<h2>Introduction</h2> <p> The Ludo is played with 4 players, each one plays it by themselves. An own game board is used, together with a six sided dice and 4 sets of 4 pawns, where each set is of a different color. Each player uses one of the set pieces’ to play. </><h2>Game Board</h2><p>The Ludo Game Board has 72 places in all, besides the 4 initial areas and 4 ending areas. These areas have different colors that are the same as the pawns. Between the 72 places, 20 of them are part of the 4 final sets that are also the same color. This way, each player has an initial area and a final line and a final place. </p><h2>Game Match</h2><p>Each player starts with the four pawns in the initial places that are setted in the initial areas. The match is played in individual shifts, and after each shift the turn is passed to the next player clockwise (to the player on the left of the player of the time). The player that starts the game and plays the first shift is raffled. </p> <h2>Objective</h2> <p>The objective of the player is to conduct all their pawns through the game board from the initial areas until the final areas of their color.</p><h3>Shift</h3><p>In a Ludo’s shift, the player of the time receives the dice and throws it. The dice’s result determinates which movements are possible to do in this shift. After they move one of their pawns (if it is possible), he passes the turn to the next player. </p><p>Some situations allow that the player plays extra turns. The extra shift is played the same way, that is, the player throws the dice and makes the move. A lot of extra shifts can occur after, if the player fulfills the conditions. </p><h3>Leaving the Initial Area</h3><p>The player can not move freely a pawn if it is not in the initial place. They need to take 6 in the dice to do that. </p><p>In case the player takes 6 in the dice, they can take off one of their pawns that are in the initial area and move to the entrance of their color. This place of entrance is colorful and is close to the initial area. The pawns that get in this place are able to move through the game board in future moves. This movimentation ends your turn. </p><p>In case the result of the dice doesn't be 6 and all their pawns are in the initial area, they don’t have valid moves, and have to pass the turn. That occurs frequently in the beginning of the game, when all the players are with their pawns in this area. </p><h3>Taking 6 in the dice</h3><p>During all the game, everytime a player takes 6 in the dice, they receive an extra turn, after their movimentation. As a consequence, everytime a player puts one of their pawns in the entrance place, they can play another turn after that. </p><p>In case the player takes 6 three consecutive times, they pass the turn immediately, and don’t move any pawn. </p><h3>Movimentation</hh3><p>In case the player one or more pawns is able to move through the game board, they can use the result of the dice to move any of it. To make it, they have to choose an able pawn and move it in the clockwise way of the game board through an amount of places exactly the same as the dice’s result. This movimentation ends up their turn. </p><p>In your movimentation, the pawn can pass freely through any place and gets into their destiny place (determinated by the result of the dice), independently of the numbers of pawns that are in that place. This way, there’s no limit to the number of pawns that a place can contain and there’s no barriers in the movimentartion. </p><h3>Capture</h3><p>A capture occurs when a pawn of a player ends their moves in a place where only exists a single pawn and its pawn is of an adversary player. When it occurs, the adversary pawn returns to their initial place of its respective color, and the player that made the capture receives an extra shift. </p><p>The captured pawn must be in the destiny place that is moving, and not through the way. Therefore, to capture a pawn the player has to take in the dice an exact number as the distance between their pawn to the adversary pawn. </p><p>In case the player captures a pawn after taking 6 in the dice, they receive two extra shifts : one shift for the 6 in the dice and another for the capture. </p><h3>Safe Places</h3><p>Some places protect the pawns that are in it and prevent their capture. Are they: places close to the entrance of each player (close to the initial areas) and the places with a symbol of a star. </p><p>In this places, even if a pawn is alone, it can not be captured. This way, if a player moves another pawn to this place, both adversaries' pawns stay together in this place. </p><p> The entrance places of each player prevent the capture of any pawn, not only pawns of the same color. This way, they are safe for any player. The same is for the places with a star. </p><h3>Final line</h3><p>Each player has a final line of their own color, composed of 5 colorful places. This line works as a bridge that links the simple places of the game board with the final area of the player. </p><p>The places of the final line can only be accessed for the pawns of its respective player. A pawn can get in this line only by the place next to it that is farest of the center of the game board, that is reached after the pawn gives almost a complete round through the game board. No pawn can pass the entrance of the line of the same color and give a complete round in the game board. </p><p>As the only pawns that can enter in the final lineare the pawn of its respective color, the final line places are automatically safe.</p><h3>Final Area</h3><p>To put a pawn in the final area, the player has to take a result exactly the same as the distance between their pawn and this area. In case they reach this result, they can move their pawn til the area and end up their turn. Done this, this pawn came into its destiny and can not be moved until the end of the game. </p><p>In case the result of the dice is bigger than the distance between the pawn and the final area, this pawn cannot be moved.</p><p>Every time that a player comes with one of their pawns in the final area he receives an extra shift. In case the player does that after taking a 6 in the dice, he receives two extra shifts: one for the 6 in the dice and another for the final area. </p><h3>End of the game</h3><p>The game’s end when a player comes with all their 4 pawns in the final area. This player is the winner. At GameVelvet, the order of classification of the players is determined after the check of points. </p><h2>Score</h2><p>The score of each player is calculated based on how far they are from the initial area their pawns are at the end of the game. Each pawn that came in the final place costs 250 points, and the rest of them cost as points as their distance that they are from the initial area. The winner always ends the game with 1000 points. </p><p>Example: at the end of the game, a player came with a pawn in the final space (250 points), walked 20 spaces with another pawn (20 points), put a pawn in the entrance space (1 point) and finished with a pawn in the initial area (0 points). This player summed 271 points. </p>


The game Scopa ("broomstick" in italian) is, up to today, one of the most popular card game in Italy. The fun is eternalized in country cities, where italians play games at the parks, challenging each other and yelling Fatto Scopa! (wiped the table) every time they do it.

Traditionally, Scopa is played with a Napolitan card deck (from Naples - in italian Napoli, in neapolitan Napule - an iintalian community from the south of Italy, at Campania region, world famous for it's history, music, natural appeal and the land where pizza was invented.

At the Napolitan card deck there are 4 suits: Coppe (Hearts), Ori (Diamonds), Spade (Spades) and Bastoni (Clubs) with values from 1 (Ace) to 7, plus 3 figures: Fante (Jacks, worth 8), Cavallo (Queen, worth 9) and Re (King, worth 10).

The rules are basically the same as Italian Scopa from GameVelvet. And there are more traditional Scopa variants, like the "Asso piglia tutto" (Ace takes all), where the player that plays an Ace draws all cards on the table.

The game is played very often at the italian descendents communities all around the world, being popularized during the 20th century.

<p>In the end of each turn is calculated the score obtained by each pair in this following way: </p><p>4 points of ‘Cards’:</p><ul><li>The pair that caught more cards receives 1 point. In case of tie the point is not given. </p><ul><li>The pair that caught more cards in the Diamonds suit (spanish cards) or Denari (neapolitan cards) receives 1 point. In case of tie the point is not given. </li></ul><ul><li>The pair that wins the ‘Primiera’ receives 1 point. The Primiera is calculated the following way: the 7 worth 21 points, the 6 worth 18 points, the Ace worth 16 points, the 3 worth 13 points, the 2 worth 12 points and the figures 10 points. Each pair sums the points of only a card of each suit between those they caught. Who has the higher score wins the Primiera. Example: a pair caught 7 of Hearts, 7 of Clubs, 7 Of Diamonds and 6 of Spades reaches 81 points. The other pair can have maximum the 7 of Spades and the 6 of the other suits (Clubs, Hearts and Diamonds), as a total of 75 points. Soon, the Primiera point goes to the first pair. In case of tie this point is not given. </li><li>The pair that caught the <b> 7 of Diamonds (called ‘Sette Bello’)</b> receives 1 point. Besides those, are given the following points: </li><li>Each Scopa worth 1 point. </li></ul><p> The points obtained in each hand are summed with the previous one and the pair that reaches or passes the 16 points first wins the game. If two pairs reach or pass the 16 points in the same hand, whoever has the highest score wins. In care of standart are played one or more hands of breaking of a draw, until finishes the equality. </p>

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Amplify your knowledge at Card Games reading the rules and watching videos from similar games to Scopone Scientifico .

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