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How To
Play Kalooki?
Kaluki
also known as Kalooki and
Kalookie is a Rummy game which combines the use of the powerful
Joker cards. The Joker cards spice up the game and with the, the player can combine the powerful card in many variations of series he wants.
In this version the player most come up with a hand of 51 total points or more in order for him to
meld (declare the winning cards).
The winner is the player who melds the cards in series of sets or runs in one time which is called a "Hunt", or the first one who unveils his cards gradually and constructively.
The rules of the
Kalooki game:
Each player gets 13 cards.
The cards and their values:
Equals 2 points.
Equals 3 points.
Equals 4 Points.
Equals 5 points.
Equals 6 points.
Equals 7 points.
Equals 8 points.
Equals 9 points.
Equals 10 points.
Equals 10 points.
Equals 10 points.
Equals 10 points.
Equals 11 points.
Equals 25 points.
Please note – The joker can be used in each series of
set or
run in order to replace any other missing card.
When someone melds the cards and he uses a joker from one of the series, the points of the joker will be the number of points of the replaced card.
For example:
+
+
+ 
In this series the joker will be worth 7 points.
The Joker will be counted as 25 penalty points against the player who is left with the joker in hand at the end of the game when another player wins the game.
The remaining cards after the 13 cards distribution for each player are the
deck of cards on the table whereas it is faced upside down on the table meaning the cards are hidden – this deck is called the
stock.
A single card which is placed aside for the deck will be revealed with the face up, this is the card which is thrown after every round by a different player – the deck which is piling on the side is called the
discard pile.
A standard round of game includes 3 parts:
1. A single card draw, either if it's from the deck or from the discard pile.
2. Building series of sets or runs and/or adding cards to the existing series on the table if possible.
3. Discarding one card which will be facing up on the discard pile.
You draw one card at the beginning of your turn and you discard one card to end your turn. One option is to meld series which sums up in 51 and more points, adding cards to the other series on the table or saving these cards to be added in other opportunities during the game.
If the stock pile is running out, you take the discard pile and mix it and then you build a new stock pile which will be faced down hidden again. This is how you continue the game with the same player who had his turn coming.
Forming rules:
Only after melding (series which accumulated in 51 and more points), you are allowed to start adding other cards to your series or other players who melded their cards over the table – this is called the forming process.
Adding a 4th card to the set of 3 cards on the table:
For example:
+
+ 
To this series you are allowed to add the card:

Adding a card at the beginning of a running series or at the end of it:
For example:

To this series you are allowed to add the card:

At the beginning of the series before the number 7.
Reuse of the Joker
In case a set of 3 cards includes the Joker, the Joker can be replaced in the 2 other cards which are missing in the set.
For example: if the following cards are on the table:
+
+ 
And one of the player has the cards
+
the player can replace these cards with the Joker and use the Joker anywhere else between adding to the existing series or building a new one.
If the player has only one of the missing 10s and he added it to the series 10-10-10- Joker, he completed the set with 4 cards and there won't be a possibility to replace the Joker during the game anymore.
If there is a series on the table which includes the Joker, one player can replace the Joker only with the number which the joker replaces, and then use the Joker anywhere else where the player desires.
For example: if a series such as this one exists: תמונה
+
+
+ 
A player holding the card תמונה
can replace the joker and use it anywhere else.
A player wins when he melds his cards except one card which he discards to the discard pile and by that win the game.
Please note: You must end the game with discarding a card to the discard pile, if you meld all the cards and won't have the last card to discard it won't count as a victory, you must end the game with discarding a card.
Please note: If a player ends the game and win, the other players can't continue melding cards they still have, even if they have the option of adding cards to existing series or building new series. The cards they have will be considered as penalty points for the losing player.
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