🧹 Cassino
12 playsCassino
Capture, build or trail — the old fishing game of sums and sweeps, first to 21 against Carlo.
About Cassino
Cassino is a fishing game, and one of the oldest still played: four cards lie face up on the table, and each turn you play a single card from your hand to take what you can. A number card captures every table card of its own rank and any group that adds up to it, an ace counting as one; a face card can only pair with its twin. The subtler move is the build, in which a card from hand is laid onto the table to make a sum you mean to collect next turn — provided you hold the card to collect it with, and provided Carlo does not raise it first. Points come from the most cards, the most spades, the ten of diamonds and two of spades, each ace and every sweep of the whole table, and the first to 21 over the rounds wins. Carlo plays at three levels, from Easy to Hard.
How to Play
Play one card each turn: capture table cards of the same rank or groups that add up to it, build a sum you can take later, or trail a card face up. You must hold a card of a build's value to make it, and while you own a build you may not trail. Taking the whole table is a sweep. Each round scores most cards 3, most spades 1, big cassino (10♦) 2, little cassino (2♠) 1, each ace 1 and each sweep 1. First to 21 wins.
💡 Tips & Strategy
Count the cards that score before the cards that capture. Every round is worth eleven points in fixed prizes — 3 for most cards, 1 for most spades, 2 for the ten of diamonds, 1 for the two of spades and 1 for each ace — plus whatever sweeps occur. That makes the big cassino worth as much as most spades and an ace together, so a modest capture that includes the ten of diamonds is often better than a large one that does not. Track the four aces and the two cassinos as they fall, and know at every stage which of them are still to come.
Builds are the heart of skilled play, and they are a promise as well as a weapon. A build declares the card you hold, and while you own one you may not trail, so never build towards a value you could lose the means to take. Carlo may raise a single build with a card of his own and steal it, but a multiple build — two equal groups combined, such as 3 and 5 alongside an 8 — cannot be raised, so prefer that form when you are protecting something valuable. Equally, watch his builds: if you hold a card that turns his 6 into a 9 you also hold, raising it takes the whole pile from under him.
Trail with care. A card laid on the table is a gift to whoever can use it, so trail low cards that pair poorly and avoid leaving the table summing neatly to a value Carlo might hold — a table that adds up to a single card invites a sweep. Face cards are the safest trails of all, since each can only be paired one at a time and never builds.
Remember the ending. The last player to capture takes everything left on the table, so in the final deal of four it is often worth holding a sure capture until the very end. If both of you pass 21 the higher total wins, and a dead tie plays another round, so near the finish think in terms of the prizes still available rather than the cards in front of you.