Objective
Form valid sequences and sets with your 13 cards, then declare.
The Toss
Before the first deal every player is shown one card. The highest card wins the toss; the Ace of Spades wins outright. The toss winner deals and the player after the dealer plays first. Seats are shuffled after the toss.
Each Turn
- Draw a card from the closed pile (face down) or the open pile (face up). A joker on the open pile cannot be picked up, except the card dealt face up before the first turn.
- Discard one card: tap it to lift it and tap DISCARD, tap it twice, or drag it onto the open pile. Any of your 14 cards may be discarded, including the one you just picked up.
Each turn is timed: 30 seconds at most tables, 60 at practice tables. A missed turn changes nothing; three in a row and you are dropped from the hand.
What is a "meld"?
A meld is a valid group of cards, either a sequence or a set. All 13 cards must be in melds when you declare.
Sequences & Sets
Pure Sequence: 3+ consecutive cards of the same suit with no joker filling a gap
Impure Sequence: 3+ consecutive cards of the same suit with a joker filling a gap
Set: 3 or 4 cards of the same rank, each a different suit. Jokers can stand in.
An Ace can be low (A-2-3) or high (Q-K-A). A wild joker card in its own place keeps a sequence pure: 6-7-8 of hearts with 7 wild is pure. Wild joker cards of different suits also make a set.
Declaration
You need at least 2 sequences (1 must be pure) with all 13 cards in valid melds. A valid declaration scores 0. A wrong declaration scores 80 points and ends the hand.
When someone declares: everyone else gets 20 seconds to group their own cards and tap DECLARE (20 more if you lost connection). Your hand is scored exactly as you grouped it: nobody arranges it for you. With a pure sequence and a second sequence, only your loose cards count. With a pure sequence alone, only that sequence is free. With no pure sequence, every card counts. Never more than 80, and never less than 2: a losing hand always costs something, even fully melded.
Open pile: a joker on top is locked; draw from the closed deck. The card you pick from the open pile stays in your hand this turn: it cannot be thrown or used to finish.
Sets: 3 or 4 cards of one rank in different suits, with at most one joker.
Time out: before drawing, nothing changes and the turn is missed. After an open draw, the card goes back to the pile. After a closed draw, the drawn card is thrown. Three misses in a row is a drop (Deals: five misses forfeit the deal with 80).
Drop
First Drop (before drawing): 20 points
Middle Drop (after your first turn): 40 points
61 Pool: 15 and 30 points. 201 Pool: 25 and 50 points.
3 missed turns in a row: auto-drop at the middle-drop score
You can drop only on your own turn, before you draw. The DROP button shows then, with what it costs.
Pool: splitting the prize
Between rounds, when 2 or 3 players are left of a table that started with more, any of them can ask to split the prize. Everyone still in must accept within 20 seconds.
A player's drops are how many first drops they can still take without being eliminated. Each drop beyond the player with the fewest is paid one entry fee, and the rest of the pool is shared equally. A split is offered only while that rest is at least one entry fee.
Controls
Your hand: Cards are dealt already sorted into groups by suit, in rank order, with a gap between groups.
Group: Tap two or more cards to lift them, then tap Group to put them together as one group.
Moving cards: Drag a card. Drop it among a group's cards to add it to that group, or past the last card on the right to start a new group.
Declaring: Your groups are checked exactly as they are arranged on the table.
Open Cards: Tap the Open Cards button, or the open pile when it is not your turn, to see every card discarded so far.
Finishing: After drawing you hold 14 cards. Lift the one you do not need and tap DECLARE, or drag it onto FINISH HERE: it is discarded and your other 13 cards are declared in the groups shown on the table.