Play CardsEscoba — the complete rules

Escoba rules

Escoba — Escoba de 15, "the broom" — is Spain’s great fishing card game, a close cousin of Italian Scopa. You capture cards from the table by combining them with one card from your hand so the values sum to exactly 15, and sweeping the table clean scores the bonus that gives the game its name. These are the complete rules our game enforces, matching cardgames.io exactly.

Players2, 3 or 4 (you vs. computer opponents)
Deck40 cards — Ace (1) through 10 in every suit; courts removed
Object of the gameCapture cards worth points — escobas, card count, coins, sevens and the 7♦ (guindis) — and be the first to end a round on 21 or more points with an outright lead.

Play Escoba free →These are the exact rules the game enforces.

The deck and the deal

Escoba is traditionally played with the Spanish 40-card baraja. Our deck mirrors it with standard cards: Ace through 10 in every suit, with the Jacks, Queens and Kings removed entirely. Every card is worth its face value — the Ace counts 1, the 10 counts 10, nothing is worth more than it says. Diamonds stand in for the Spanish oros (coins), the money suit the scoring cares about.

Each round, the dealer gives every player three cards and turns four cards face up on the table. The rest of the deck sits face down. Whenever all hands empty, the dealer deals three fresh cards to everyone — no new table cards — and this repeats until the deck runs out. The arithmetic always comes out even: after the opening deal the remaining cards divide into exact three-card hands for 2, 3 or 4 players.

The first dealer is chosen at random and the deal passes to the left each round. Play always starts with the player to the dealer’s left and proceeds clockwise.

The dealer’s luck: if the four cards first dealt to the table already sum to 15, the dealer captures all four immediately and scores an escoba before anyone has played. If they sum to 30 — two fifteens — the dealer scores two escobas. Either way, play then begins on an empty table.

How a turn works

On your turn you play exactly one card from your hand. Two things can happen:

  • Capture — if your card plus any set of table cards sums to exactly 15, you take those table cards and your played card into your capture pile, face down. A capture can take one table card or several; the only requirement is the exact total of 15.
  • Discard — if your card cannot make 15 with anything on the table, it is added face up to the table for others to fish.

Capturing is mandatory for the card you play. If the card you choose can make 15, you must capture with it — discarding it to the table is illegal. You are, however, free to play a different card from your hand that has no capture, holding the capturing card back for a better moment. When your card can complete 15 in more than one way, you choose which combination to take.

A capture that takes every card off the table is an escoba — a sweep — worth one point at the end of the round. The next player then faces an empty table and can only discard, which is exactly why escobas hurt so much.

When the deck and all hands are exhausted, the round ends. Whatever still lies on the table goes to the last player who made a capture — a consolation sweep that counts the cards but is not an escoba.

Scoring a round

At the end of each round every player’s capture pile is examined and points are awarded in five categories. A tie in a category means nobody scores it.

Escoba round scoring
CategoryPointsNotes
Each escoba1Every sweep counts, including the dealer’s instant escoba(s) on the opening table
Most cards captured1Tie — no point
Most coins (♦)12 points for capturing all ten diamonds
Most sevens12 points for capturing all four sevens
The guindis (7♦)1Always scores — it is a single card, so it cannot tie

The 7♦ is the most valuable card in the deck: it scores its own guindis point and simultaneously counts toward most sevens, most coins and most cards. A player holding all four sevens scores 2 for the sevens plus 1 for the guindis — three points from one rank.

Winning the game

Round points accumulate across rounds. The game ends when a round finishes with a player on 21 or more points who is strictly ahead of everyone else. If two or more players are tied at 21 or higher, nobody has won yet — another round is dealt and play continues until someone holds the lead outright.

Because scoring only happens between rounds, you can never win mid-round: a great capture puts you in position, but the round must be played to its end before the totals move.

For pacing: the four fixed categories are worth 4–6 points a round (more with the all-coins or all-sevens doubles), plus whatever escobas fall. A dominant round might score 6 or 7; a typical game reaches 21 in four to six rounds, so every category point you concede roughly buys your opponent a round of tempo.

Edge cases & fine print

The exact rulings our game applies where table rules often get fuzzy:

  • The mandatory capture binds the card, not the hand. You are never forced to play a particular card — only forced to capture with whichever card you do play, if it can. Keeping a dangerous card in hand by playing a harmless one is legal and often correct.
  • Exact fifteens only. A capture must total exactly 15 — you cannot take fewer cards than the sum requires or "overpay". If your 10 faces a table of 2 and 3, you must take both (10+2+3), never just one of them.
  • Multiple combinations: you pick one. When your card completes 15 several ways, you capture exactly one combination of your choosing; the rest stay on the table.
  • The opening-table escoba is real. A first table summing to 15 hands the dealer an instant escoba (30 sums to two), all four cards included — before a single card is played.
  • The final sweep is not an escoba. The last capturer takes the leftover table cards when the deck runs out, and they count for cards, coins and sevens — but clearing the table this way scores no escoba point.
  • Ties score nothing. Equal card counts, equal coins or equal sevens between the leaders means the category point is simply not awarded that round.
  • A tie at 21+ plays on. Reaching 21 is not enough — you must end a round strictly ahead. Tied leaders trigger another round, however high the scores climb.

Variants and house rules

Our game plays the cardgames.io ruleset above. Around the world you will meet these variations:

  • Scopa — the Italian ancestor captures by matching a single card’s value (or a sum equal to the played card) rather than building to 15, and scores a settebello (7 of coins) and primiera instead of sevens. Different game, same soul.
  • Different targets — some tables play Escoba to 15 or 30 points instead of 21. We play first to 21 with an outright lead.
  • Spanish deck values — with a real baraja the sota, caballo and rey count 8, 9 and 10. Removing our courts and keeping the 8-9-10 spot cards makes the arithmetic identical.
  • No dealer escoba — some house rules redeal an opening table that sums to 15 instead of awarding it to the dealer. We play the dealer’s instant escoba (and two for 30).
  • Team play — four players sometimes play as two partnerships pooling captures. Ours is every player for themselves at 2, 3 or 4 seats.

Frequently asked questions

Can you discard a card that could capture in Escoba?

No. If the card you play can combine with table cards to sum 15, the capture is compulsory — the game will not let you lay it on the table. The legal way to hold a combination back is to play a different card from your hand that has no capture.

What happens when the deck runs out in Escoba?

The round ends after the final three-card hands are played, and whatever remains on the table goes to the last player who made a capture. That final sweep counts toward cards, coins and sevens, but it is not an escoba.

Can the dealer score before anyone plays a card?

Yes — if the four cards dealt face up to the table sum to exactly 15, the dealer captures all four at once for an escoba, and if they sum to 30 the dealer scores two escobas. Play then begins on an empty table.

What if two players tie for most cards or most coins?

Nobody scores that category. Ties in most cards, most coins and most sevens all award zero points that round — only the guindis point is tie-proof, because a single card can only be in one pile.

How many points do you need to win Escoba?

You must finish a round on 21 or more points while strictly ahead of every other player. Reaching 21 in a tie settles nothing — another round is dealt, and the game only ends when one player holds the outright lead at a round’s end.

Can you capture three or more cards at once in Escoba?

Yes — a capture is any set of table cards that sums to 15 together with your played card. Playing an ace onto a table of 2, 4 and 8 takes all three (1+2+4+8 = 15). Big multi-card captures are how the cards point is won.

Why are there no face cards in Escoba?

The game comes from the Spanish 40-card baraja, which has no 8-to-10 gap and no separate court values in Escoba’s counting — everything is worth its number. Our deck keeps ranks Ace through 10 in all four suits and drops the Jacks, Queens and Kings so every card counts its face value.

Who deals in Escoba and does the deal rotate?

The first dealer is random; after each round the deal passes one seat to the left. Dealing matters: the dealer risks gifting the table an opening 15, but also enjoys acting last in each three-card cycle, which often means collecting the round’s final capture and the leftover table cards.

Related rulebooks

Last reviewed 2026-08-05 · play Escoba online free