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It is very similar to and probably descended from the Italian game Scopa. The dealer deals four cards to each player and four cards face up in the center.
Traditionally, the deal is in twos: The remainder of the deck is temporarily put aside. After everyone has played their four cards, another hand of four cards is dealt to each player from the remaining cards two at a time , but no more cards are dealt to the table after the first deal.
After these cards have been played there is another deal, and this continues until all 52 cards have been dealt.
The dealer announces "cards" when dealing the last cards. After the last cards have been played, and the hand scored, the deal passes to the left for the next round.
Players may perform two of the above actions only when pairing and combining simultaneously; e. Players with builds on the table are limited in the actions they are permitted to make.
This is described in more detail below. Face cards do not have a denomination in Cassino and are not available for building.
The face-cards may only be paired one at a time; if there are two queens on the table, only one queen can be paired up. This removes the possibility of a so-called "orphan" face card remaining and preventing further sweeps.
These cards are given to the last player to take in cards through pairing or combining. It is common for the dealer, if dealt a face-card in the final hand, to hold this until the final play, as they are certain to pair with it.
Under the first type of building, a player may lay one card on top of another if their total equals the total of a card in their hand, and announce that the two cards are built to the total.
For example, a player may build a 2 onto a 7 and announce "building nine," provided they have a 9 in their hand.
The two cards cannot be split up for pairing or combining and are treated as a single nine. Builds of this type may be taken in by any player by pairing.
Any player may also continue to build on a build, for example, a seven build could be built to nine by a player with a 2 and a 9.
The player who originally builds may also re-build, but only if they hold all appropriate cards: Under the second type of building, called "multiple building," "natural building", or "double building," a player may lay one card on top of another if their values are the same, and announce that the two cards are built together.
That is, a player can place a 7 on top of another 7, or on top of a 5 and a 2 which have been built to 7, and announce "building sevens," provided that he has a 7 in his hand.
The built cards are gathered only with another 7. As with the first build type, a player must hold the card necessary to gather his build for the natural build to be permissible.
Importantly, the capturing number of a multiple build can never be changed. An optional rule is that, when building in this manner, players may combine other cards on the table, and build in the first manner.
For example, suppose the cards on the table are 2 K 6 5 8, and the player holds a 3 and an 8. They may play their 3 onto the 5 to "build eight" and in the same move "build eights" by gathering the , the 8, and the together onto one pile, taking in all five cards on their next play.
Building exists as a means of protecting cards from being captured by adversaries. The first form of building is a weaker form of protection, and primarily protects cards against combination by mid-to-high range cards.
Natural building is a much stronger protection, and prevents adversaries from taking cards unless they hold a card of specific face value, one of which the builder already knows resides in their own hand.
The value of building decreases significantly as the number of players in the game increases. In a two-player game, one requires only one adversary to be bereft of the necessary cards; in a four-player game, one requires three adversaries to be lacking the necessary cards to steal a build.
As such, building effectively in a two-player game can be very advantageous, but in a four-player game is very difficult.
At least three rule variants exist dictating the actions which may be taken by a player who has a build on the table:. While Hoyle recommends variant 1, all variants are very common in different regions.
The regional variant of this rule in particular should always be checked before play. Which variant is used changes the tactics, particularly in a two-player game.
Under variant 1, the builder has a profound advantage; if they know that their adversary lacks the cards necessary to steal their build, they can often take several cards trailed by their adversary before taking in their build at the end of the round.
The round is over when the stock has been exhausted, and the last deal played. You hold a three, an eight and a ten. You can play your three onto the single five-build and announce "building eight", but you are not allowed to incorporate the two from the table into this build to make it a build of ten.
Example C The table contains a three and a four, built into a seven, and a separate nine. You hold a two and a nine.
You can play your two, combining it with the seven-build to make nine, and at the same time incorporate the nine on the table into the build, converting it to a multiple build and saying "building nine".
Example The table contains a 9-build consisting of a 5 and a 4, and there is also a 3 on the table. You hold a six and two nines.
You can play your 6, combining it with the 3 and the existing build to make a new multiple build of 9. Then on your next turn provided that no one else captured you could add one of the nines from your hand to the build.
Finally, on the following turn, you could capture the whole build with your second nine. Note that when making or adding to a build, you must contribute a card to it from your hand.
You cannot just combine various cards which are already on the table to form a build. Note also that once a build contains more than one card or sets of cards which add to the capturing number, it is a multiple build and the capturing number can no longer be changed.
There is a multiple 8-build of on the table, and there is also a loose 6 on the table. In your hand you have 2, 8, 8, You may add one of your 8s to the build, making , or to add your 2 together with the 6 on the table, making , still with capture value 8.
You cannot use your 2 to change the capture value to When all the cards have been played in the final deal, the last player who made a capture also wins any cards which are left on the table these cards are sometimes known as the residue.
That is why it is important that the dealer should announce "last" when dealing the last cards. Each player or team counts their score based on the pile of cards they have won.
There are eleven possible points in each hand:. Whoever first reaches a total of 21 or more points, over however many rounds it takes, wins the game.
If two people reach the target on the same round, whoever has the higher score wins. If there is a tie, another round is played. Building is the most intricate part of the game, and there are several variations in exactly what is allowed when creating or capturing builds, and many of the card game books are ambiguous on this point.
Some people play by more permissive rules, for example:. Many people play that a Sweep is worth one point. A sweep occurs when a player takes all the cards from the table, leaving it empty and forcing the next player to trail.
Some players call this a clear. When making a sweep, the capturing card is stored face-up in the pile of won cards, so that the number of sweeps can be checked when scoring.
You cannot simply trail a card. Add cards to a single build if you have a card matching the total value. For example, say a player combines a 2 and 6 to make an 8-build.
If you have an Ace and 9 in your hand, you can add the Ace to make a 9-build. You may not trail with the capturing card. Use cards on the table to add to a multiple build.
For instance, say there is a 2, 5, and 10 on the table, and the 2 and 5 are combined into a 7-build. You hold a 3 and a You can play your 3, combining it with the 7-build to make 10, and at the same time, incorporate the 10 on the table, turning it into a multiple build.
It will always remain the same value as declared by the person who created the build. You cannot use cards on the table to add to the value of a single build.
Take in loose cards on the table that add up to the same number as the build. For example, you just made a 9-build and there is a 5 on the table.
Your opponent plays a 4. On your next turn, you can take in the 5 and 4 at the same time you capture the 9-build.
Hand all remaining cards to the last player who made a capture. The game ends after all cards have been played after the final deal.
The cards left on the table after all cards have been played are awarded to the last person to make a capture. Award 3 points to the person with the most captured cards.
If there is a tie for the most number of cards, no one receives points. Sort out the spades while you count.
This indicates a sweep, and each sweep earns the player an additional 1 point. Give 1 point to the person who captured the most spades. The player who captured the most spades gets 1 point.
If there is a tie for most number of spades, no points are awarded. Sort out the Aces, 10 of diamonds, and 2 of spades. Each captured Ace counts as 1 point.
The 10 of diamonds is worth 2 points, while the 2 of spades is worth 1 point. Play several rounds until a player reaches 21 or more points.
If multiple players reach 21 on the same round, the player with the highest score wins the game. If there is a tie, then another round is played.
After each round, the dealer passes the deck to the player on their left to deal the next hand. Not Helpful 0 Helpful 3.
Do I have to drop a card from my hand to end my turn? Answer this question Flag as Include your email address to get a message when this question is answered.
Already answered Not a question Bad question Other. This will capture the matching face card on the table and make you the last player to capture a build, thereby winning you the remaining cards.
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