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Briscola
View on WikipediaItalian playing cards from a deck of Napoletane by Modiano | |
| Origin | Italy |
|---|---|
| Type | Trick taking |
| Players | 2-6 |
| Skills | Tactics, memory |
| Cards | 40 cards |
| Deck | Italian |
| Rank (high→low) | A 3 R C F 7 6 5 4 2 |
| Play | Counter-clockwise |
| Playing time | 25 min |
| Chance | Medium |
| Related games | |
| Brisca • Calabresella | |
Briscola (Italian: [ˈbriskola]; Lombard: brìscula; Sicilian: brìscula; Neapolitan: brìscula) is one of Italy's most popular games, together with Scopa and Tressette. A little-changed descendant of Brusquembille, the ancestor of briscan and bezique,[1] Briscola is a Mediterranean trick-taking ace–ten card game for two to six players, played with a standard Italian 40-card deck.
The game can also be played with a modern Anglo-French deck, without the eight, nine and ten cards (see Portuguese variations below). With three or six players, twos are removed from the deck to ensure the number of cards in the deck is a multiple of the number of players; a single two for three players and all four twos for six players. The four and six-player versions of the game are played as a partnership game of two teams, with players seated such that every player is adjacent to two opponents.
The cards
[edit]
The traditional Italian-suited pack used for briscola consists of forty cards, divided into four suits: coins (Italian: Denari), swords (Spade), cups (Coppe) and batons (Bastoni). The values on the cards range numerically from one through seven, plus three face cards in each suit: knave (fante), knight (cavallo), and king (re). The knaves depict a man standing. The knight is on horseback. The king wears a crown. (Played with a French deck, queens take the place of knights or knaves.) To determine the face value of any numeric card, simply count the number of suit icons on the card. The ace card of coins is usually a type of bird with a circle in the middle.
Below is a table identifying card rank and point values. Unlisted cards have no point value, and are ranked in descending ordinal value, from seven to two. Note, however, the odd ranking of the three.
| Cards, by rank | Point value |
|---|---|
| Ace (asso) | 11 |
| Three (tre) | 10 |
| King (re) | 4 |
| Knight (cavallo) | 3 |
| Jack (fante)
also called woman (donna) |
2 |
In total, a deck has 120 card points. To win a game, a player must accumulate more points than any other player. If two players (teams) have the same number of points (60) another game is played to determine the winner.
Play
[edit]After the deck is shuffled, each player is dealt three cards. The next card is placed face up on the playing surface, and the remaining deck is placed face down, sometimes covering half of the up-turned card. This card is the briscola, and represents the trump suit for the game. Before the game begins if a player has the deuce of trumps they may retire the briscola. This move may only be done at the beginning of the game or first hand. Before the first hand is played (in four player game), team players may show each other their cards. Deal and play are anti-clockwise.
The player to the right of the dealer leads to the first trick by playing one card face up on the playing surface. Each player subsequently plays a card in turn, until all players have played one card. The winner of that trick is determined as follows:
- if any briscola (trump) has been played, the player who played the highest valued trump wins
- if no briscole (trumps) have been played, the player who played the highest card of the lead suit wins
Unlike other trump card games, players are not required to follow suit, that is, playing the same suit as the lead player is not required.
Once the winner of a trick is determined, that player collects the played cards, and places them face down in a pile. Each player maintains their own pile, though the four- and six-player versions may have one player collecting all tricks won by his partners. Then, each player draws a card from the remaining deck, starting with the player who won the trick, proceeding anti-clockwise. Note that the last card collected in the game should be the up-turned briscola. The player who won the trick leads to the next.
Scoring
[edit]After all cards have been played, players calculate the total point value of cards in their own piles. In partnership games, the partners combine their points. 61 card points are needed to win and 60-all is a draw.[2] Briscola is usually played for the best of 3 or 5 games,[2] however, Pennycook records a variant whereby 1 game point is scored for a simple win, 2 for scoring 91 or more and 3 for scoring 120, regardless of whether or not all tricks are taken. Games is then 12 points.[3]
In a three-hand game, if two players score over 40, they each score 1 game point. If only one player achieves this, that player scores 2 game points. A player taking 120 card points gets 3 game points. If there is a three-way tie for 12 points, play continues until one has a lead. If there is a two-way tie, the third player drops out and play continues as a two-hand game.[3]
Alternatively, when four play, game may be set at 121 or 151 card points; thus played over at least 2 deals.[3]
"Conquista" or black hand
[edit]This is a popular add on to the game, which originated in the Italian version of "briscola" but has been widely accepted in the Spanish version of brisca. La conquista ("The conquest" in Spanish language) is also known as mano negra or sota negra ("black hand" or "black jack") in Spanish brisca. The black hand is defined as when a player automatically gets in his hand the king card, 3 and 1 card of the chosen "briscola". When those three cards are gathered by the player, they are shown to the opponent and the game is automatically won in spite of the points that the opponent has gathered throughout the game which might or not have exceeded the player's points.[2]
Signalling
[edit]In four- and six-player variations a system of signaling is often allowed between members of the same team. In this variant, the first round is played without speaking, and on all subsequent rounds, players are permitted to signal their partners and attempt to signal without the other team noticing. A common system of signaling is as follows:
- Ace – stretch the lips over the teeth or purse lips
- Three – wink or distort the mouth to one side
- King – glance upwards or raise eyebrows
- Knight – shrug one shoulder
- Knave – show the tip of the tongue or lick your lips
- Threes or aces outside of the briscola suit – quickly open and close your mouth[4]
Variations
[edit]There also exists a variation whereby the three, is ranked as a three (i.e. a four can beat it) but maintains its status as worth 10 points. However, as mentioned, this is a variation and not standard rules.
In some parts of Italy (located mainly in Piedmont and Sardinia), the three as the second most valuable card is substituted by the seven, like in Portuguese Bisca (see below).
Briscolone
[edit]Briscolone is a two-player variant whose rules vary slightly. Examples include:
- Players are dealt 3 cards each as normal. Game is 121 or 151 points and there are no trumps. In the last 3 tricks, players must follow suit and head the trick if able.[3]
- Players receive 5 cards instead of 3. There are no trumps. Game is 121 or 151. There is often an additional rule that players are required to follow suit.[5]
- Players are dealt 5 cards. The first card played is a trump. Players need not follow suit.[6]
The name is sometimes given to the five-player variant below.
Briscola chiamata
[edit]Briscola chiamata (English: declared briscola) sometimes also called briscolone, although that is the name of a two-player variant (see above), is the five-player version of briscola. Every player is dealt eight cards, so that no cards remain undealt. Then the bidding phase begins, the purpose of which is to decide the trump suit (Briscola) and to form two uneven groups that will play against each other.
In one variant, each player, starting from the dealer's right and proceeding counter-clockwise, bids on progressively lower card values, according to the peculiar sorting of cards used in the game. Thus, if the first player bids on a Three, the second player can only bid on a king or lower. If a player bids on a Six, the next player can only bid on a Five, Four or Two. Bidding continues until all but one player have passed in a round. This remaining player has then "won the bid" and therefore gets to declare the Briscola, i.e. the trump suit. If they had bid on a Three, for example, they could choose "Three of Cups": the trump suit will be Cups, and the holder of the "Three of Cups" is determined to be the declarer's partner, though if the player holds that card themselves they will play with no partner.
In another variant, bidding proceeds in the same fashion, but players declare how many points they will score (61 or more), if someone declare 120 points he may call two cards. A player may pass, and hence cannot bid again in that game. The bid represents the number of points that player believes they are capable of accumulating. In this variant, whoever declares the trump suit also declares a specific Briscola card (example, the "Ace of Cups" if Cups was the declared Briscola) and the holder of this card is then determined to be the declarer's partner, however, they can not openly declare this and their identity is only conclusively revealed when the named card is played.
The two variants can be combined. Most commonly, the bid starts as in the first system but a bid of Two can be beaten by a bid of "Two with 65 points". Alternatively, any player can "force" the bid and ask subsequent players to keep the same card but increase the score. This is useful whenever a player has low-value cards such as a Two or Four in their strongest suit.
In both systems the declarer can declare the highest Briscola card they do not already hold in the hopes of creating the strongest combined hand with their partner, but can also "bluff".
After the bidding phase, the game proceeds in the same way. First, the remaining three players are partnered with each other, without their knowledge; each player, other than the declarer's partner, acts independently, until it is clear which players are partners. Infrequently, the declarer may declare a Briscola card they already hold (if they feel they have a very strong hand), in which case the other four players are partnered against the winning bidder.
Because of the unique method of declaration and blind partnering in this variation of the game, it is considered to be one of the most entertaining variations of the game. Game strategy is often devised to determine which player is partnered with the declarer, whereas the declarer's partner may devise ruses and decoy strategies to fool the other players, such as not taking a trick, or playing points on a trick that will be won by an opponent.
Scoring
[edit]Briscola Chiamata also features a unique scoring scheme. Each player collects tricks as per the regular version of the game, and counts points collected similarly. Partners, which are known by the end of the game, then combine their points. Game points are assigned as follows:
- if the declarer and partner accumulate card points greater than or equal to the points that were declared after the bidding process
- the declarer earns two game points
- the partner earns one game point
- the other players each lose one game point
- if the declarer and partner accumulate fewer card points than declared
- the declarer loses two game points
- the partner loses one game point
- the other players each earn one game point
These points are accumulated after every game. The grand winner is the player with the most points at the end of the last match. If the declarer calls a Briscola he holds, then the declarer will win or lose four points, and every other player will win or lose one point.
All these scores are doubled if the winning team gets all the 120 points in the deck. This is a very difficult endeavour and is called "fare cappotto". The term sounds mysterious in Italian as fare cappotto means "make a coat". A mythical but likely explanation is that an antecedent of the Briscola game was introduced in Italian ports by Dutch sailors (perhaps derived by klaverjas). In Dutch, when a team has a total victory, they make the adversary "kapot" (in German Kaputt). However Klaverjas is quite a different game, as the trump is chosen automatically and players must follow suit. In briscola, players are free to play any card so the game is more strategic and less mnemonic.
Usually, players determine the number of game points to accumulate in order to declare the grand winner, typically ranging from 10 to 20 points.
Variation
[edit]The main variations were explained earlier in this article. In some variations, when calling a two the declarer can opt to have a "blind" first hand, in the sense that the caller does not announce the suit until the hand has been played. It is rather intriguing to play a hand of briscola without knowing what suit is briscola nor whom one plays with. To further complicate the blind hand, any two played has to be covered (face down). The briscola has to be announced before the cards are turned. The blind first hand can also be restricted to bids that have a score of 62 or higher.
Another variation, this time on the "score bidding" method, is that the declarer can only choose a suit, the called rank being implicitly a two.
There is a now popular variation of the "briscola" game where it is now played with all cards faced up instead of down, with the purpose of not hiding any cards for the benefit of the opponent to see. The players can now see all the opponent's won cards, the current hand and the deck's next card to pick; is it a harder but interesting variation of the popular game.[7]
Briscola scoperta
[edit]The Briscola scoperta (Uncovered Briscola in English) is a variation where the cards are dealt face up to each player. The deck is also upturned so that the first card to be drawn is visible. This variation usually leads to more thoughtful play; remembering which cards have already been played is also very important.
Adriatic variation
[edit]Briškula
[edit]In Slovenia, Croatia and Montenegro, the briscola game is called briškula and it is played predominantly in the coastal region. The game is played with Triestine cards in the normal Italian fashion. There is also a popular variation called briškula Dalmatian style or dupla briškula (double briškula). This variation is exactly the same as the regular Italian game except that each player plays two cards separately during the course of a trick. This variation is used when the game is played by two players, where four cards are dealt to both players and then the player to the right of the dealer leads the first hand (or trick) by playing one card face up on the playing surface. Each player subsequently plays a card in turn, until both have used two cards. The winner of that trick is determined by the normal rules of briscola. When played in couples, briškula uses regular rules, where all players are dealt three cards, and play one card per hand each.
Portuguese variations
[edit]Bisca
[edit]In Portugal, the briscola game is called bisca and it is played with a modern Anglo-French 52-card deck. The 8, 9 and 10 cards must be removed from this deck, though, in order to obtain the 40 cards needed to play. The Kings equal to the Italian-deck kings, the Jacks equal to the knights, and the Queens equal to the knaves (to know the reason why the Jack ranks higher than the Queen, see Latin-suited cards in Portugal). The seven (called bisca or manilha), and not the three, ranks above the face cards. Thus:
| Cards by rank | Point value |
|---|---|
| Ace (ás) | 11 |
| Seven (bisca or manilha) | 10 |
| King (rei) | 4 |
| Jack (valete) | 3 |
| Queen (dama) | 2 |
Sueca
[edit]The Sueca is arguably the most popular game in Portugal, being also very popular in Portuguese former colonies and enclaves such as Brazil, Angola, Mozambique, Goa and Macau. Being a partnership game for four players, also played with 40 Anglo-French cards which rank the same as in Bisca, Sueca can be considered a variation of the 4-player Briscola, where all cards are dealt and players have to follow suit.
Sueca Italiana
[edit]The Sueca Italiana (which means "Italian Sueca", evidencing the origin of the game) or just Italiana is the Portuguese variation of the Briscola Chiamata, also played with an Anglo-French deck. The bidding and card playing phases are identical to the Italian version — Bisca card ranks and values always apply, though — but the scoring system is a bit different.
See also
[edit]References
[edit]- ^ Oxford Dictionary of Card Games, David Parlett, pg. 47 – Oxford University Press 1996 ISBN 0-19-869173-4
- ^ a b c Briscola at pagat.com. Retrieved February 2019.
- ^ a b c d Pennycook (1982), pp. 231–233.
- ^ Bono, Marina. 2010. Giochi di Carte. KeyBook. ISBN 978-88-6176-254-1.
- ^ Briscolone at pagat.com. Retrieved 23 Sep 2021.
- ^ Briscolone at solitariconlecarte.it. Retrieved 31 May 2022.
- ^ "Rules of Card Games: Briscola".
Literature
[edit]- Pennycook, Andrew (1982). The Book of Card Games. London/NY: Grenada. ISBN 0246117567
External links
[edit]- McLeod, John, ed., Briscola, Card Games Website
- Briscola entry on BoardGameGeek
(in Italian)
Briscola
View on GrokipediaHistory and Cultural Significance
Origins and Development
Briscola emerged in Italy during the first half of the 19th century as a trick-taking card game influenced by earlier European traditions.[2] It is widely regarded as a direct descendant of the French game Brusquembille, an early 18th-century trick-taking game documented in sources like the Académie des jeux, which introduced key mechanics such as the prominent role of aces and trumps that influenced Mediterranean variants.[4] This French lineage likely arrived in Italy through cultural exchanges, adapting to local playing card traditions that had been established since the late 14th century.[5] The earliest documented references to Briscola appear in the first half of the 19th century, coinciding with the game's consolidation in various Italian regions.[2] At this time, card designs for Briscola varied significantly by area, reflecting Italy's fragmented political landscape of independent states, with regional suits such as swords, batons, cups, and coins customized in styles from Naples to Lombardy.[5] These variations incorporated possible influences from Spanish trick-taking games like Triunfo, which emphasized trump mechanics central to Briscola's play. As Italy underwent unification in the mid-19th century, Briscola spread more widely across the peninsula, transitioning from localized practices to a more unified national pastime while retaining its core structure.[2] Over time, Briscola evolved into a standardized game played with the 40-card Italian deck, excluding 8s, 9s, and 10s for streamlined trick-taking.[1] Its development has remained remarkably consistent due to an oral tradition of transmission among players, with minimal rule changes despite regional differences in card artwork—such as the use of knights versus queens in northern versus southern Italy.[1] This stability underscores Briscola's enduring appeal, giving rise to larger-scale variants like Briscolone for group play.[1]Popularity in Italy and Abroad
Briscola ranks among Italy's most cherished card games, alongside Scopa and Tressette, and is commonly enjoyed in homes, at local festivals, and during social gatherings across the country.[6] Its widespread appeal stems from its accessibility and strategic depth, making it a staple pastime for players of all ages from north to south.[7] Deeply embedded in Italian culture, Briscola serves as a cherished family tradition passed down through generations, fostering bonds and embodying values of community and clever play. In regions like Sicily, where traditional Sicilian decks are often used, it holds particular resonance as a social ritual during family meals and holidays.[8] Similarly, in Tuscany, the game thrives as a regional custom, frequently played in pairs at village events to emphasize teamwork and wit.[9] The game's reach extended beyond Italy through 19th- and 20th-century migration waves, finding a home among Italian communities in the Americas, including Puerto Rico where it is known as Briscas. Italian immigrants in the United States, for instance, incorporated Briscola into community clubs and family events, using it as a link to their heritage.[10][3] In neighboring countries, variants like Briškula emerged in the coastal areas of Slovenia and Croatia, adapting the core mechanics to local preferences.[1] Portugal also embraced a close relative known as Bisca, reflecting shared Mediterranean influences.[11] In the modern era, Briscola has evolved with digital platforms, featuring numerous online apps and multiplayer modes that connect players globally. Popular applications report millions of users worldwide, enabling casual matches and competitive play against friends or strangers.[12] Tournaments, both in-person and virtual, proliferate in 2025, such as the SAIA Briscola Competition in Australia and community events in Italian diaspora hubs, underscoring its enduring vitality with an estimated several million active players internationally.[13][14]Equipment and Setup
Deck and Card Ranks
Briscola is played with a 40-card Italian deck consisting of four suits: cups, coins, swords, and batons (also known as clubs). The ranks in each suit are the ace (1), 2 through 7, knave (jack or fante), knight (cavalier or queen equivalent), and king. An alternative deck can be formed from a standard 52-card French-suited pack by removing the jokers, eights, nines, and tens, resulting in suits of hearts, diamonds, clubs, and spades with the same ranks mapped accordingly.[1][15] In terms of card hierarchy, the ace ranks highest, followed by the 3, king, knight, knave, and then the numbered cards from 7 down to 2. This order applies both to the lead suit in tricks and to the trump suit, where any trump card outranks all cards of other suits.[1][15] Only certain cards carry point values, which are tallied at the end of each hand to determine the winner. The ace is worth 11 points, the 3 is worth 10 points, the king 4 points, the knight 3 points, and the knave 2 points; all other cards (2 and 4 through 7) are worth 0 points. The full deck thus contains a total of 120 points, with 30 points per suit.[1][15] The trump suit, known as the briscola, is determined by the suit of the card turned face up after dealing; any card of this suit outranks all others regardless of rank or led suit.[1][15]Players and Dealing
Briscola is typically played with 2 to 6 participants, though the most common configuration is 4 players divided into two fixed partnerships, with partners sitting opposite each other across the table.[1] Solo play is possible for 2 or 3 players, or in teams of 3 for 6 players, but these formats are less prevalent than the partnership style.[2] The dealer, chosen randomly for the first hand and rotating counter-clockwise thereafter, shuffles the 40-card Italian deck and deals 3 cards face down to each player, starting with the player to their left and proceeding counter-clockwise.[1] The dealer then turns the next card face up to establish the briscola suit, which serves as the trump for the hand, and places the remaining deck face down beside it.[2] Play begins with the player to the dealer's right.[1] For 3 players, the deck is adjusted by removing one 2 to create a 39-card pack, ensuring even distribution while maintaining the standard dealing procedure of 3 cards per player. For 6 players, the deck is reduced to 36 cards by removing the four 2s.[2][1] A full game usually consists of the best of 3 or 5 hands, with the overall winner determined by the first to secure the majority.[16]Standard Rules
Trick-Taking Mechanics
In standard Briscola for four players, play proceeds counter-clockwise, beginning with the player to the immediate right of the dealer, who leads the first trick by playing any card from their hand face-up to the table.[1] Subsequent players, in counter-clockwise order, each play one card in turn, with no obligation to follow the suit of the card led; any card from their hand may be played.[1][17] The trick is won by the highest card of the suit led, provided no trumps are played; if one or more players play a card of the permanent trump suit (determined by the face-up briscola card at setup), the highest-ranking trump wins the trick, as trumps outrank all other suits.[1][17] The winner collects all four cards played in the trick and places them face-down in a scoring pile, with no additional capturing mechanics akin to those in related games like Scopa.[1][17] The player who wins the trick then leads the next one, and play continues in this manner.[1] After each trick, starting with the winner and proceeding counter-clockwise, each player draws one replacement card from the face-down stock pile to restore their hand to three cards; this drawing process continues until the stock is depleted, at which point the next player in sequence draws the face-up briscola card, and subsequent tricks are played without further draws until all hands are exhausted.[1] With a 40-card deck, this results in a total of 10 tricks per deal.[1] The cards captured in tricks contribute to scoring based on their point values, such as aces at 11 points and threes at 10 points.[1]Scoring and Winning
In standard Briscola, points are scored exclusively from the values of cards captured during tricks, with the 40-card deck totaling 120 points overall.[1] To win a hand, a player or team must capture cards worth at least 61 points, achieving a majority of the available points; scores below this threshold result in a loss for that side.[1] If the points are exactly tied at 60 each, the hand ends in a draw, which is typically resolved by replaying the hand or treating it as a null result in multi-hand matches.[1] The overall game is decided by winning a predetermined number of hands, often the best of three or five, with the first to reach the required victories declared the winner.[1] In four-player partnership games, teammates combine the points from their captured cards to calculate the team's total for each hand.[1]Strategies and Play Techniques
Basic Tactics
In Briscola, a fundamental tactic involves maintaining a mental record of all cards played throughout the game to track the distribution of remaining high-value cards and trumps in opponents' hands. This memory aids in predicting likely plays and avoiding unnecessary risks, such as leading a suit where an opponent is likely to ruff with a trump. For instance, if several aces and threes have already been captured, players can adjust their strategy to focus on lower-point tricks while conserving resources for confirmed high-point opportunities.[1][18] Since players are not required to follow suit, leading with low non-trump cards, such as 2s, 4s, 5s, or 6s, encourages opponents to play higher cards from the led suit voluntarily or expend trumps to win the trick early. This approach conserves one's own strong cards, particularly the aces (worth 11 points) and threes (worth 10 points), which should be saved for tricks where they can secure maximum value without being overtrumped. By drawing out opponents' resources early, a player increases the chances of winning later tricks uncontested.[18][19] Effective trump management requires using the briscola suit sparingly to capture high-point cards while avoiding waste on low-value tricks. High trumps like the ace or three of the briscola suit are best held for situations where they can overtrump an opponent's lead or win a trick containing an ace or three of another suit. Lower trumps (e.g., 2 through 7) can be played more freely to test the opponents' trump holdings, but overcommitting early diminishes control in the mid-to-late game. Given the lack of a follow-suit requirement, players must decide whether to ruff early to secure points or save trumps to counter potential off-suit plays later.[1][19] In the endgame, after the stock is depleted, the loser of that trick draws the face-up briscola card into their hand, after which play continues without further drawing until all cards are exhausted. Calculating the remaining points becomes crucial for deciding whether to play aggressively or conservatively. If a player estimates that fewer than 61 points remain in the undealt cards—accounting for tracked aces, threes, and other face cards—they may lead strongly to capture them outright. Conversely, if many points are still unaccounted for, a defensive approach preserves trumps to counter opponents' attempts to sweep the board. This phase often hinges on the precise tally of unseen cards to secure victory.[18][1]Signalling in Partnerships
In partnership variants of Briscola, such as the four-player game where teams of two compete, players use subtle signalling to communicate card holdings and intentions to their partner without alerting opponents.[1] These methods enhance coordination for capturing high-point cards and managing trumps, but they must remain discreet to adhere to fair play conventions.[1] Signalling is typically permitted only after the first trick, with visual gestures preferred in many groups to maintain subtlety.[1] Common visual signals focus on indicating possession of key high-value cards, particularly in the trump suit (briscola). For example:- Ace: Purse the lips or stretch them over the teeth to signal the highest trump.[1][19]
- Three: Distort the mouth to one side or wink to indicate this second-highest trump.[1][19]
- King: Glance upwards or raise the eyebrows for the third-ranking trump.[1][19]
- Knight (or Queen): Show the tip of the tongue or shrug one shoulder to denote these mid-high trumps.[1][19]
- Jack (or Knave): Shrug one shoulder or lick the lips briefly for the lowest face card trump.[1][19]