Streak 0
Best -
Briscola

Briscola

Italy's favourite card game. Forty cards, three in hand, and no obligation to follow suit — every trick is a choice about which points to spend and which to save.

How to play

Forty cards, four suits. The card beside the deck sets the briscola — the trump suit. You and your rival hold three cards each and draw one back after every trick while the deck lasts.

The leader plays a card and the follower may answer with anything at all; you never have to follow suit. If a trump is played, the highest trump takes the trick. Otherwise the highest card of the suit that was led takes it, and a card of any other suit simply loses.

Card power runs ace, three, king, queen, jack, then seven down to two. Points are marked in the corner: ace 11, three 10, king 4, queen 3, jack 2, everything else nothing. There are 120 points in the deck and the winner is whoever passes 61; sixty all is a draw. Your score is your win streak.

Tips & strategy

The single fact that shapes every decision is that the three and the ace are worth 21 points between them, and the three sits directly under the ace in power. That means a bare three is the most dangerous card you can hold: it beats kings and queens, but any ace of the same suit — or any trump at all — takes ten points off you in one stroke. Lead it only when you are confident the matching ace is already gone.

Winning a trick is not a cost, it is a recovery. Because the points on both cards go to whoever takes the trick, playing your king to win means those four points end up safely in your pile rather than in your rival's. That flips the usual instinct to hold high cards back. The one thing genuinely worth saving is a trump, since a trump can be spent at any moment of your choosing and never has to be spent at all.

So the discipline is simple: never buy an empty trick with a trump while cards remain in the deck. If your rival leads a bare four and your only winner is a trump, let it go — you lose nothing and keep a card that can take the ace later. Save trumps for tricks that actually carry points, and try to make your rival waste theirs on nothing.

Count the deck. Once it is empty, no more cards arrive, and the last three tricks are played from a hand you can partly deduce: every ace and three you have not seen is still out there. If you hold two trumps at that moment you can usually force both remaining point cards through, which is why late trumps decide close games — the score often swings twenty points in the final three tricks.