How to play
- Two packs and two jokers, 106 cards. Each player gets 14; the player on the dealer's right gets 15 and starts by discarding without drawing. Four players, each for themselves.
- Each turn you draw from the stock or take the last discard, meld if you wish, then discard. If you take the discard you must lay down a new meld that turn; the taken card need not be in it.
- A meld is three or more cards: a run in one suit, with the ace below the 2 or above the king but never in the middle, or three or four of one rank in different suits. A joker stands for any card, at most one per meld.
- Going down: new melds in one turn worth at least 51 for the round's first player to go down; every later player needs the last opening total plus one. The ace is 11, except 1 in A-2-3; J Q K are 10, and a joker is worth the card it stands for.
- Once down, you may lay more melds of any value, add cards to any meld on the table, and take a joker from a meld by putting the card it stands for in its place; in a three-card set, only by adding both missing suits.
- The round ends when a player gets rid of their cards and discards the last one.
Scoring and winning
- The player who goes out scores minus 30; laying down every card in one turn without having opened before and without adding to anyone else's melds (a hand) scores minus 60 and doubles everyone else's points.
- Each of the other three adds the cards left in hand: joker 15, ace 11, J Q K 10, the rest face value. A player who never went down adds 100.
- After five rounds the lowest total wins; if the lowest is shared, there is no winner.
Baloot
Jackaroo
Jackaroo Complex
Kout Bo 4
Kout Bo 6
Tarneeb
Hand
Domino
Ludo
Tanj
Leekha
Bint al-Sbeet
Seven of Diamonds
Konkan
Banakil