- + Rummy Games
- - Introduction
- - Rummy Rules
- - Getting Started
- + Gin Rummy
- + Oklahoma Gin
- + Kalooki 51
- + Kalooki 40
- + Traditional Rummy
- + Rummy 500
- + Burraco
- + Turkish Rummy (Okey)
- + Tripoley
- + Canasta
- + Rummikub
- + Mahjong
Kalooki 40 Rules
Kalooki 40 Rules
In order to watch the Kalooki 40 demo Click Here.
The Goal: The winner of the hand is the first player to lay down all of the cards in his hand onto the melding area. They must then discard their last card onto the discard pile. Melding, as mentioned earlier, can be done by forming sequences of sets and runs. Laying down, as will be shown below, can be done gradually or all at once - rewarding the winner with different levels leverage.
Number of Players: Although in some versions the rummy game can be played with up to 6 players, it is usually played with 2-4 players and thus our rummy rooms enable up to 4 players to join a Kalooki 40 table.
The Deck: Each game is played with two standard card decks plus 2 jokers.
Card values towards achieving a total of 40: According to the Kalooki 40 rules, The number on the card determines its value towards achieving the minimum total value that is required to lay down melds for the first time - 40.
Special values are given to the three royal cards which are 10 points each, the ace is worth 11 and the jokers get the value of the card they represent. Aces can only be used for high runs (i.e. Q-K-A) and not for low runs (i.e. A-2-3).
Card values - penalty points: In case one of your opponents has won the game this means you still have cards in your hand, for which you will receive penalty points. In this case, all number cards are worth their value in penalty points (e.g. a 7 is worth 7 penalty points). Royal cards are worth 10 each, Ace = 11 and a joker is worth 15.
|The four suits|
|The cards and their values|
2 points 3 points 4 points 5 points
6 points 7 points 8 points 9 points 10 points
10 points 10 points 10 points 11 points 15 points
* Note - When using a joker in a meld it takes the numerical value of the card it represents (for example: in a set of 7 - joker - 9, the joker's value is 9 points), however, when a player has a joker in their hand after their opponent has gone out the joker represents 15 penalty points.
Dealing the cards: each player receives 13 cards.
Stock Pile: The rest of the cards form the stock pile (face down).
Reshuffle: If the stock pile runs out of cards, the discard pile will be reshuffled to form a new stock pile, but the last card that was thrown out, will remain on the table to reform the discard pile.
A Turn: According to official Kalooki 40 rules, a standard Kalooki 40 turn consists of two must-do moves: drawing a card and discarding a card. In between these moves players may lay down melds on the table or add builders - according to the rules that are specified below.
Drawing a card: At the beginning of a turn the player must draw a card, either from the stock or discard pile. In Kalooki 40, if you draw a card from the discard pile, you must lay it down in a meld in the same turn
|A set consists of 3 or more cards of the same rank|
|A run consists of 3 or more consecutive cards of the same suit|
Laying down melds or Builders (optional): According to the player's strategy, he may choose to lay down melds during the game and not wait for all of the cards in his hand to be melded before doing so. To do that the total value of the melds in his hand needs to be 40 or higher. In this turn or any one to follow, the player may also add a matching cards to other melds on table. This actions is called "Building" and these cards are called "Builders".
Building example: The following meld is already on the table:
Any player who has already laid down melds on the table, can build on the meld using any of these cards:
Discard a card: to complete the turn, even a winning turn, the player must discard one card to the discard pile.
The use of jokers: there's no way out to put it - the jokers spice up the game!
Run: when using a joker in a run, the joker's value towards hitting 40 will be identical to the original card it is replacing. Once on the table, any player who has the card the joker represents can switch it with the joker and use it himself. Please note that when switching a joker, it must used within a meld as a wild card or a builder in the same turn.
Set: when using a joker in a set of 3 cards, the only way to switch it once on the table is by having the 2 missing suits. For example, if a joker is used in the set 3 hearts - 3 clubs - joker, in order to switch it the player will need to have 3 of spades and 3 of diamonds. To technically switch a joker, the player will need to click on the card or cards he want to replace the joker with and as soon as this is the done, the joker will appear at the players hand for him to use at the same turn.
* Please note: In case a player adds only one of the missing cards to a set with a joker, the meld is locked and the joker cannot be switched.
Reusing jokers, building cards and laying melds down on the table are all subjected to the player's discretion according to his strategic view. Read some tips about Kalooki 40 strategy.
The game is over when...
The Kalooki 40 game is over as soon as one of the players finishes melding all of the cards in his hand but one, and discards the last one to the discard pile.
There are two ways of winning in Kalooki 40:
"Going Out" - is when a player is finished melding all of his cards and lays them down on the table gradually during different turns and discards the last card onto the discard pile.
"Going Kalooki" (Hunt) - this is when a round ends with a player getting rid of all of the cards in his hand at once, and of course discarding the last card onto the discard pile. ** Please note: in Kalooki 40, players are allowed to add builders when going Kalooki.
Going out penalty points: when a round ends with a player going out, all of the defeated opponents get penalty points per the cards left in their hand. Please refer to the table above for more information on cards value and penalty points. Please note that when going out and using a joker it takes the value of the number that it represents.
Going Kalooki penalty points: In a case in which a player wins by "Going Kalooki", all the remaining players get penalty points according to the cards left in their hand and an extra 25 penalty points on top of that.
Pool Prize Distribution in Kalooki 40
When a game ends it's time to get your winnings! Games of 2, 3 and 4 players may have different distribution formulas so be sure to check out the payout structure of the table you play (you can find it on the top left hand side of the table window). In any case, the winning player receives at least 75% of the pool prize. The remaining 25% is divided between the remaining players, as long as they have less than 100 penalty points.