Hand involves from two to five players; two decks of cards are used including two jokers (106 cards).

Turns shift counter clockwise, and each player’s objective is to get rid of all the cards in their hand by building melds on the board or laying off their cards on other player’s melds.

Dealing

In the beginning, each player is dealt 14 cards, the player on the right of the dealer gets an extra card, the un-dealt cards are placed in a face down stack in the middle, which is known as the stock.

Game Play

  • The player who holds 15 cards starts playing by discarding a card in the middle of the board called the “Discard/Fire Pile”, the turn shifts between players and each player has a choice to either pick a card from the stock or the last card discarded to the discard/ fire pile. Each player has to discard a card to the discard/ fire pile in the end of their turn.
  • If a player picks a discarded card, they have to reveal a set of melds before their turn ends (scroll down to check “revealing and building melds”)
  • The round ends when a player gets rid of all of his/her cards, the game ends after 5 rounds.

Revealing and Building Melds

  • The player can reveal a set which consists of a at least three consecutive cards of the same suit, or at least three cards of the same rank. The Joker is used to replace any card that the player doesn’t have.
  • When a player reveals their melds on the board for the first time, the numeral value of the cards has to be 51 or above, then, the player is allowed to meld and lay off cards without restrictions.
  • After the player had revealed their first melds, they can lay off any cards they hold on other players’ melds where suitable.
  • If there was a Joker card in any of the melds on the board, and a player had the card which the joker had been used to replace, they can get the joker by laying off that card instead. In case the joker had been used instead of two cards in a set of three cards of the same rank, the joker cannot be taken unless a player lays off both missing cards.
  • When counting the numeral value of the melds, the joker’s value equals the card which it’s replacing, and the ace card equals 11 points, unless it has been used in a set of consecutive cards 1, 2 and 3, in this case its value becomes 1 point.

Scoring

  • When a player gets rid of all of his/her cards, that player is reduced 30 points, and the players who revealed melds on the board count up the value of the cards left in their hands and then the count is added to their score, 11 points are counted for each Ace card, and 15 points for each Joker. (100 points are added to the player who didn’t reveal any melds on the board)
  • If a player is able to meld all of their cards at once, without laying off cards on other player’s melds, the points mentioned above are doubled.
  • In the end of the game, the player who scores the lowest points wins.

Hand Partnership

The only difference from the original rummy/hand is that it is played in teams, players who are seated across each other are considered a team, when a player in a team gets rid of his/her cards the team is reduced -30 or -60 according to the rules mentioned above.

The loser’s team points are counted according to the regular scoring system and then summed up together to count the team’s points