How To Play Rummy Uk

Posted onby admin

How To Play The Game Of Kalooki

IntroductionHow To Play Rummy UkHow to play rummy for beginners
Kalooki is a game from the 'Rummy Family' using 2 decks and 2 jokers - total 106 cards. It can be played with between 2 to 5 players. A complete game of Kalooki consists of several rounds of game-play, where players try to dispose of their cards as quickly as possible.
Penalty points usually determines the winner.
Kalooki is enjoyed by players of all ages. It can be played for fun - or for real money stakes.
It is especially popular in the UK where it is played in homes, clubs and casinos nationwide.


Card Values

Aces = 11 points
Picture cards = 10 points

10's - 2's = face value

Jokers = 15 points


Forming Sets Of Cards In-Hand
Players try to create sets (or melds) comprising 3 or more cards in a group or sequence.

A correctly grouped set would consit of 3 or 4 cards of the same value but of different suit.

  • Play the best free Solitaire Games online: FreeCell, Klondike Solitaire, Patience Games, Pyramid Solitaire, Patience Games, Tripeaks Solitaire, Golf Solitaire and other Card Games.
  • Defeat the Demon Dwelling in the Darkest Depths, or DDDDD for short, is a rogue-lite dungeon crawler. Choose one of eight characters, a warrior, adventurer, magic user, necromancer, hunter, barbarian, scavenger, or purifier, and venture into the dungeon to slay the ferocious beasts that dwell within. Collect better weapons, armour, spells and rings, and sell anything you don't want to other.

Correct set >
Incorrect set >

Welcome to SafeHarborGames; Opened in April, 2008, and still going strong! SHG has offered a gaming community featuring group tournaments, Cases Ladders, Rated games, social games, web-based and site sponsored tournaments in Spades, Backgammon, Pachisi, Pinochle, Cribbage, Hearts, Canasta, CommandHQ, Euchre and Trivia on site, everyday.

A correct group cannot have 2 cards of the same suit.
Only one diamond, club, heart or spade.

Correct set >
Incorrect set >

A sequenced set ('run') consits of 3 or more cards of consecutive value and of the same suit.

Correct set >
Incorrect set >
**

The lowest run is 2-3-4... highest is Q-K-A. The ace cannot be part of a low run. ie: A-2-3**

Correct set >
Incorrect set >

A run can be of any length, providing that all cards are of the same suit.

Correct set >


The Standard Game Of Kalooki

This explains the standard game of Kalooki, which is usaully played up to a 150 penalty point limit. Penalty points are calculated from the cards that remain in-hand for a player at the end of each round. Other variations in game play, scoring and stakes can be found in the 'Advanced Options' section.

Dealing Out The Cards
13 cards are dealt out to each player in groups of 3's and 2's - in a clockwise direction. First of all the dealer deals 3 cards to each player, starting with the player immediately to their left. Then two more cards to each, 3 more, 2 more and then finally 3 cards each. This is the 'official way' to deal out the necessary 13 cards.


The remaining pile is placed face down on the table, forming the card stock (or 'deck') required for the game. ( Some people turn the top card of the deck, to start the discard pile, straight after the deal. We prefer not to! )
Game Play
The player to the left of the dealer goes first, taking an extra card in-hand from the top of the deck. They must then select one of their 14 cards to discard, placing it face up on the table, forming a new pile next to the deck.

Players must organise their in-hand cards into sets, deciding which to keep and which to throw away. Each player must 'draw' (take) a card at the beginning of their turn... and then discard one at the end.
Any reduction of points by laying sets or 'go-ers' must be done after drawing... and before discarding.
The game passes round in a clockwise direction. Subsequent players then have the choice of either taking the top card from the deck - or the top card from the discard pile, thrown by the previous player. A discard card can only be taken if it is required to complete a set which is then used **immediately. It cannot be taken from the discard pile and then held in a players hand for future use.


Laying Sets On The Table - 'Coming Down'
Once the total value of cards that form sets in-hand reaches 40 points or more, a player has the option to lay these as declared sets, face up on the table into their relevant groups. This is called 'coming down' and will reduce the players in-hand penalty points accordingly. When to come down is at the discretion of each player. **If a player wishes to take a discard, then it must be used within a set and immediately placed on the table, either as part of their compulsory 40+ points - or subsequent to them already having made their 40+ points.

30 pts > plus
27 pts > =
57 points

A player who has already made and declared their 40 points...
can then lay sets of any value for the remainder of that round.

Laying Cards On The Table - Adding 'Go-ers '
Cards can also be added onto any declared sets that are 'exposed' on the table, either to extend a run... or to make a 3 of a kind set into a set of 4 of a kind. This can only be done when the player in question has already come down and made their own set(s) worth 40+ points. Placing a card onto a declared set is called adding a 'go-er' and will also reduce potential penalty points. A discard card cannot be taken and then used as a go-er.

Add the 10 >
Add 9 clubs >


Using Jokers

A joker can be used in the place of any card, either in-hand within a set, or as a go-er on the table. It assumes the position and value of the card it replaces. It must be clear to all players which cards the jokers represent.
Jokers will be scored at their maximum value of 15 points if they remain in-hand at the end of a completed round of game play. ( When a player 'calls up' and the other players in-hand penalty points are added to their scores ).

Joker in place of Queen of Clubs >

This is worth 31 points if used as a set during the game - but it would be counted as 36 in-hand penalty points if it was still in a players hand when someone calls at the end of a round of play!

Re-using Jokers

A joker that is part of a declared set, face up on the table, can be re-used by any player on their turn, providing that they have already come down with 40+ points and can replace the joker with its natural card within the set.
The joker must be used immediately within a new set and cannot be held in-hand for future use... nor can it be placed as a go-er, elsewhere on the table. The following is an example of how a used joker could be taken...If a joker is in a set with10 Diamonds and the 10 Spades,
then it could be replaced... by a natural 10 Clubs


or by a natural 10 Hearts >

When a declared joker has been used in a 3 of a kind set, it can be taken by either natural replacement card. When the declared joker is in a 4 of a kind set then only the last remaining natural card can be used to take it. When any declared joker is part of a run, it can ony be taken by the card that is its exact natural replacement.

Alternative Rule For Re-Using Jokers

There is an alternative to the rule for re-using jokers that is almost as popular as the one previously explained... It states that when a joker is used in a grouped set, as above, BOTH natural replacement cards are required to 'take' it. In the example above... the 10 of clubs and the 10 of hearts would both be needed to take the joker.

Winning A Round Of Kalooki - 'Calling-Up'

Once a player has successfully disposed of all 13 cards and then discarded, the remaining players must add the total values of all cards still left in-hand. These penalty points are recorded for each player and are referred to as the scores. The player calling incurrs no penalty points... Initially each player start with a score of zero.

Winning The Game

As subsequent rounds of the game progress, the players scores increase. When the cumulative score for a player exceeds 150 points they are out of the game! (on 151 or more) The next round continues without them... and they have no further involvement in that game.
When just one player remains... on a score that is not over 150 penalty points... they are the winner.

Advanced Options

There are a couple of additional elements that can be incorporated into a standard game of Kalooki, especially when playing for real money stakes. These are round by round payments... and buy-ins.
1) The option to 'buy-in' if a players score exceeds the penalty point limit for the game.
2) Playing each round of the game for an additional reward stake.
Stakes & rule variations must be agreed by all players before the start.

'Buying In'
When a players score exceeds 150 penalty points then they would normally be excluded from the rest of the game, however buy-ins enable such players to rejoin the game for an additional stake. This amount is usually half of the original game stake. They can then rejoin the game on a score that is equal to the player with the highest score. ( 150 points or less ) The number of times that players can buy-in must be agreed in advance.
Kalooki is usually played with 1 or 2 buy-ins... however it is possible to play with unlimited buy-ins!Buy-ins are not allowed when 2 players remain. ( There must be 3 or more players still in the game.)Upon rejoining the game, it is usual to circle the buy-in players score, on the score sheet.
Reward Payments For The Winner Of Each Round
In addition to the main stake for a game, players may decide to play each round for an extra reward payment. This amount is usually 1/4 of the main stake value. If a player calls the round by laying all thirteen cards in one turn this is called a 'bomber' or a Kalooki and commands a higher reward, usually 1/2 the main stake amount.Eg: If the initial stake for the game was £4, then each round would be played for an additional £1... with a 'bomber' or Kalooki worth £2. Any buy ins would cost an extra £2.
(Ensure stakes are agreed in advance! )

Reward payments can be recorded in a table, along with the penalty point scores for each player. The example below shows the Kalooki scores on the left, with round by round rewards on the right.


CLICK ON SCORE CARD FOR FULL SIZED VERSION.

Still Have Questions About Kalooki?

If you have any further questions or queries about Kalooki... do not hesitate to drop us a quick email. We try to reply to each enquiry on an individual basis, as quickly as possible. Send email to: info@kalooki.co.uk

Tell Us About The Way YOU Play The Game.
If you know of any Kalooki variations... or play with rules that are different to ours please let us know. We are always keen to learn of new ideas and to share them with our members. Send email to: ideas@kalooki.co.uk

<<<Back

OBJECTIVE OF RUMMIKUB: Get rid of all the tiles on your rack by organizing them into runs and groups OR have as little points in your hand as possible.

NUMBER OF PLAYERS: 2-4 players

MATERIALS: 106 tiles with numbers and colors including two jokers, tile racks

TYPE OF GAME: Tile Rummy

AUDIENCE: Adult

THE HISTORY OF RUMMIKUB

Rummikub is a group of rummy games played with tiles as opposed to cards. The game was introduced to the Western world by its inventor, Ephraim Hertzano. Tile Rummy was introduced in response to religious and legal sanctions on card games due to their association with gambling. It is believed to have been conceived in the 1930s or 1940s in Romania and has since gained international success, becoming the third best-selling game in the world. Sabra Rummikub is the only variation of Rummikub included in recent versions of the game and is the version described below.

SET UP

Rummikub includes 106 tiles including 2 jokers. The tiles are either black, red, orange, or blue and number 1-13.

The tiles are shuffled, face-down. Each player draws one tile, the player with the highest value tile goes first. Play passes clockwise. Each player collects 13 more tiles for a total of 14. Players place their tiles on the rack so that they are hidden from other players. The tiles that are not selected remain on the table and form a pool.

COMBINATIONS

The goal of Rummikub is like that of traditional Rummy played with cards- form melds of different combinations in order to get rid of all your tiles or the most high-value tiles (in order to have the lowest value hand) possible. The tiles value is equal to the number printed on it and jokers may be subsitituted for any point value.

Potential combinations consist of:

Groups are formed with 3 or 4 tiles of the same number but different colors.

Runs are formed with 3 or more numbers in sequence of the same color.

How to play rummy gin

Tiles can only be counted in one combination and are not permitted to exist in multiple groups or runs.

PLAYING THE GAME

A player’s turn consists of either drawing a tile or melding 1 or more tiles from the rack by putting them on the table, face-up.

The first meld must have at least one combination which have a total value of 30 or more points.

After the first meld is finished on a player’s turn they may continue to make new melds or rearrange tiles in existing melds to form new and more strategic combinations.

Due to the complexity and numerous amount of possible rearrangements, there is a time limit imposed on turns: 2 minutes. If the time limit is reached before a player is able to finish rearranging their tiles into valid combinations the tiles must be returned to the configuration when the turn began. Players must also return tiles removed from the rack and draw 3 tiles as a penalty.

If you are unable to meld tiles to your own or any opponents combinations you must draw a tile from the pool. Your turn is over and play passes the next player. On your turn, you must draw tiles until you are able to play. You may not play a tile directly after drawing it.

Combinations with Jokers may have additions but can not have tiles moved and rearranged from it (or with it). Players may, however, replace Jokers with the tile it is supposed to represent if they have it in hand. The Joker does not return to the player’s hand for later use but must be used immediately and re-melded. In groups of equal tiles, the Joker may be represented by any color tile. For example, in a group of #3 red, #3 black, and a joker, the joker may be substituted with either #3 orange or #3 blue.

END GAME

How To Play Rummy For Beginners

The first player to play all their tiles wins the game. All other players sum the total of their remaining tiles on their rack – jokers count for 30 points. Losers score minus the total value of their tiles and winners score plus the total value of the loser’s tiles.

If the pool of tiles runs dry before anyone plays all their tiles and no one has won the gameplay ends once players are unable or unwilling to play their remaining tiles. The player with the lowest tile total is the winner. The difference between the winner’s total score and a losers is subtracted from the loser’s score. The difference is added to the winner’s score for each loser.

How

VARIATIONS

  • Play can move clockwise or counter-clockwise.
  • In a meld with a joker present some play that tiles of both colors must be added to the group before the Joker is retrieved.
  • While there is no rule saying a combination can not have two jokers it is a poor and uncommon use of them. If you choose to use two jokers in a single combination they must be explicitly declared which tiles they represent.
  • Jokers may value 25 points when they are left on the rack during scoring

REFERENCES:

http://www.rummy-games.com/rules/rummikub.html

How To Play London Rummy

https://www.pagat.com/rummy/rummikub.html

London Rummy

http://www.thehouseofcards.com/games/rummikub.html