Play Cards
Scala 40 - the complete rules

Scala 40 rules

Scala 40 (Scala Quaranta) is Italy's standard rummy: two decks plus jokers, a 40-point gate before you may touch the table, melds that belong to everyone, and a score where points are bad - 101 eliminates you. This rulebook spells out exactly how our two-player game plays.

Players2 (you against the computer)
DeckTwo 52-card decks + 4 jokers = 108 cards
Object of the gameMeld sequences and sets, open with 40 points in one turn, and close by discarding your last card - the closer scores zero while everyone else counts the cards left in hand. Stay under 101 points to survive.

Play Scala 40 free →These are the exact rules the game enforces.

Cards, deal and values

Each player receives thirteen cards; the rest forms the stock, with one card turned up to start the discard pile. A turn is draw one, meld optionally, discard one.

Card values (melding and hand penalties)
CardPoints
2 - 10Face value
J, Q, K10 each
Ace11 (but 1 in an A-2-3 sequence)
JokerThe card it represents; 25 caught in hand

Melds: sequences and sets

  • Sequences: three or more consecutive cards of one suit. The ace sits below the two OR above the king - K-A-2 is illegal - and a sequence with a joker can reach fourteen cards.
  • Sets: three or four cards of one rank in different suits - 9♥ 9♥ 9♦ is not a set.
  • Each meld holds at most one joker, whose identity is fixed the moment it lands: its position in a sequence, or the declared missing suit in a set.
  • A card can never belong to two melds at once, and sequences are never split.

Opening with 40

Your first meld - or several put down together in one turn - must be worth at least 40 points, counted from the new melds alone. Until you have opened you may not extend table melds, may not take from the discard pile, and may not discard a joker or any card that fits a meld on the table.

The open table

  • Melds belong to nobody: any opened player extends any sequence at either end, or adds the fourth suit to any set of three.
  • Hold the real card a table joker represents? Swap it in and take the joker into your hand to reuse or keep.
  • You may take the top discard instead of drawing - but only once opened, and only by melding it immediately. It can never stay in your hand or be re-discarded.
  • When the last stock card is drawn, the discard pile is shuffled into a new stock.

Closing and scoring

Closing means discarding your final card. Melding your whole hand with nothing left to discard is illegal, and nobody may close until every player has completed one full turn. The closer scores zero; the opponent adds the value of every card still in hand to their running total. Reaching 101 points loses the match.

Frequently asked questions

Can my opening include cards added to my opponent's melds?

No. The 40 points must come entirely from NEW sequences and sets out of your own hand, all in the same turn. Extending table melds only unlocks after you have opened.

Can a sequence contain two aces?

Not the same suit twice, and an ace can never sit in the middle - but a full 14-card sequence (ace low to ace high with a joker) is legal, using the two different copies of the ace.

What happens to the joker's value when I reclaim it?

The meld keeps its value through the real card you swapped in; the joker becomes a normal wild card in your hand again - and a 25-point liability if you are caught holding it.

Why can't I discard this card?

You have not opened yet, and the card either is a joker or fits a meld on the table - both are protected discards before opening. Open with 40 and every discard becomes legal.

Who wins if we both stay under 101 forever?

Hands keep being dealt and every closed hand adds points to the loser of that hand, so someone always crosses the line eventually - there is no draw in Scala 40.

Related rulebooks

Last reviewed 2026-08-22 · play Scala 40 online free