Privacy policy — Card games

Card games: Briscola, Scopa and Burraco · Last updated: [publication date] October 2026

This Policy covers all One Boat Games card games: today Briscola, Scopa and Burraco. They handle the same data, in the same way and with the same providers; where one game does something different, it says so.

1. Data controller

Davide Pergola
Pioltello (MI), Italy
Email: info@prgspace.com

For any question about this Policy you can write to the address above. For your GDPR rights see Section 11.

2. In short

Playing against the computer and with friends requires no sign-up. To take on players from around the world (the online match with the rankings), for the friends list and to find your progress on every device, you sign in with your Google or Apple account, or with your email: in that case we send you a six-digit code to type into the game, with no password. The email address is only used to send you the code: we do not keep it. What it involves is described in Section 4.

If you play against the computer, the match happens on your device; in Burraco the game then sends our server the result of the match, anonymously (Section 7). The games can only be used online: before and during the match they ask our server whether it can be reached, with a request that carries none of your data (Section 6).

If you play online, with friends or with players from around the world, something has to tell the server who is coming back to the table: a profile. If you have no account, at your first match with friends the game opens an anonymous one, tied to that game and that device, with an automatic name (for example “Giocatore 4K7Q”). Signing in with Google, Apple or your email links it to your account, and you find it on your other devices. What it holds is in Section 4.

A linked profile is one for all the card games. The same account opens your profile in Briscola, Scopa and Burraco: name, avatar, colours, experience and level are shared by all the games, while matches, points and Elo rating are kept separately, game by game.

3. What stays on your device

Each game saves locally:

The email address you type to sign in stays in the game’s memory only until the code is confirmed, and is not saved.

Each game is a separate app and keeps this data on its own. In the Android app it lives in the application’s private storage and is removed when you uninstall it. In the browser version it lives in the local storage of the game’s site (IndexedDB) and is removed when you clear the site’s data from your browser settings.

4. What lives on our server

Only if you play online, with friends or with players from around the world. The profile holds:

For each device linked to the profile we keep only the cryptographic fingerprint (SHA-256) of its access token, its creation date and the date it was last used. A profile can have at most ten linked devices, counting all the games; past that, the least recently used one is dropped. To sit at a table the game asks for a ticket that works only once and expires after a minute; we keep its fingerprint until it is used or expires.

Profiles opened before 28 September 2026 also had a recovery code, which the game no longer uses: only a salted cryptographic fingerprint of it remains (SHA-256), never the code itself.

Your Google or Apple account, only if you link it. We keep the identifier that Google or Apple assign to your account for our games (an anonymous code that on its own does not say who you are) and which of the two you linked. To sign you in, Google or Apple send us a signed token that may also contain your email address and your name: we do not read or keep them.

Your email, only if you sign in with it. The server uses it to send you the code and then forgets it. We keep only a cryptographic fingerprint (SHA-256) of the address written in lower case: that is what lets us find your profile next time you type the same address. The address cannot be read from the fingerprint; someone who already knew it could, however, check whether it matches, which is why we treat it as personal data. To stop anyone from using the game to flood someone else’s inbox, we count for one day how many codes have been sent to each address, again through a fingerprint.

The sign-in request (with Google, Apple or email), with its outcome and the code to type (also kept only as a fingerprint), stays on the server for at most fifteen minutes and is then deleted.

Our server holds no plain-text email addresses, passwords, phone numbers, contact lists, advertising identifiers or information about your device model.

5. What other players see

Without an account you don’t choose a name: the game sets an automatic one, which your friends see at the table. With an account you choose your username: it is the one field you fill in yourself, it is unique among all players, and other players see it during online matches, in every game. Pick whatever suits you: it does not have to be your real name, and we suggest not using your full name if you would rather other people did not see it. Names go through a filter that stops offensive words.

By tapping your name, other players see your profile card: username, avatar, level, ranking position, since when you have been playing, how many matches you have played (in total and this month) and how many you finished without leaving. In every game, players with a username appear in the public rankings (all time, month and week; names can be searched) with username, avatar, level and points, even before playing. Only you see your friends list; your friends see whether you are online. Someone you block is not told.

Reports. If you report a player (for their name or their behaviour), we keep your profile, the reported name, the reason and the time, to assess the report and act as the terms of use say if needed. The reported player is not told who reported them. Reports are deleted after one year. The legal basis is our legitimate interest in keeping the game clean and safe for everyone (Art. 6(1)(f) GDPR).

6. IP address

To stop a script from sending requests over and over, each game’s server keeps a count of requests per IP address (for IPv6 addresses, per network block the address belongs to). The count covers the last minute, lives in Cloudflare’s temporary memory and is not saved.

To know whether you are online, during practice against the computer the game sends its server an empty request about every thirty seconds. The server only answers “I’m here”: the request contains none of your data and is not kept, except in Cloudflare’s technical logs described in Section 9.

Fair rankings. When you sit at an online table that counts for the rankings, the table’s server looks at your IP address (for IPv6 addresses, the network block) to compare it with your opponents': if two opponents play from the same network (for example from the same home), the match is played but does not count for the rankings, and the game says so straight away, at the start. This stops anyone from letting a second profile beat them. The table does not save the address: it keeps only a cryptographic fingerprint (SHA-256) with a different salt for each table, which lives in the connection and disappears when the connection closes. The address is not in your profile or in the recorded matches.

The IP address is not linked to your profile, is not used for any purpose other than those in this section and is not shared with anyone. The legal basis is our legitimate interest in keeping the service reachable and secure and the rankings fair (Art. 6(1)(f) GDPR).

7. Matches

The state of an online match (the cards, the points, whose turn it is) lives on the server for the length of the match and for twenty minutes after it ends, so that anyone who disconnects can come back. After that it is deleted. The final result stays in your profile as a number, together with the others for that game.

Recorded matches (today only in Burraco). We record two things, for two different purposes.

Who plays whom (all games). To find out who deliberately lets another profile win, for each game we keep, day by day, how many online matches two profiles have played against each other outside tables with friends, who won them, how many counted for the rankings and how many were from the same network; and how long matches last (only the daily total, without profiles), to calibrate each game’s levels. We use the profiles' internal identifiers, never IP addresses. This data is kept for five weeks, is deleted when you delete your profile, and we only read it in a weekly report listing suspicious pairs (many matches together, with one player who almost always loses). A name on the list is not proof: it is a case to look at, as the terms of use say. The legal basis is our legitimate interest in fair rankings (Art. 6(1)(f) GDPR).

Online hands are kept for 30 days and then deleted automatically; the anonymous results of matches against the computer are kept, as they concern no one. The legal basis for online hands is our legitimate interest in fair play and in answering complaints (Art. 6(1)(f) GDPR).

8. The computer-run opponent

Online, if no other person becomes available, a computer-run opponent may sit at the table. It has a name, an avatar and a profile card like the other players, and is not linked to any person: it receives none of your data, and a friend request sent to it reaches no one.

9. Providers

The infrastructure is provided by Cloudflare, Inc., acting as data processor: it hosts the game pages and the match servers (briscola.oneboatgames.com, scopa.oneboatgames.com and burraco.oneboatgames.com), stores the profile and the recorded matches, sends the emails with the sign-in code (sender accesso@oneboatgames.com), and produces technical traffic logs according to its own policies; the logs about our servers are kept for a few days and are used only to find faults.

The games do not use analytics or profiling tools and show no advertising. In the browser version on a computer, the empty column to the right of the game is a space left in the page layout: it loads nothing, contacts no one and collects nothing. If one day it really carries advertising, this Policy will be updated first.

Sign-in with Google or Apple. When you sign in or link your profile with Google or Apple, a page of ours opens and loads the sign-in tools of Google (Google Identity Services, by Google Ireland Limited) or Apple (Sign in with Apple, by Apple Distribution International). They are the ones who ask you to sign in to your account, and they handle your data as independent controllers, under their own policies; we receive only what is described in Section 4. If you don’t sign in with Google or Apple, nothing of their tools is loaded.

10. Legal bases

11. Your rights

You have the right to request access to your data, its rectification or erasure, restriction of processing, portability, and to object to processing based on legitimate interest, recorded online hands included: write to us and we will delete those with your player code, unless they are needed for a complaint or a check already under way.

You can delete your profile yourself, from the game: on the profile page choose “Delete profile” (in the “Your accounts” section if you linked Google, Apple or email, at the bottom of the page otherwise) and confirm. The profile is deleted from the server with level, experience, statistics, Elo and points for all the games, the friends list, the linked devices, your row in the rankings and, if there is one, the recovery code fingerprint; the username and the link to the Google or Apple account or to the email become free again. It cannot be undone. A linked profile is one for all the games, so it disappears from all of them. With an online match in progress you have to finish it first.

If you lose a device, from the profile page you can choose “Sign out on all devices”: no device stays linked, and you come back with Google, Apple or email.

To exercise your rights write to info@prgspace.com giving your username (or, for an anonymous profile, the automatic name and the game): that is what lets us find the profile, because we hold no other data linking you to it. To be sure the request comes from you, we will ask you to confirm it from the game (for example by briefly changing your username to one we give you). The profile is one for all the games, so the request applies to all of them. We reply within one month.

If you believe the processing breaches the Regulation, you can lodge a complaint with the Garante per la protezione dei dati personali (www.garanteprivacy.it) or with the supervisory authority of the country where you live.

12. Retention

The profile stays on the server until you delete it from the game or ask for it to be erased (Section 11), and with it the link to Google, Apple or the email. An anonymous profile you have not deleted stays on the server even if you clear the site’s data or uninstall the app, but from that moment no device can open it any more. Recorded matches are kept as described in Section 7.

Backups. Once a week we copy the profiles to a private Cloudflare storage area, so that we can put them back as they were if a fault or a mistake of ours damaged them. Each copy is kept for four weeks and then deleted: a profile you delete disappears from the server at once and, at the latest within four weeks, from the copies too. The copies contain what is in the profile (Section 4), nothing more, and we use them for no other purpose. Local statistics stay on your device until you uninstall the app or clear the site’s data.

13. Children

The games collect no data that would reveal a player’s age and are not specifically aimed at children under fourteen. If you believe a child has given us personal data — for example by typing their own name in the name field — write to us and we will take care of it.

14. Changes

If this Policy changes, the date at the top is updated. Earlier versions are available on request. When a new card game arrives, this Policy is updated to name it before it is published.

15. Language

This Policy is written in Italian and also published in English. In case of differences between the two versions, or doubts of interpretation, the Italian version prevails.

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