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Scala 40 Rules: Melds, Opening with 40 and Going Out

Scala 40 is an Italian rummy for 2–4 players with two decks and four jokers (108 cards). Everyone gets 13 cards. On your turn you draw (or take the top discard if you can use it at once), lay down melds and discard one card. Your first lay-down must add up to at least 40 points; after that you can add cards to any meld on the table. You win the hand by getting rid of all your cards, and the others score penalty points. Reach 101 and you are out.

Play Scala 40 free

The deal and the goal

Shuffle two 52-card decks with four jokers (108 cards). Deal 13 cards to each player, turn one card face up to start the discard pile and leave the rest as the stock. The goal is to empty your hand: you do it with melds and a final discard. Whoever goes out scores 0 for the hand; everybody else scores penalty points, and a player who reaches 101 is out of the game. The last player standing wins.

A turn

  1. Draw the top card of the stock, or take the top discard if you can use it right away (see below).
  2. Meld: lay down sets and runs, add cards to melds already on the table.
  3. Discard one card face up. If your hand is empty after melding or discarding, you go out.

Sets and runs

A meld has at least 3 cards. A set is 3 or 4 cards of the same rank in different suits; a run (a *scala*) is 3 or more consecutive cards of the same suit.

7♠︎♠︎7♥︎♥︎7♦︎♦︎
A set: same rank, different suits.
5♦︎♦︎6♦︎♦︎7♦︎♦︎8♦︎♦︎
A run: consecutive cards of one suit.

The ace is low or high, never both: A-2-3 and Q-K-A are valid, K-A-2 is not.

Q♠︎♠︎K♠︎♠︎A♠︎♠︎
Q-K-A works; K-A-2 does not.

Jokers

A joker is wild and stands for any card, but a meld can hold only one joker. The 2s are ordinary cards. You can swap a joker out of a meld by laying the real card it stands for in its place; you take the joker and must use it in a meld that turn.

Opening: the 40-point rule

Before you can add to the table you must open with melds worth at least 40 points in a single turn. Cards count: ace 11 (or 1 in A-2-3), 2–9 their face value, 10, J, Q, K 10 each; a joker counts as the card it replaces.

K♣︎♣︎K♥︎♥︎K♦︎♦︎Q♠︎♠︎Q♥︎♥︎Q♦︎♦︎A♣︎♣︎A♥︎♥︎A♦︎♦︎A♠︎♠︎
30 + 30 + 44: more than enough to open.

Cards you lay in the opening turn do not have to be one meld: three sets of 10s and aces are a fast way to reach 40.

After opening

  • Add cards to any meld on the table, yours or an opponent's.
  • Lay down new melds.
  • Swap a joker for the real card.
  • You may not go out before you have opened.

Taking the discard

You may take the top discard instead of drawing only if you can use it immediately: to open (it must be part of your opening), or, once you have opened, to make a meld, attach it to a table meld or swap a joker. You must use it before you discard.

Penalties and the end of the game

When someone goes out, every other player adds up the cards left in their hand: ace 11, 10/J/Q/K 10, others their face value, joker 25. A player who never opened pays a flat 100. Totals add up from hand to hand; at 101 or more you are out. The last player left wins. If the stock runs out it is reshuffled from the discards.

Ready to try it? Play Scala 40 against Hops and press Teach me, or read how to play Scala 40 and the strategy guide.

Frequently asked questions

How many cards in Scala 40?

108: two standard decks plus four jokers. Each player gets 13 cards.

What are the opening points in Scala 40?

You must open with melds worth at least 40 points in one turn. Aces count 11 (or 1 in A-2-3), figures and 10s count 10.

Can you add to an opponent's melds?

Yes, once you have opened you can add cards to any meld on the table.

How many jokers can a meld have?

Only one. A joker can be swapped for the real card it replaces.

How do you win Scala 40?

Empty your hand to end a hand with 0 points; a player who reaches 101 penalty points is out and the last player standing wins.

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