by summing in

the usual way (Fante/Jack counting 8,Caval /Queen 9, Re/King 10).

Capture can also be ef ected by fifteening. For example, a Seven

takes an Eight, or vice versa, or a King takes a Two and a Three (10

+ 2 + 3 = 15).

Given a choice of captures, the player may make any but only

one. It is permissible to trail a card even if it could capture.

An Ace captures al the table cards, but only if there is not

another Ace among them.

Capturing al the table cards is a scopa, and is indicated by

leaving the capturing card face up in the player’s pile of winnings.

At end of play points are scored for won cards as fol ows:

1 for each scopa

1 for most cards (unless tied)

1 for most denari (diamonds) (unless tied)

1 for sette bello 7 ( 7)

1 for primiera (as in Scopa)

5 for scala grande – F-C-R ( J-Q-K)

3 for scala piccola, which is the sequence 1-2-3 ( A-2-3) if the Four is not

held. If it is, scala piccola scores the value of the highest card in unbroken suit-sequence from the 3 upwards.

Capturing al the denari (diamonds) wins the game outright.

Otherwise, play up to 26, 51, or 101, as agreed.

Basra (Ashush)

2 players, 52 cards

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