Rules:


Object:


To play 22 cards in 2 stacks of 11 cards each: one called a "Hand", the other called a "Foot". To make at least 3 groups or more of 7 cards each, playing the Hand first, then the Foot, before going out. Players with the highest score after 4 rounds, wins.

Playing Time:


1-3 hours. Ages 10 to Adult.

Players:


2-6. Recommended 4 players.
Two and three players play individually. With four, partners sit opposite each other at the table. With six players, three on each team, partners sit alternately around the table. 5 Players - 2 teams of 2 each, the 5th player plays Rounds 1 & 4 on one team - 2 & 3 on the opposite.

Card Description:


"Lady"
A Lady is used two ways.

  1. As a discard, which blocks the following player from picking up the discard stack.
  2. Can be added to a "Clean Group" for 100 bonus points. Also see Groups.

Caution: If a Lady is in any player's hand when the opponent goes out, she counts 500 points AGAINST the player or team.

"Lord"
The Lord is the highest suit card, counting 20 points. This card plays exactly the same as the suit cards 1 through 12.

"Villain"
The Villain, like the Lady, blocks the player from picking up the discard stack.

  1. The only way a Villain can be played is by discard. Never in a Group or Meld.
  2. The Villain counts nothing (0)

"Wild Cards"

  1. One Wild Card may be played with two suit cards to start a Group. A Group of only Wild Cards may be made also.
  2. There are TWO Wild Cards of DIFFERENT count value. The Joker counts 50 points each, the Jester counts 25 points.
  3. Wild Cards are used as a defense card. (See FREEZING THE DECK)

HOW TO BEGIN


    1. The players attempt to pick exactly 22 cards from the shuffled deck. If successful on the first try, add 100 points to the score.
    2. If not, each player adjusts their cards to 22, putting 11 cards into TWO piles - one called a "HAND", and the other a "FOOT".
    3. Players may look at the bottom card only on each pile and select the pile to be played first: which becomes the "Hand". The remaining pile is the "Foot", which will be explained later.
    4. Any excess cards drawn must be returned face-down on the unused deck. Turn one card face-up next to it to begin a DISCARD STACK. The TOP card must be a playable card.


EACH PLAY HAS THREE OPTIONS

  1. A draw of two cards from the deck and a play of one card on the DISCARD pile. The act of Discard ends that player's turn.
  2. Pick up the ENTIRE discard stack. IF the top card can be played on the board. (Remember . . . the discard stack can never be picked up until MELD has been completed or when topped by a Lady, Villain, Joker or Jester.)
  3. If a player has chosen to pick up the discard stack instead of drawing two cards, he then proceeds to play the top card and any others he chooses, then discards.

*If the discard stack is not frozen, it can be picked up with two Natural Cards (same sequence as the top card) or one card the same and one Wild Card.


MELDS

Melds are combinations of three or more cards of the SAME rank. All Melds must be laid face-up of one partner, then both partners proceed to play on that Meld. After the Initial Meld, one or more cards, either of the same suit or Wild Cards may be added.

*Jokers and Jesters are Wild Cards so may be used with any card group, but there should NEVER be more Wild Cards than Suit Cards (not to exceed 3 to a group).


INITIAL MELD REQUIREMENTS

  1. The first round of play requires an initial Meld of at least 50 points; a player may make one or more different Group Melds in the same turn to achieve the minimum count.
  2. The face value of the cards is the only count used for the initial Meld. In the event a Group(7 cards, same suit) is among the Meld, do not count the base count value.
  3. Play is open to ALL partners at their turn after any one of the team has an initial Meld.
  4. The discard stack may be picked up at the time of Meld, but the TOP CARD and ONLY the top card may be counted in the Meld.

1st ROUND
PLAY GOES AS FOLLOWS:

  1. A team must Meld 50 points to get on the board.
  2. Play continues building Groups of 7 cards each. Gaining as many points as possible, drawing 2 cards and discarding one card (Lady or Villain, if possible).
  3. 1st Round ends when one player can ask permission to Go Out. (A player can Go Out only after completing at least 2 "Dirty Groups" and 1 "Clean Group").
  4. If permission is granted by his partner, the player may "Go Out" and points are then totaled.
  5. If permission is NOT granted, play must continue until permission is granted and points are then totaled.

2nd ROUND
PLAY GOES AS FOLLOWS:

  1. A team must Meld 90 Points to get on the board.
  2. Play continues as explained in 1st Round.

3rd ROUND & 4th ROUND
PLAY GOES AS FOLLOWS:

  1. A team must Meld 120 Points and 150 Points respectively.
  2. Play continues as explained above.

GROUPS

  • Seven or more cards is a Group.
  • A Group must be started by an Initial Meld of three or more cards with the addition of other cards later. "Sequences" or "Runs" are NOT VALID.
  • 7 "Natural Cards" (all the same) form a Clean Group, valued at 500 Points.
  • A Wild Card added to a Clean Group reduces it to a Dirty Group, valued at 300 Points.
  • A Group comprised solely of Wild Cards counts 2000 Points.
  • Additional cards may be added to a Group, but will Not increase the Base Value, only the Count.
  • Any completed "Clean Group (including Wild Card Groups) may be Capped by a "Lady" for 100 Extra Points.

Card Values


    Joker
    Jester
    Lord
    7-12
    1-6
    Villain
    Lady (When Capped on a "Clean Group".)
    50
    25
    20
    10
    5
    0
    Points
    Points
    Points
    Points
    Points
    Points

FREEZING THE DECK


A Wild Card must be placed SIDEWAYS on the Discard Stack. That "Freezes" the stack and it can only be picked up by a player holding a "Natural Pair" in his hand "Matching" the TOP Discard.

GETTING INTO THE FOOT


The Hand must be played before the Foot. There are three ways of getting into the Foot:

  1. Play ALL the cards from the Hand and discard - then pick up the Foot, but do NOT play again until next turn.
  2. Play all cards except ONE after discard, then pick up the Foot. Do NOT play until the next turn.
  3. Play ALL cards from the Hand onto the board, which leaves NO discard, pick up the Foot and continue playing, then discard (from the Foot).

ASKING PERMISSION

When a player determines he can go out, he must ask his partner, "May I go out?" The partner must answer either YES or NO, and the player is bound by the reply.


GOING OUT

  1. A player may Go Out only if his team has the minimum of 2 Dirty Groups and 1 Clean Group (excluding a Wild Card Group). Failing this requirement, he must keep at least ONE card in his hand.
  2. A player Goes Out when he can play the LAST card of the Foot, either by discard or by playing on the board.
  3. A player is NOT required to discard when Going Out. If all the cards in the deck are drawn, each team must count the cards in their Hand and Foot for a MINUS score, but count all cards on the board as Good or Plus cards.
  4. Then the round is over.

SCORING


Determining the net score for each Round as follows:

  1. Total the Base Point Value of the Groups. This is your Base Score.
    Exact 22 Card Draw
    (when applicable)
    Clean Group
    Dirty Group
    100

    500
    300
    Wild Card Group
    Going Out
    Lady
    (capped on Clean Group)
    2000
    100
    100
     
  2. Total the point value of the unplayed cards (both teams, including the Foot) for subtraction.
  3. Total ALL cards played on the board at face value.
  4. Add: Total Base Score. Total Card Count.
  5. Subtract: Unplayed Card Points (500 Points for EACH LADY IN HAND OR FOOT at the end of the Round)

HELPFUL HINTS


  • After selecting the original 22 cards, it is better to choose as your Hand any pile that shows a Lady or Wild Card.
  • Meld as soon as possible in order to help your partner.
  • Before making a Wild Card Group, consider that you must have 2 Dirty Groups to go out.
  • If you Freeze the stack, it is frozen to ALL players.
  • Beware picking up the discard stack for the amount of Ladies and Villain.
  • watch the discard stack for the amount of Ladies and Villain.
  • When a Group has six cards containing any Wild Cards, place a Wild Card card crosswise to signal the need for one more card to complete a Dirty Group.
  • Place Groups in numerical order on the board for ease in locating.
  • Opponents may make Groups of the same rank.
  • Two Groups of the same rank may be made by one team.
  • In scoring, it is easier to add the score if cards are counted and stacked in 100 point stacks.
  • On Dirty Groups - place a Wild Card crosswise underneath stack to distinguish between a Clean & Dirty Group.