Two packs and 4 jokers, 2β6 players, nine deals. Each deal has a contract β the melds you need to go down: 3 threes (9 cards), 2 threes + a four (10), 2 fours + a three (11), 3 fours (12), 4 threes (12), 3 threes + a four (13), 2 threes + 2 fours (14), a three + 3 fours (15), 4 fours (16).
A three is 3 or more cards of one rank (any suits). A four is 4 or more in a row in one suit; the ace is low (A-2-3-4) or high (J-Q-K-A) but a run can't turn the corner. Your threes must be different ranks and your fours different suits.
Jokers are wild. A three needs at least two real cards; in a four, no two jokers side by side. Jokers can't be discarded.
Your turn: draw from the stock or take the discard (not once you've gone down), then discard. When you have the contract, tap its cards to pick them, add each meld, and go down. After that you may lay down more melds and tack on to anyone's melds: more of the rank on a three; the next card at the top of a four (at the bottom once the top reaches the ace); or a real card in place of a joker, which slides to the end.
Calls: before the next player draws, anyone who hasn't gone down may call the discard (3 times a deal). If the player whose turn it is draws from the stock, the caller gets the card and a penalty card from the stock; if they take it themselves, the call fails.
Going out: get rid of every card. Everyone else scores what's left in their hand: joker 50, black ace 15, 10βK 10, 2β9 face value, red ace 1 β doubled if you bent the table (went down and out in the same turn). Lowest total after nine deals wins.
If the stock runs out a second time the deal is played again; we skip a contract that has been called off three times (it can happen with 6 players).
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