Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
draw and go out in the same turn.
End of stock If the stock runs out before anyone goes out, the
End of stock If the stock runs out before anyone goes out, the
players reveal their cards and everyone scores for their best flush.
Score When someone has knocked, al players reveal their hands.
Anyone with five cards of the same suit scores as specified above,
making 51 the highest possible total. The knocker scores double,
provided that no one else has a higher-scoring five-flush, or one of
equal face value but containing fewer Jokers. Anyone who does
have such a bet er hand (or the best of them if more than one
player has) scores the value of his own hand plus that of the
knocker, who deducts the value of his own hand from his current
score.
Game Play up to 1000, or any other agreed target.
Comment I find the above rules unsatisfactory and favour the
fol owing modifications. (1) Jokers belong to any suit but have a
face value of zero. (2) A player with three or four cards of a suit
cannot knock but may, at a showdown, score the face value of the
flush, less the face value of any cards of a dif erent suit. This just
about makes it possible for a player who knocks with a low five-
flush to be beaten, on points, by one with a shorter but higher-
scoring flush.
Conquian (Coon Can)
2 players, 40 cards
The earliest true Rummy, a kind of proto-Gin, was first played in
Mexico and neighbouring states, especial y Texas, from the mid-
nineteenth century. The name is a mystery. Some relate it to
Spanish icon quien?, literal y ‘with whom?’, but the phrase is
total y irrelevant. Like other Rummy names such as Coon Can, Khun
Khan, Khan-hoo, Chin-Chon, and so on, it is probably a corruption
of an oriental game which I have seen recorded as ‘kong-king’.
Preliminaries Deal ten cards each from a 40-card pack ranking
A234567JQK and stack the rest face down. The aim is to be the first
to go out by melding eleven cards, including the last one drawn. A
meld is three or more cards of the same rank or from three to eight
cards in suit and sequence. Because Ace is low and Seven and Jack
consecutive, both A-2-3 and 6-7-J are valid, but Q-K-A is not.
Technically, you can have a sequence of nine or ten cards, but neither is of
any use because you need an eleventh to go out.
Start Non-dealer starts by facing the top card of stock. He may not
take it into hand, but must either meld it immediately (with at least
two hand-cards) or pass. If he melds, he must balance his hand by
making a discard face up. If he passes, dealer must either meld it
himself, leaving a discard face up in its place, or else also pass by
turning it face down. In the lat er event it becomes his turn to draw
from stock.
Play Continue in the same way. Whoever turns from stock has first
choice of the card turned, and must either meld it, extend one of his
existing melds with it, or pass. If both pass, the second turns it
down and draws next. If a player declines a faced card which can
legal y be added to one of his existing melds, he must meld it if his
opponent so demands. In this way, it is sometimes possible to force
a player into a situation from which he can never go out – a point
of considerable strategic interest.
Rearrangement In melding, a player may ‘borrow’ cards from his
other melds to help create new ones, provided that those thereby
depleted are not reduced to less than valid three-card melds. After
melding, the player’s discard becomes available to the opponent,
who may either meld it himself or turn it down and make the next
draw.
Ending Play ceases when one player melds both the faced card and
al cards remaining in his hand, whether by adding to existing
melds, making new ones, or both. If neither is out when the last
available card has been declined, the game is drawn and the stake
carried forward.
Pan (Panguingue)
A multi-player extension of Conquian dating from the early 1900s
and stil widely played in dedicated gaming establishments in the
western United States, especial y California. It is exclusively a
casino game and has too many complications to justify description
here.
Kaluki (Caloochie)
2-6 players, 104 cards
Reportedly most popular in the eastern United States, it is a moot
point whether this double-pack Rummy has a greater variety of
spel ings (Caloochie, Kaloochi, Kaloochie, Kalougie, Kalookie, etc.)
or of rules.
The fol owing are typical.
Preliminaries From a double 52-card pack plus four Jokers deal
fifteen each, or thirteen if five play, or eleven if six. Turn the next
to start the wastepile, and stack the rest face down.
Object To be the first out of cards by laying them down in melds,
and bylayingof individual cardstoexistingmelds (ownorothers’)
and bylayingof individual cardstoexistingmelds (ownorothers’)
whenever they match.
Melds A meld is three or four cards of the same rank, or three or
more cards in suit and sequence. Sequence order is
A23456789TJQKA, Ace counting high or low but not both (K-A-2 is
il egal). A Joker may represent any desired card. No meld may
contain two identical cards (unless previously agreed otherwise), or
simultaneously a Joker and the card it represents.
Play Each in turn draws the top card of either the stock or the
wastepile, makes any possible melds, and makes one discard face
up to the waste pile. You cannot take the upcard until you have
made at least one meld, or can immediately use the upcard to make
one.
The first meld made by each player must comprise cards total ing
at least 51, counting Ace 15, courts 10, numerals at face value, and
Jokers as the cards they represent. You may, however, make a
lower-scoring initial meld, provided that you simultaneously lay of
a card or cards to other melds which bring the total value of cards
played from your hand to 51 or more.
Exchanging Jokers If you hold a natural card which can be
substituted for a Joker lying in a meld of your own or anyone
else’s, you may exchange it for the Joker on your turn to play. If the
Joker is ambiguous, any card that leaves a legal meld wil do. For
example, given 4- 5- 6-
, you could exchange the Joker for
either 3 or 7.
Going out Keep playing til someone goes out by melding, laying
of , or discarding the last card from their hand.
If playing for hard score, whoever goes out receives from each
opponent an agreed stake for each card left in hand. Each Joker
counts as two cards, and al stakes are doubled if the winner went
‘Kaluki’ by going out without having previously made any meld.