Cards and deal
- Three normal 52-card decks shuffled together (156 cards).
- 2 to 5 players, 21 cards each.
- One card goes face up to start the discard pile. The rest is the stock.
Your turn
Take the top card of the stock or the top card of the discard pile, then throw one card face up. You can't throw back the card you just picked up.
The groups you make
| Name | What it is | Example |
|---|---|---|
| Pure sequence | 3 or more cards in a row, same suit, no jokers | 5♠ 6♠ 7♠ |
| Tunnela | 3 identical cards (same rank and suit) | 9♥︎ 9♥︎ 9♥︎ |
| Trial | 3 or 4 cards of one rank, all different suits | K♠ K♥︎ K♦︎ |
| Dublee | 2 identical cards | 4♣ 4♣ |
The ace can be low (A-2-3) or high (Q-K-A), but a run can't wrap round (K-A-2 is not a sequence).
Seeing the maal
Before you can finish, you must see. After drawing, lay down 3 pure groups (pure sequences or tunnelas) or 7 dublees. The first player to see turns up a card from the stock: the maal. Only players who have seen get to know it.
Maal cards (if the maal is 7♥︎)
| Card | Name | Points |
|---|---|---|
| 7♥︎ | Maal (same card) | 3 for one, 8 for two |
| 8♥︎ | Maal (one above) | 2 / 5 / 10 for one / two / three |
| 6♥︎ | Maal (one below) | 2 / 5 / 10 |
| 7♦︎ | Maal (same rank, same colour) | 5 / 15 / 25 |
| 7♠ 7♣ | Ordinary joker (same rank, other colour) | 0, but wild |
| 6♥︎ 7♥︎ 8♥︎ | Marriage | 10 together (two marriages 30) |
After you have seen, all of these cards are jokers: they can stand in for any card in a sequence or a trial.
Finishing the game
- Sequence players: group every card in your hand except one, then throw that last card. Your 21 cards become 7 groups of three.
- Dublee players: after showing 7 dublees, finish by making an 8th dublee.
Scoring (points, no money)
- Everyone who has seen counts their maal points. Players who never saw get nothing for their maal.
- Each player's maal is settled against everyone else's, so the table always adds up to zero.
- Each loser also pays the winner 3 if they had seen, or 10 if they hadn't, plus 5 more when the winner finished with dublees.
Tips to win
- Aim to see early. Until you see, jokers don't help you and your maal can be worth nothing.
- Keep track of the maal's neighbours. A marriage (the maal card with the one below and the one above) is worth more than the three cards on their own.
- Watch what your opponents pick up from the discard pile. If someone takes the 6♣, avoid throwing the 5♣ or 7♣ they probably need.