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Public tables use 4 players, 2 jokers and a 151 knockout.
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One device, handed round the table. Each player gets a private reveal before their turn.
Starting up…
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The round in progress ends for everyone in the room.
Private test controls for fast QA. These only appear when your player name is zaynz.
You were removed after 3 timed-out turns. A computer took over your seat.
Setup: two 52-card decks plus jokers — the host picks 2 or 4 jokers, so 106 or 108 cards. Each player gets 10 cards.
Sets: 3–4 cards of the same rank, no two the same suit.
Runs: 3+ consecutive cards of the same suit. Aces can go low (A-2-3) or high (J-Q-K-A), never both at once, so a run never wraps round.
Jokers: stand in for any card. Every meld needs at least 2 real cards. When a joker could stand for more than one card, you choose which.
Opening: you can't add loose cards to any meld on the table until you've laid down at least one meld of your own that round.
Joker swap: if a joker on the table is standing in for a card you're holding, you can swap your real card in and take the joker into your hand.
Scoring: when someone empties their hand, everyone else scores penalty points for the cards left in theirs. Number cards score face value, 10/J/Q/K score 10, and a joker scores 25. Aces are the exception: your first ace costs 1 point, and every ace after that costs 11. So one ace is nearly free, and hoarding them hurts. Reach the knock-out score and you are eliminated from the match. The remaining players keep dealing new rounds until only one player is left; that last player standing wins.