Showing posts with label Italian. Show all posts
Showing posts with label Italian. Show all posts

Wednesday, December 1, 2010

App O' The Mornin': La Briscola Review

Grade: B
Price: free

Yesterday, I wrote about the popular Italian trick-taking game called Briscola. I won't rehash the rules, which can be read here. Go head, read them. I'll wait here for you.

As you can see, it's a pretty easy game to understand. If you want to test out this whole Italian playing card thing without spending any actual scratch, then Out of the Bit's simple port of Briscola is the place to start. I'm not quite sure why they added the definite article in the title, but the App itself is called "La Briscola," which means ... "The Briscola." (The word "briscola" may mean something, but the Italians aren't telling. It's the whole omerta thing.)

The port does its work and stays out of your way. There's a help file that explains the rules, and a few configuration options, but by-and-large this is a simple cards-on-a-table game with everything laid out cleanly and logically. You have three cards in front of you, a draw pile with the trump visible beneath it, three hidden cards in front of your opponent, and small area where tricks are played.

One nice feature is the array of card designs: Bresciane, Milanesi, Romagnole, Siciliane, Napoletane, Piacentine, Trevisane and standard Poker decks are all available for play. This doesn't change the game, but it does show you a nice range of traditional Italian deck designs, and really helps get you familiar with their appearance and value.

There are three difficulty levels, but I really couldn't distinguish among them. Four backgrounds are also available, and one of them isn't even hideous.

The game is free, with banner ads occasionally occupying a bar along the top of the screen. I'll never understand why publishers don't offer ad-free versions: I'd pay a buck to get rid of ads.

Tuesday, November 30, 2010

Italian Card Games: Briscola

If you buy a deck of Italian-suited cards, Briscola should be the first game you try.  Its simplicity gives you a good chance to learn the suits. It's easy, fun, and plays fast: all characteristics which have made it very popular in Italy.

There are versions for 2-5 players, as well as regional variants, but I'm just describing the 2-player version today. As with all card games, rules can be fluid, so I'm not attempting to offer a definitive version of the game: just a common one.

The Cards
Briscola is played with an 40-card Italian deck in suits of cups, coins, swords, and clubs. It may be played with an Anglo-French deck by removing the 8s, 9s, and 10s, but it loses a lot of its flavor in the process.
King of Coins: 4 points
This is a point-trick game, meaning you play to win tricks, and then add up the values of the cards you've won.

Cards have the following value:

Ace: 11 points
Three: 10 points
King (Re): 4 points
Knight (Cavalier): 3 points
Knave (Fante/Donna): 2 points
all other number cards: 0 points

The Deal
Players take turns dealing. Three cards are dealt to each player, face down.

A 7th card is placed face up under the pile of remaining cards (the stock) so that its suit can be seen. This is the trump suit.

The Play
Non-dealer leads the first trick with any card of his choosing. The other player can choose to follow suit, play a trump, or simply lay off junk (such as any number cards with a zero value). It is not necessary to follow suit, even if you can. This is an important rule to note, since it runs contrary to most American trick-taking games.

The winner takes the cards and places them in a pile on his side, then draws a replacement card from the stock. The loser also draws a replacement card. Each player should always have 3 cards in hand until the stock is depleted.

The winner of one trick leads the next trick, and so on until the stock is exhausted. The final player picks up the face-up trump card from the bottom of the deck.

Winning Tricks
Tricks are won according to the following rules:

Highest point value card in the same suit wins. If the cards are worth nothing, then highest number card wins. (This means that a 3 beats a 7, but a 6 beats a 4. Remember: a 3 is worth 10 points, while a 7, 6, or 4 are worth nothing.)

OR

Highest trump wins.

Here are some examples, with Cups acting as trump:

Player A leads with a King of Clubs. Player B follows with a 3 of Clubs. Player B wins because the Three is worth 10 points, while the King is only worth 4. Thus, B has the higher value card.

Player A leads with an Ace of Swords. Player B follows with a 2 of Cups. Player B wins because card value doesn't matter: high trump always wins, and B has the trump.

Player A leads with a 7 of Coins. Player B follows with a 5 of Coins. Player A wins. (Although both cards are worthless, the 7 is higher than the 5.)

Conclusion
When you've played through an entire deck, add up your points. It's easiest to sort cards by value, setting aside the worthless number cards and placing point cards (known as "counters") in piles according to their worth.

There are 120 points in a deck, so the person with 61 points or more is the winner.

This is a simple, fun formula with a lot of subtly to it. Finding ways to capture the opponent's cards, as well as to hold onto your own high-value cards, requires some strategy and careful timing. With only 3 cards in hand at a time, your options are limited, and the constant drawing means you never quite know what your opponent is holding.

American card players will find a certain freedom from not having to follow suit, a convention that opens up new strategic avenues. Those who value the probing, calculating element of standard trick-taking games may have trouble adapting to this more free-wheeling approach, but there's no doubt that it creates a vigorous game with more surprises. On the other hand, Cribbage players may enjoy the combination of chance, point counting, and 2-handed play.