How to Play

The Rules

The same rules you will find in the app under Settings, Rules. The game checks every move for you.

The Game

Four players, two standard decks (104 cards), no jokers and no wild cards. A game is six hands. Each hand has a contract you must make to lay down. After Hand 6 the lowest total wins.

The Six Contracts

Hand 1: 2 sets. Hand 2: 1 set and 1 run. Hand 3: 2 runs. Hand 4: 3 sets. Hand 5: 2 sets and 1 run. Hand 6: 2 runs and 1 set, and laying down means going out with every card.

Sets and Runs

A set is 3 or more cards of the same rank; suits don't matter and two identical cards are fine. A run is 4 or more cards of one suit in a row. An Ace can be low (A-2-3-4), high (J-Q-K-A), or both in one long run, but a run never wraps around (K-A-2 is not a run). When a contract has two runs they may be the same suit, even one long sequence split in two. Two sets may share a rank.

Your Turn

Draw one card: the top of the draw pile or the top of the discard pile. Then, if you can, lay down exactly your contract (melds can be longer than the minimum, but no extra melds), once per hand. After you have laid down, you may play cards one at a time onto any meld on the table, yours or anyone's. End your turn by discarding one card. You can't discard the exact card you just took from the discard pile, unless it is your last card. If you take the top discard, you may put it back before any other move and draw from the pile instead.

Buying

When it isn't your turn and you haven't laid down, you can ask to buy the top discard, unless you discarded it or you are the next player. After each discard the next player waits a few seconds before drawing from the pile (the game's buy timer: 5, 10, or 15 seconds), so others can ask; they may take the discard at once instead. While someone has asked, the next player chooses Allow or Deny. Allow: the first player who asked gets the card plus the top card of the draw pile as a penalty, and the next player then draws as usual. Deny: the next player takes the discard themselves and every request is denied. Drawing from the pile while someone has asked counts as allowing it. You can cancel your request until the next player answers. There is no limit on buys. The card flipped at the start of a hand can be bought too; the dealer can't buy it.

Going Out

In Hands 1–5 you go out when your last card leaves your hand: by discarding it, playing it onto a meld, or laying everything down at once. You can lay down and go out on the same turn. In Hand 6 you go out only if every card in your hand forms 2 runs and 1 set; you lay them all down and don't discard. If you can't, you discard as usual.

Scoring

When someone goes out, everyone else adds up the cards still in their hand: 2 to 9 are 5 points, 10, Jack, Queen and King are 10, and an Ace is 15. The player who went out scores 0. Cards on the table never count. Rarely, everyone has laid down and no card can be played anywhere; then the hand ends with nobody going out and everyone scores the cards they hold.

Winning

After Hand 6 the lowest total wins. If players tie for the lowest total, each of them is recorded as a tie, not a win.

Leaving, Bots, and Time

There are no time limits; the game waits for you, and a player can nudge whoever it is waiting on (at most every 12 hours). If a player leaves, everyone left must agree for a bot to take the seat; if anyone declines, the game ends without statistics. Leaving counts as a loss. Games with and without bots count toward the same statistics.

Card Points at a Glance

  • 2…95 points
  • 10JQK10 points
  • A15 points