Scala 40
Scala 40: The Classic Italian Rummy Card Game
Scala 40 is a classic Italian rummy card game where players compete to meld sets and sequences, strategically discarding their hands to secure victory. Published by Code This Lab srl, this strategic experience requires careful planning as players race to outsmart their opponents and clear their cards.
Players eager to jump right into the action can play Scala 40 online for free on kbhgames.com. Running directly in your browser with no installation required, the platform provides a quick and accessible way to start a match without any hassle.
Match Setup and Dealing
A standard session accommodates two to six players. The dealer utilizes two standard French decks merged together, complete with four jokers, creating a total deck size of 108 cards. Everyone begins with an initial hand of 13 cards. The remaining stack becomes the draw pile, while the top card is revealed to establish the discard pile. Every turn begins by drawing a card from either stack and concludes by dropping an unwanted card onto the discard pile.
Making Your Initial Move
Before players can freely interact with combinations already on the table, they must complete an opening move. This requires laying down one or more valid groups from their hand that total a minimum of 40 points. While trying to secure this initial score, individuals are restricted to taking from the face-down draw pile, unless grabbing the top discard immediately allows them to open. Once the 40-point threshold is met and the initial combinations are placed, these restrictions are lifted. Players can then pull from the discard pile on future turns and extend combinations previously placed by opponents.
Forming Sets, Sequences, and Using Jokers
Valid card groupings fall into two distinct categories. A sequence requires three or more cards of an identical suit in consecutive numerical order. Sets demand three or four cards holding the exact same rank but distinct suits.
Jokers introduce an element of flexibility, acting as wild substitutes for missing numbers or suits. If a wild card sits in a sequence or set on the table, and you possess the actual card it represents, you are permitted to swap your natural card into the meld and take the joker into your own hand for future plays.
Scoring Mechanics and Elimination
The match ends when someone manages to “knock out” by placing all their remaining combinations onto the table and dropping their final piece onto the discard pile. When this happens, all remaining opponents must tally the values of the cards stuck in their hands, which count as penalty points.
Numbered cards from two through ten retain their face value, while face cards—jacks, queens, and kings—carry a weight of 10 points each. Aces are highly situational; they count as a single point when placed at the low end of a sequence or if an ace is the absolute last remaining card in a player’s hand. Otherwise, they cost 11 points when grouped in sets or left unplayed at the end of a round. Holding onto a joker when an opponent finishes the game results in a heavy 25-point penalty.
Those who accumulate 100 penalty points across multiple rounds are eliminated until only the victor remains. In rare cases, a player might manage to open and empty their entire hand in a single turn. This maneuver doubles the penalty points for all adversaries, though rules prevent players from knocking out on the very first round of the game.
As always, remember to have fun!




































































