🧹 Cassino
🂡 Cards · 4 playsCassino
Capture, build, sweep. Fish cards off the table and race Carlo to 21.
About Cassino
The old fishing card game where the table is the prize. Four cards each, four face-up in the middle, and every turn you play exactly one. Capture table cards that match your card’s rank — or groups that add up to it, with Aces counting 1 — and clear the whole lot for a sweep worth a bonus point. Feeling crafty? Build: combine a hand card with table cards into a total you can scoop up next turn, as long as you’re holding the card to take it. Carlo can raise your builds and swipe them, and you can do the same to his. At the end of each round points go to most cards, most spades, big cassino (10♦), little cassino (2♠), every Ace and every sweep. First to 21 takes the match.
How to Play
Play one card a turn: capture, build or trail. Capture matching ranks, builds of your card’s value, or table cards that add up to it (Ace = 1). J, Q and K only take one matching face card at a time. Build a total you can capture later — you must keep a card of that value in hand. No capture or build? Trail a card onto the table. Take the whole table for a sweep. Round points: most cards 3, most spades 1, 10♦ 2, 2♠ 1, each Ace 1, each sweep 1. First to 21 wins. Pick Carlo’s skill: Easy, Normal or Hard.
💡 Tips & Strategy
Count the money cards. Big cassino (10♦) is worth 2, little cassino (2♠) and every Ace 1 each, and most cards (3) plus most spades (1) reward grabbing lots of everything — so a capture with spades in it usually beats a tidier one without.
Build with a plan. A build only pays off if you can take it next turn, and Carlo can raise a single build or capture it himself if he holds the right card. Multiple builds — equal groups like 3+5 with an 8 — can't be raised, so they're the safer kind. And while you own a build you're not allowed to trail, so don't start one you can't finish.
Trail with care. Every card you leave on the table is something Carlo can capture or add up, so trail cards that don't combine easily with what's already there. Taking the whole table is a sweep worth a point; leaving one lonely card often hands him one. Late in the deck, remember the last player to capture scoops every leftover table card — saving a capture for the final hand can swing most cards.