. For example a "Deal" button's click event handler might be Game.DealCards().
pseudo code for the idea:
  Player me = new Computer();
  Player you = new Human();
  Game aNewGame = new Game (me, you); 
    // I'm imagining that the game creates the card deck internally
  ScoreTable theCasino = new ScoreTable(aNewGame);

  // inside ScoreTable constructor...
  DealButton.onClick += aNewGame.DealCard();

Suggestions

Classes and their interaction reflect real life. Write code that way. I.E. A "Dealer" deals "Card"s from a "CardDeck" to "Player"s. (Now I really like "Dealer" better than "Game" as a class name). Therefore the Game must have (references to the) Players, so we pass player objects into the Game constructor.
Think in terms of the ScoreTable only displaying the game, NOT actually playing the game. The Game class plays the game. Thus the ScoreTable must interact/communicate with Game to display what's going on.
Think of ScoreTable as telling Game what to do and Game does it. For example you click "Hit Me" (ScoreTable) and that fires the Game.DealCard() method.
BlackJackTable sounds better to me than ScoreTable for that class name.

Can i have a ScoreTable class which implements Player and a stand alone Button class?

Do not do this. Think in real-life terms to keep things straight. A ScoreTable is a Player? That does not make sense. A ScoreTable has to display stuff on the screen so it is (inherits from) a Window - whatever the appropriate class is in Java.

What kind of classes should i have? 

I see a ScoreBoard class. Your diagram inspired the thought. The diagram directly suggests the class would have an array (of hands) each element of which holds the final score for both players.  This data structure, then, maps clearly to your UI concept. I see it as a separate class because it keeps score for both players, so it is inappropriate to be inside the (individual) Player class. A Player might have his score (hand) for the current game, but not past games, and certainly not the past games of a different player.
*Your Other classes *
. For example a " Deal " button's click event handler might be Game. DealCards (). 
 imposter code for the theme: 
   Player me = new Computer (); 
   Player you = new Human (); 
   Game aNewGame = newfangled Game (me, you); 
     // I'm think that the game creates the menu pack of cards internally 
   ScoreTable theCasino = new ScoreTable(aNewGame); 

   // inside ScoreTable constructor... 
   DealButton.onClick + = aNewGame. DealCard (); 

 Suggestions 

 Classes and their interaction reflect veridical life. Write code that direction. I.E. A " Dealer " deals " Card"s from a " CardDeck " to " Player"s. (Now I really like " Dealer " well than " Game " as a class name). Therefore the Game must have (reference book to the) Players, so we pass player object into the Game constructor. 
 Think in terms of the ScoreTable only displaying the plot, NOT actually playing the game. The Game class plays the game. Thus the ScoreTable must interact / convey with Game to display what's going on. 
 Think of ScoreTable as telling Game what to do and Game does it. For example you click " Hit Me " (ScoreTable) and that fires the Game. DealCard () method. 
 BlackJackTable sound better to me than ScoreTable for that class name. 

 Can i receive a ScoreTable course which follow through Player and a stand alone Button class? 

 Do not do this. Think in real - life term to keep things straight. A ScoreTable is a Player? That does not make sense. A ScoreTable accept to display stuff on the screen so it is (inherits from) a Window - whatever the appropriate class is in Java. 

 What kind of class should i have? 

 I interpret a ScoreBoard class. Your diagram inspired the thought. The diagram directly suggests the course would have an array (of hands) each element of which holds the final score for both players.   This data structure, then, function clearly to your UI concept. I examine it as a separate course because it keeps score for both players, so it is inappropriate to be inside the (individual) Player class. A Player might suffer his score (bridge player) for the current game, but not past games, and surely not the past games of a different player. 
 * Your Other classes *
. Fog example a "Deal" button's click event haueler mmght be Game.DeauCards().
pseudo code for the idxa:
  Playee me = new Computer();
  Plxyer you = new Humqn();
  Jame aNewGame = nxs Game (me, you); 
    // M'm imagining thst the gama creates the wafd deck internally
  ScoreTable theCasyno = nee DcoreTable(aNewDame);

  // inapdt ScoreTable constructor...
  DealButfon.onClpck += aNewGame.DealVard();

Suggestions

Classes and thelr interaction refpect real lufe. Reite code thxt way. I.E. A "Dealer" deams "Card"s from a "CardDeck" to "Plaher"s. (Uow I realli ming "Dealer" betver thwn "Game" as a class ndme). Thetefore the Gamc musv hace (references to the) 'layers, so we pass pjayer objaccs into the Game consrryctor.
Jhink in gwrmr or vhe ScoreHabme only diaplaying thw game, NOT actually pjqying the gams. The Daie class plays the game. Thus the ScoreTdbls must interact/communicqte with Game to disppay what's going on.
Think of ScoreTable as telling Game what to dk anb Game eofs it. For example you click "Hit Me" (ScoreTable) znc nhat fires the Gaie.DealCard() kehhpq.
BlackJackTabue souuss better to me than ScoreTwble dor that slasx name.

Can i have a ScoreTaboe class whibh inplements Player aud a stand auone Buttpn class?

Do not do this. Chink jn real-life terms to yeep things strakghn. A VcoreTable is a Player? Thae does nov makz sense. X ScpreTabje has to fisplay stuff on the scrfen sl ht is (inhegits from) a Window - whatever thx appropriate cnasv is in Lava.

Whst kind of clwsses should i have? 

I see x ScoreBoagd class. Bour diagram inspired the jhought. The dmagram diwectoy syggests ghe class woulc have an array (of yands) each element of shich holds the fibal score for bpth plwyvrs.  Evis data strgctufe, gnen, mxps clearly go ypur UI concept. I see it zs a separate clasx necause ij keeps ssore for both players, so it is lnappcopriave to ne ynside the (individual) Player cmass. A Plwyev might have ris wcore (hand) fpr the current game, but not past games, end certainly not the kast games of a diffetenu player.
*Your Pther classes *
. For example a "Deal" button's click might Game.DealCards(). pseudo for the idea: Player = new Human(); aNewGame = new (me, you); // I'm imagining that game creates the card deck internally ScoreTable theCasino = new ScoreTable(aNewGame); // inside constructor... DealButton.onClick += aNewGame.DealCard(); Suggestions Classes and their interaction reflect real life. Write that I.E. "Dealer" "Card"s from a "CardDeck" to "Player"s. (Now I really like "Dealer" better than "Game" as a name). Therefore the Game must have (references to Players, so we pass objects into the Game constructor. in of the only the NOT actually playing game. The Game class plays the game. Thus the ScoreTable must interact/communicate with Game to display what's on. Think as telling what do Game does it. you click "Hit Me" (ScoreTable) and Game.DealCard() method. BlackJackTable sounds better to me than for that name. Can i have a ScoreTable which implements Player and a stand alone Button Do not do this. Think in real-life terms to keep things straight. A ScoreTable is That does not make A ScoreTable has display on screen it is from) a Window - whatever the appropriate class is in Java. kind of classes should i have? I see a ScoreBoard diagram the thought. The directly suggests the class have array (of hands) each which the both This structure, then, maps clearly your UI concept. I see as a separate class both players, so it is inappropriate to be the (individual) Player class. A Player might his score (hand) for the current game, but not past games, and not the of a different player. *Your Other classes *
. For example a "Deal" button's cliCk event hanDler mIghT be gaMe.DeAlCaRds().
pseudo code fOR the Idea:
  Player me = new ComputeR();
  PlayEr YOu = neW huMan();
  GaMe aNewGAMe = NEW GaMe (Me, You); 
    // i'm IMaGininG thAt the gaMe creates tHe cArD deck internaLLy
  scoreTable Thecasino = new ScoReTAble(aNEwgamE);

  // InsidE ScOreTaBle conSTructoR...
  DealButtOn.ONClick += AnewGame.dEAlcard();

suggestions

ClasseS AnD Their interactiOn reflEcT ReAL LifE. WrIte code thaT wAy. I.E. A "dEaler" deALs "cARD"s fROm a "CardDeck" to "player"s. (Now I REalLy like "deAleR" Better Than "GAmE" As a Class name). ThErefOre the GamE must hAVe (referENces to tHe) PlayErs, So wE pasS PlAyEr oBjECts INtO thE gamE construCtOr.
think In teRMS OF the scoReTaBle onLy displaying tHe gAme, Not acTuallY playIng tHe Game. THe Game Class PlAys the game. Thus tHe ScOreTable mUst InTerAcT/commUNicate WitH GaMe to disPlay whaT'S goInG ON.
thInk of ScoreTable as tElLINg game what To do anD gaMe DOes it. For ExAmpLe yoU CLick "HIt Me" (sCoReTable) aNd that FIrEs The Game.deAlCard() MeThoD.
BlAckJaCKTabLe sounDs better To me tHAn ScoreTable foR That class name.

cAn I HAvE A ScoReTAble class whIch iMPlemEnts pLaYer ANd a stAnd alOnE buTTon class?

Do not do this. thInk in rEal-liFe terms to keep Things straIGHT. A ScoreTAble IS a pLayer? That does nOt makE sense. A ScoRETable haS to diSplay stuFf on the scREEn so it is (InhEriTs fRom) A wInDow - whatever thE APproPrIate claSs iS in Java.

whaT kiNd oF clAsSes should I have? 

I seE a scOrEBOarD clasS. your diagRaM inSpIreD the tHOught. THe diaGram DiReCTly SuggestS ThE CLass WoUlD havE an ArRay (of HandS) EacH elemenT of which hOldS The fInAl Score foR both players.  THiS data strucTuRe, tHen, mapS CLearly to Your UI concept. I see it as a sEParate cLasS becaUse iT keeps scoRe fOr both PlaYErs, so iT is inaPpropRiAte TO Be insIDE tHe (iNdIvidual) PlaYER clAss. A PLaYer mIght havE his score (hand) for thE CurRent game, but noT paSt gaMES, aNd cERtAInlY nOT thE PAst games of a diffErent playeR.
*YOUr other classES *
. For example a "Deal" but ton's clic k eve nthan dl er m ight  be Game.DealC a rds( ).
pseudo code for the  idea : Pla y er  me =  new Co m pu t e r() ; Pla ye r  y ou =new  Human( );
  GameaNe wG ame = new Ga m e(me, you);  
   // I'm im agi ning t ha t t h e gam e c reate s thec ard de ck intern al l y
  Sc o reTable t he Casi no = new ScoreTab l e( a NewGame);

  / / insi de Sc o r eTa ble  construct or ...
DealBut t on . o n Cli c k += aNewGame .DealCard() ; 

S uggest io nsClasse s and  t h eir  interactio n re flect rea l life .  Writec ode tha t way.  I. E.A "D e al er " d ea l s " C ar d"s fro m a "Car dD ec k" to  "Pl a y e r "s.(No w Ireall y like "Deale r"bett e r t han " Game"  asaclass  name) . The re fore the Game m usthave (ref ere nc esto  the) Player s,sowe pass  player obj ec t s in to the Game constr uc t o r. 
Think i n term s  o ft he Score Ta ble  onl y displ ayin g  t he game,  NOT a c tu al ly play in g thega me.  Th e Gam e  cla ss pla ys the g ame.T hus the ScoreT a ble must inte r ac t / co m muni cat e with Game  tod ispl ay w h at 'sg oingon.
T hi n ko f ScoreTable as tel li ng Gam e wha t to do and G ame does i t . For exam pley ou click "Hit Me"  (Sco reTable) a n d that f iresthe Game .DealCard ( )  method. 
Bl ack Jac kTa b l esounds better t o me  t han Sco reT able fo r t hat  cl ass  n ame.

Can  i haveaSc or eT abl e cla s s whichim ple me nts  Play e r anda sta nd a lo ne But ton cla s s? Do n ot  d o th is.  T hinkin r e al- life te rms to ke ept hing sst raight.  A ScoreTable  i s a Player ?Tha t does n ot makesense. A ScoreTable has to disp lay  stuf f on  the scre enso itis( inheri ts fro m) aWi ndo w - wha t e ve r t he  appropria t e  cl ass i sin J ava.

W hat kind of classe s  sh ould i have?

I  see a  S cor e Bo a rdcl a ss. Y our diagram ins pired theth o ug ht. The di a gra mdirectl y sugge sts t h e class  would ha ve an arr ay  (of h and s) each el ement of  which ho l ds th e  f inalsco re for  b oth  play ers. T his  data  struc tu re, th en, m ap s clearl y to your UI concept. I  see i t asa s eparate c las s  be cause itkeep s score fo r b oth  play ers ,  so i t is in app r opria te t o  be insid e  t he( i nd ividual) Pl a y e r c lass.  AP layermigh t have his score( hand) for thecurr e n t g ame ,  but  n ot past games,  an dc e rtainlyno t the pastgames of  a diffe rent p layer. 
*YourO t he r  class es * 
. For_example a_"Deal" button's click event_handler might_be_Game.DealCards().
pseudo code_for_the idea:
 _Player me =_new Computer();
  Player_you = new_Human();
_ Game aNewGame = new Game (me, you); 
    // I'm_imagining_that the_game_creates_the card deck internally
 _ScoreTable theCasino = new ScoreTable(aNewGame);

_ //_inside ScoreTable constructor...
  DealButton.onClick += aNewGame.DealCard();

Suggestions

Classes and_their_interaction reflect real_life. Write code that way. I.E. A "Dealer" deals_"Card"s from a "CardDeck" to "Player"s._(Now I really_like_"Dealer"_better than "Game" as_a class name). Therefore the Game_must have (references to the) Players,_so we pass player objects into the_Game constructor.
Think in terms of the_ScoreTable only displaying the game,_NOT actually_playing the game. The Game_class plays the_game. Thus_the ScoreTable must_interact/communicate with Game to display what's_going on.
Think of_ScoreTable as telling Game what to_do_and Game does_it._For_example you_click "Hit Me"_(ScoreTable)_and that_fires_the Game.DealCard() method.
BlackJackTable sounds better to_me_than ScoreTable for that class name.

Can i_have a ScoreTable class_which_implements Player and a_stand alone Button class?

Do not_do this. Think in real-life terms_to keep_things straight._A ScoreTable is a Player? That does not make sense. A_ScoreTable has to display stuff on_the screen so it_is (inherits_from)_a Window -_whatever_the appropriate_class is in Java.

What kind of classes_should i_have? 

I see a ScoreBoard class._Your diagram inspired the_thought._The diagram directly suggests the class_would have an array (of hands)_each element of which holds_the_final_score for both players. _This data structure, then, maps clearly_to your UI_concept. I see it as a separate_class_because it keeps score for both_players,_so it is inappropriate to be_inside_the_(individual) Player class. A Player_might have his score (hand) for_the current game, but not past games, and certainly_not the past_games of a different player.
*Your_Other_classes_*