How To Play Scala Quaranta


Scala Quranta is a Rummy type game of Italian origin. It is also often written as Scala 40, with Quaranta being Italian for the number forty. Scala Quaranta is designed to be played for 3 to 6 players each playing independently and uses two standard 52 card decks shuffled together and the addition of four Jokers total (108 cards in all).

The ranking of the cards in the deck are as follows, from highest to lowest; Ace, King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3, 2, Ace. It should be noted that the Ace is considered both high and low, as for purposes of sequence melds that contain an Ace, the Ace can either be the highest card in a meld consisting of the Queen and King, or it can be the lowest card in a meld consisting of three, and two. An Ace can never be part of an "around the corner meld", which is a meld in which a King is on one side of the Ace and a two on the other. Also, for purposes of scoring and determining the value of a player's first meld, each card in the deck has a specific point value, as per the following chart:

Card DenominationPoint Value Left in Player's HandPoint Value Within a Meld
2, 3, 4, 5, 6, 7, 8, 9, 10Value as marked on cardValue as marked on card
Jack, Queen, King10 Points Each10 Points Each
Ace11 Points Each11 Points unless in a sequence meld in which the Ace is the lowest card (i.e. A, 2, 3), in which the Ace then has a point value of 1
Joker25 Points EachPoint Value of card it represents in the meld

Determination of the first dealer and seating positions can be performed in a variety of methods, with draw for high cards a commonly used method. Using this method each player would draw a card from the shuffled deck, and the players take their choice of seats at the table in order of cards drawn from highest to lowest. If multiple players draw cards of the same denomination, those players should discard the cards drawn and redraw, continuing until they draw a card not drawn by any other player. The player drawing the highest card of all is set as the first dealer. After each hand, the role of dealer rotates in a clockwise direction around the table.

Example melds in Scala Quaranta Once the players are seated and the deck has been shuffled and cut, the dealer should then begin dealing the cards in a clockwise direction around the table, starting with the player at his left. He deals the cards one at a time and face-down, continuing until each player has a total of 13 cards. The dealer then places the remainder of the deck in a face-down pile at the center of the pile as the stock. He then removes the top card from the stock and places it face-up next to the stock to start the discard pile. The player to the immediate left of the dealer has the first turn, and the turns rotate around the table in a clockwise direction.

Each turn consists of several actions that a player can take, some mandatory, others optional: Opening meld in Scala Quaranta Opening: Opening is the act of a player making his first meld, which a player does during one of his turns. This first meld a player makes, must consist of legal new melds (one or more) which create a total value in points of 40 or more. Once a player has made this first meld, he may make any additional legal melds (on this or future turns) to the table and add cards to existing melds already on the table. This initial meld may contain one or more legal new melds and may also contain one Joker per meld. This initial meld may not consist of extending any existing melds already on the table.

Closing: Closing is when a player, on his turn, plays all the but the last of his cards, which he then discards leaving him with no cards. This immediately ends the game, and scoring occurs. A player may never Close on his very first turn of the game, but may so Close on his second or subsequent turns, as able.

If during play, a player draws the last card from the stock pile, the discard pile is immediately picked up, thoroughly shuffled and placed face down to start a new stock pile. A new discard pile is thus begun by the current player's discard at the end of his turn.

Once any player Closes, the game immediately ends. The Closing player earns a score of 0, and each other player must add to their ongoing accumulated game score a number of points equal to the total card points for all cards left in their hand (regardless of whether they can form legal melds or not). If any players score, after calculation of the points at the end of the hand, exceeds 100, that player must then drop from the game, with the game continuing with the remaining players. The entire game continues until there is just one player remaining, who is declared the overall game winner.

       


Variations and Optional Rules


Classic Rules: In some of the printed rule sets for this game, there is an additional stipulation placed on sequence melds. This stipulation states that no sequence meld may contain greater than five cards. However, a player who would cause the meld to so extend beyond five cards may add his necessary card or cards and split the meld into two different melds, each of less than five cards, if the split melds still form legal melds.

First Player Draw: Some players allow the first player, on his first turn, may take the first, top card of the stock, even if he is unable to use it immediately in a meld and despite the fact that he has not yet opened.

Opened and Closed: Many players add a rule in which a player, if he Opens and Closes on the same turn, the scores accumulated by all the other players on that hand are doubled.

Penalty for No Open: Another optional rule that is sometimes adopted by players of Scala Quaranta is that any players who failed to Open before another player closes receive a fixed 100 point penalty rather than the total number based on the points in the player's hand.

Rumino: Rumino is another Italian Rummy type game, similar to Scala Quaranta. However, it is believed Rumino was developed by Italian Immigrants to the United States in the 1940's, after they merged some of the rules of Scala Quaranta with the distinctly American game, Gin Rummy. This game is also known as Ramino and Rumina.

Similar to Scala Quaranta, Rumino is played using two standard 52 card decks with the addition of four total Jokers. Rumino features play by two to six participants with each player playing independently. The ranking of the cards in Rumino is as follows (from high to low): King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3, 2, Ace.

The four Jokers in the deck are wild cards and can thus be used to substitute for any other card in a valid meld. A meld may contain any number of Jokers.

Determination of first dealer is usually performed by drawing cards from a shuffled deck. The player drawing the highest card (tying players draw again) is set as the first dealer. Thereafter, after each hand, the role of dealer rotates in a clockwise direction around the table.

After the shuffle and cut, the designated dealer than begins dealing the cards, one at a time, and face down. He starts with the player at his left and continues in a clockwise direction until each player has a total of seven cards. He then places the remaining cards in a face-down pile on the table and slightly spreads this stack in an extended pile formation. He takes the top card from this stock and places it face-up next to the stock to start the discard pile. The player to the immediate left of the dealer starts the hand with the first turn, and thereafter the turns rotate around the table in a clockwise direction from player to player.

Like in most Rummy type games a player attempts to form his hand into legal melds. However, in Rumino, as with Gin Rummy, the player retains the melds in hand and does not play them to the table. The following are the legal melds in Rumino: A player usually starts each turn by drawing a card from the stock. He may opt to draw either the top, face-up card of the discard pile or the top face-down pile from the stock, adding the card to his hand.

Instead of drawing on his turn, however, a player may elect to knock, if he so chooses (and is able). To knock a player must be able to form the majority of the cards in his hand into legal melds, and the remaining cards in the hand must have a total point value no greater then seven. The player does this by either rapping with his knuckles on the table or stating as such. If a player thus legally knocks on his turn, the hand immediately ends and scoring for the hand begins. Each player (including the knocker) then places all his legal melds face-up on the table. He then adds the values for all the remaining unmeldable cards (called deadwood) in his hand. Each player then adds this total of unmeldable cards to their current ongoing game score. The following chart shows the value of each card in the deck for these unmatched cards:

CardPoint Value
Ace1 Point Each
2, 3, 4, 5, 6, 7, 8, 9, 10Value printed on card
Jack, Queen, King10 Points Each
Joker10 Points Each

A player may never knock on his very first turn of each hand.

If a player manages to match all seven cards in his hand (called Going Gin), the player thus Going Gin is entitled to subtract 10 points from his current ongoing score, and each of the players must add the points from their unmeldable cards as normal. The player announces this by shouting "Gin" or "Ten Less". If the same player manages to go Gin on the three first three consecutive hands of a game, that player is automatically declared the entire game winner.

If a player manages to collect a Rumino (see above) he immediately announces this, shouting "Rumino" and immediately wins not only the current hand, but the entire game. Similarly, if a player has all but one card in forming a valid Rumino, and another player discards the needed card, the player can, even if not his turn, announce "Rumino" take the card and show the hand to win the game.

The last action of a player at the end of his normal turn is to discard a card from his hand to reduce his hand back to seven cards. He selects any card from his hand and places it face-up on the top of the discard pile.

If, at the end of any hand, one or more players have a score exceeding 100 points, those players must then drop from the game. The last player remaining, with a score under 100 is declared the overall game winner.

After each full game, the winner of the last game is first dealer to start the next game.

Chinchón: Chinchón is a game from the Rummy family which is very popular in Spain, Argentina, and Cape Verde. Chinchón is also commonly played under the name Txintxon. The game has some similarities to other Rummy type games such as Gin Rummy and has the same end goal. Unlike that game, however, Chinchón uses a 40 card Spanish pack. Thus, traditionally the game is played using this Spanish suited deck. This deck contains cards in four suits (coins, glasses, batons, and swords) in each of the rankings of Ace, 2, 3, 4, 5, 6, 7, Jack, Knight, King. If such a deck is not at hand, it can easily be played using a reduced standard deck. To create this deck, remove all cards in the ranks of 8, 9, and 10 from a standard 52 card deck. The ranking of the cards in this deck would then be as follows (from highest to lowest); Ace, King, Queen, Jack, 7, 6, 5, 4, 3, 2. It should be noted that, for the purpose of sequences, the Jack is directly next in sequence after the 7 using this Spanish deck. The standard game of Chinchón is designed for play by 2, 3, or 4 players.

Determination of seating positions and first dealer can be performed using a variety of methods, with draw for high cards a common method. Using that method each player draws a card from the shuffled deck, with players then taking a remaining seat of choice at the table in order of cards drawn from highest to lowest. The player drawing the highest card of all will be the player who has the first turn, and the player to his immediate left, is set as the first dealer. The player having the first turn is called the "hand" or "mano".

Middle sequence meld in Chinchon
It should be remembered that, for the purposes of sequences in Chinchón, Jack is the next highest card after seven.
Once the players are seated, the dealer then thoroughly shuffles the cards and offers it to the player at his left to cut. After the cut, the dealer then begins distributing the cards in a counter-clockwise direction around the table, starting with the player at his immediate right. He deals the cards one-at-a-time and face-down until each player has a total of seven cards. After each player has been dealt the requisite number of cards, the dealer then places the remaining cards of the deck in a face-down pile in the middle of the table as the stock, and then turns over the top card from the stock and places it beside the stock to start the discard pile.

The player at the immediate right of the dealer (hand) has the first turn, and the turns then rotate around the table in a counter-clockwise direction from player to player. On a players turn he then takes several actions: The game continues with these actions turn by turn and player by player until one player opts to Close (by knocking on the table), which ends the hand and begins the scoring.
A player can knock with a count of five or less
A player is entitled to knock (or Close) once they have a deadwood count from unmatched cards in their hand of 5 points or less.
There are two potential endings for the hand. Either the Closer ends the game by melding all seven of his cards, and having no unmatched cards (after his discard) or the Closer has one or more unmatched cards still in hand (totaling 5 or less points).

If the player Closes and manages to match all seven of his cards (called Chinchón), that player is entitled to subtract 10 points from his ongoing game score. Each other player must then also lay down their own full melds, and must then add to their score a number of points equal to the total point value in unmatched cards remaining in their hands. These players may not lay off cards on any other player's combinations, including those of the Closer. If the Closing player manages to form a combination of exactly seven cards all in sequence of the same suit, that player immediately wins the entire game, regardless of his current score or that of any other player.

If the Closing player has one or more unmatched cards remaining in his hand, that player must add to his current score a number of points equal to the point sum total of all his unmatched cards. Each other player in turn, starting with the player to the immediate left of the Closer then lays their own legal combinations face-up on the table. That player may also extend cards from their hand on the Closers melds if any cards from their hand can legally be played on those melds. The total point value of any unmatched cards in that players hand are then added to that player's ongoing game score.

Once a player knocks the remaining players each, in clockwise rotation around the table, starting with the player next in turn from the player who Closed, then places their legal combinations on the table and is also normally entitled to add any cards to extend melds from the Closer, if able. He then replaces the If the player who Closed manages to meld all seven of their cards on the table, that player is entitled to subtract ten points from his current ongoing game score.

The point values for each of the cards left in the player's hands, for purposes of contributing to a player's score are as follows:

CardPoint Value
Ace1 Each
2, 3, 4, 5, 6, 7Value as Marked on Card
Jack8
Queen9
King10

If the last card of the stock is drawn, all but the top card from the discard pile (which is left in place) is thoroughly shuffled and turned over face-down to start a new stock pile.

Once one or more player reaches or exceeds 100 points the game immediately ends and the player with the lowest total game score is declared the winner.

Two Jokers can be added for the game of Chinchon Variations of Chinchón: As this game is played in a wide variety of locales it is no surprise that a number of variants of the game are found. The following are some of the common variant rules which are often encountered: La Conga: La Conga, or sometimes just "Conga" is a form of Chinchón which is most commonly played in and around the country of Uruguay. The game is played almost identically to standard Chinchón with the following differences: A popular optional rule with Conga is the ability for a player to reenganche (return). This rule allows each player, the first time his score reaches or exceeds 100 points, to reenter the game. The reentering player's score is reset to the highest remaining player's score in the game (that is still under 100). Each player has the opportunity to so reenganche one time.

In all other aspects La Conga is played identically to Chinchón.

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