You 0 Opponent 0 Opening 51 Hand 0 Stock 0 Moves 0

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Your first hurdle is getting 51 points onto the table. After that, every card you can add to a meld is one less penalty to carry. Play this 2-player Kalooki game against the computer with 2 decks, 4 jokers and 13 cards each.

Draw first, then decide what to keep

Choose Draw Stock for an unseen card or Take Discard for the visible top card. The Lay Down / Lay Off button finds melds across your hand automatically; you do not have to select each group. To end your turn, select exactly one card and choose Discard Selected.

The Hand number above the table counts every card you still hold. It is not your opening-meld total. A hand worth 80 can still have no valid 51-point opening.

A 51-point opening you can count

Two separate melds can meet the opening requirement together
CardsMeldPoints
7♥ 8♥ 9♥Same-suit run7 + 8 + 9 = 24
9♣ 9♦ 9♠Set of 9s9 + 9 + 9 = 27
Opening total51: you can go down

The run alone is only 24, and the set alone is only 27. Together they qualify. Unmatched cards left in your hand contribute nothing to the opening, and you cannot count the same card in 2 melds.

Aces and jokers need different kinds of counting

An Ace scores 11 points but sits low in a run: A-2-3 is valid; Q-K-A is not. Number cards score their printed value, face cards score 10 and a joker scores 25.

A joker can stand in for a missing card in a set or run. A meld needs at least as many natural cards as jokers. For example, 7♥, joker, 9♥ is a run worth 41 points here (7 + 25 + 9), so it still needs another meld to open.

Once you are down, use the whole table

After opening, you can put down new melds without reaching 51 again. The same button also adds suitable cards to your melds or the opponent's. If a 5♥-6♥-7♥ run is on the table, your 8♥ can extend it. You must open before making that layoff.

Take the discard when it has a specific job. An 8♥ that immediately leaves your hand is useful; an isolated Queen adds 10 points of risk while you wait for a partner.

The match ends at 150, and lower wins

Going out ends the hand and gives you 0 penalty points. The other player adds the value of every card still held. If neither total has reached 150, another hand starts. Once either player reaches 150, the lower cumulative score wins.

For example, if you go out while the computer holds a joker, an Ace and a 6, it adds 25 + 11 + 6 = 42. Getting rid of a joker can therefore matter more than getting rid of several small cards.

This table uses a 51-point opening with 2 players. Kalooki has other regional rules, including contract versions with different deals. For a contract game, try Liverpool Rummy; for simpler meld practice, try Rummy.