How to Play Kaluki

Description

Rummy with wilds, a buying system, and a steep opening meld requirement. You can steal discards out of turn — but it'll cost you a penalty point each time.

Objective

Be first to empty your hand by melding sets and runs — using Jokers as wild cards along the way.

Setup

Two decks shuffled together plus four Jokers.

Everyone gets thirteen cards, however many players are at the table.

The rest forms the draw pile, with one card turned up to start the discard pile.

Rules

Draw from the draw pile or discard pile, then discard one card to end your turn.

Meld sets of three or four matching cards, or runs of three or more in sequence within a suit — Jokers can stand in for any card, taking on its value.

You can also build onto melds already on the table, yours or anyone else's, by adding matching cards to either end.

Your first meld must total at least 51 points before you can lay anything down at all.

If a card you need is discarded out of turn, you may buy it for one penalty point rather than waiting for your turn.

Winning

First to empty their hand wins — going out with your very first meld, playing all thirteen cards at once, is a special win worth extra.

Once someone goes out, everyone else is scored on whatever's left in their hand — Jokers count heavily against you if you're stuck holding one.

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