Introduction
Kalooki is a game from the 'Rummy Family' using 2 decks and 2
jokers - total 106 cards. It can be played with between 2 to 5
players. A complete game of Kalooki consists of several rounds
of game-play, where players try to dispose of their cards as quickly
as possible.
Penalty points usually determine the winner.
Kalooki is enjoyed by players of all ages. It can be played for
fun - or for real money stakes.
It is especially popular in the UK where it is played in homes,
clubs and casinos nationwide.
Card
Values
Aces = 11 points / picture cards = 10 points
/ 10's - 2's = face value /
Jokers = 15 points
Forming
Sets Of Cards In-Hand
Players try to create sets (or melds) comprising 3 or more
cards in a group or sequence.
A
correctly grouped set would consit of 3 or 4 cards
of the same value but of different suit.
Correct set >
Incorrect set >
A
correct group cannot have 2 cards of the same suit.
Only one diamond, club, heart or spade.
Correct
set >
Incorrect set >
A
sequenced set ("run") consits of 3 or more
cards of consecutive value and of the same suit.
Correct
set >
Incorrect set >
**
The lowest run is 2-3-4... highest is Q-K-A. The ace cannot
be part of a low run. ie: A-2-3**
Correct
set >
Incorrect set >
A
run can be of any length, providing that all cards are of
the same suit.
Correct
set > 
The Standard Game Of Kalooki
This explains the standard game of Kalooki, which is usaully
played up to a 150 penalty point limit. Penalty points are
calculated from the cards that remain in-hand for a player
at the end of each round. Other variations in game play,
scoring and stakes can be found in the 'Advanced Options'
section.
Dealing Out The Cards
13 cards are dealt out to each player in groups of 3's
and 2's - in a clockwise direction. First of all the dealer
deals 3 cards to each player, starting with the player immediately
to their left. Then two more cards to each, 3 more, 2 more
and then finally 3 cards each. This is the 'official way'
to deal out the necessary 13 cards.

The remaining pile is placed face down on the table, forming
the card stock (or 'deck') required for the game. ( Some
people turn the top card of the deck, to start the discard
pile, straight after the deal. We prefer not to! )
Game Play
The player to the left of the dealer goes first, taking
an extra card in-hand from the top of the deck. They must
then select one of their 14 cards to discard, placing it face
up on the table, forming a new pile next to the deck.
Players
must organise their in-hand cards into sets, deciding which to
keep and which to throw away. Each
player must 'draw' (take) a card at the beginning of their turn...
and then discard one at the end.
Any
reduction of points by laying sets or 'go-ers' must be done after
drawing... and before discarding.
The
game passes round in a clockwise direction. Subsequent players
then have the choice of either taking the top card from the deck
- or the top card from the discard pile, thrown by the previous
player. A discard card can only be taken if it is required to
complete a set which is then used **immediately. It cannot
be taken from the discard pile and then held in a players hand
for future use.
Laying
Sets On The Table - "Coming Down"
Once the total value of cards that form sets in-hand reaches
40 points or more, a player has the option to lay these as declared
sets, face up on the table into their relevant groups. This is
called "coming down" and will reduce the players in-hand
penalty points accordingly. When to come down is at the discretion
of each player. **If a player wishes to take a discard, then it
must be used within a set and immediately placed on the table,
either as part of their compulsory 40+ points - or subsequent
to them already having made their 40+ points.
30
pts > plus
27 pts >
= 57
points
A
player who has already made and declared their 40 points...
can then lay sets of any value for the remainder of that round.
Laying Cards On The Table - Adding "Go-ers "
Cards can also be added onto any declared sets that are 'exposed'
on the table, either to extend a run... or to make a 3 of a kind
set into a set of 4 of a kind. This can only be done when the player
in question has already come down and made their own set(s) worth
40+ points. Placing a card onto a declared set is called adding
a "go-er" and will also reduce potential penalty points.
A discard card cannot be taken and then used as a go-er.
Add
the 10 >
Add 9 clubs >
Using Jokers
A joker can be used in the place of any card, either in-hand
within a set, or as a go-er on the table. It assumes the position
and value of the card it replaces. It must be clear to all players
which cards the jokers represent.
Jokers will be scored at their maximum value of 15 points if they
remain in-hand at the end of a completed round of game play. ( When
a player 'calls up' and the other players in-hand penalty points
are added to their scores ).
Joker
in place of Queen of Clubs >
This
is worth 31 points if used as a set during the game - but it would
be counted as 36 in-hand penalty points if it was still in a players
hand when someone calls at the end of a round of play!
Re-using Jokers
A joker that is part of a declared set, face up on the table, can
be re-used by any player on their turn, providing that they have
already come down with 40+ points and can replace the joker with
its natural card within the set.
The joker must be used immediately within a new set and cannot be
held in-hand for future use... nor can it be placed as a go-er,
elsewhere on the table. The following is an example of how a used
joker could be taken...If a joker is in a set with10 Diamonds

and the 10 Spades, then it could be... ...replaced
by a natural 10 Clubs >
or by a natural 10 Hearts >
When a declared joker has been used in a 3 of a kind set, it can
be taken by either natural replacement card. When the declared joker
is in a 4 of a kind set then only the last remaining natural card
can be used to take it. When any declared joker is part of a run,
it can ony be taken by the card that is its exact natural replacement.
Alternative Rule For Re-Using Jokers
There is an alternative to the rule for re-using jokers that is
almost as popular as the one previously explained... It states that
when a joker is used in a grouped set, as above, BOTH natural
replacement cards are required to 'take' it. In the example above...
the 10 of clubs and the 10 of hearts would both be needed to take
the joker.
Winning A Round Of Kalooki - "Calling-Up"
Once a player has successfully disposed of all 13 cards and then
discarded, the remaining players must add the total values of all
cards still left in-hand. These penalty points are recorded for
each player and are referred to as the scores. The player calling
incurrs no penalty points... Initially each player start with a
score of zero.
Winning The Game
As subsequent rounds of the game progress, the players scores increase.
When the cumulative score for a player exceeds 150 points they are
out of the game! (on 151 or more) The next round continues without
them... and they have no further involvement in that game.
When just one player remains... on a score that is not over 150
penalty points... they are the winner.
Advanced Options
There are a couple of additional elements that can be incorporated
into a standard game of Kalooki, especially when playing for real
money stakes. These are round by round payments... and buy-ins.
1) The option to "buy-in" if a players score exceeds the
penalty point limit for the game.
2) Playing each round of the game for an additional reward stake.
Stakes & rule variations must be agreed by all players before
the start.
"Buying In"
When a players score exceeds 150 penalty points then they would
normally be excluded from the rest of the game, however buy-ins
enable such players to rejoin the game for an additional stake.
This amount is usually half of the original game stake. They can
then rejoin the game on a score that is equal to the player with
the highest score. ( 150 points or less ) The number of times that
players can buy-in must be agreed in advance.
Kalooki is usually played with 1 or 2 buy-ins... however it is possible
to play with unlimited buy-ins!Buy-ins are not allowed when 2 players
remain. ( There must be 3 or more players still in the game.)Upon
rejoining the game, it is usual to circle the buy-in players score,
on the score sheet.
Reward Payments For The Person That Wins Each Round
In addition to the main stake for a game, players may decide to
play each round for an extra reward payment. This amount is usually
1/4 of the main stake value. If a player calls the round by laying
all thirteen cards in one turn this is called a 'bomber' or a Kalooki
and commands a higher reward, usually 1/2 the main stake amount.Eg:
If the initial stake for the game was £4, then each round
would be played for an additional £1... with a 'bomber' or
Kalooki worth £2. Any buy ins would cost an extra £2.
(Ensure stakes are agreed in advance! )
Reward payments can be recorded in a table, along with the penalty
point scores for each player. The example below shows the Kalooki
scores on the left, with round by round rewards on the right.
CLICK
ON SCORE CARD FOR FULL SIZED VERSION.
Still Have Questions About Kalooki?
If you have any further questions or queries about Kalooki...
do not hesitate to drop us a quick email. We try to reply to each
enquiry on an individual basis, as quickly as possible.
Send email to: info@kalooki.co.uk
Tell Us About The Way YOU Play The Game.
If you know of any Kalooki variations... or play with rules
that are different to ours please let us know. We are always keen
to learn of new ideas and to share them with our members.
Send email to:ideas@kalooki.co.uk
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