Four Rounds · Team Play

How to Play

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Setup

The Deck: 6 decks of cards shuffled together, Jokers included.

Players: 4 players (2 teams of 2, partners seated across from each other).

Dealing: Each round, 3 of the 4 players deal a pile to every player at the table:

PileCards eachDealer's role this round
Hand151st player
Foot132nd player
Toe113rd player
4th player sits out dealing — "Sitting Pretty"

Rotation: Roles rotate every round. Over all 4 rounds, each player deals Hand once, Foot once, Toe once, and sits pretty once.

Wild Cards

2's and Jokers are wild and can stand in for any rank when melding.

Red 3's & Black 3's

Turns

Draw 3 cards from the stock or pick up the entire discard pile (if unfrozen), then discard just 1 card to end your turn.

Picking up the pile: If the pile isn't frozen, show two natural (non-wild) cards from your hand matching the rank of the top card, and take the whole discard pile — not just the top card.

Freezing the pile: Discarding a black 3 or a wild card freezes the pile — no one can pick it up while a frozen card sits on top, regardless of what they hold. Players must draw from the stock instead until the freeze clears.

Melds (Books)

A meld, or book, is built from 7 cards of the same rank, 4 through Ace.

BookRequirementPoints
Clean7 same rank, no wilds500
Dirty7 cards, more naturals than wilds (min. 4 naturals + 3 wilds)300
Book of 5's7 fives3,000
Book of 7's7 sevens5,000
Book of Wilds7 wild cards2,500

Your team needs one of each of these five books before anyone can go out.

Book size rules:

Clean and Dirty books are sometimes called "Red books" and "Black books" at the table — same books, just nicknames.

Foot Pickup

The first time either player on a team completes a book — whether it's the Clean, Dirty, Wilds, 7's, or 5's book — both players on that team immediately pick up their Foot pile and add those cards to what's currently in their hand. The player who completed the meld continues playing.

Going Out

A player may go out by either discarding out (their last card is discarded as normal) or playing out (their last card goes into a meld, with no discard) — either is allowed. Going out means a player has played every card from their Hand, Foot, and Toe piles. The team must have completed all five required books before anyone goes out. First team to go out earns a +200 bonus.

End of Round

The round ends when someone goes out, or the stock runs out.

Scoring extra books ("Base"): Assuming your team completed all five required books, count up any additional books you built beyond those — any number of extra Clean/"Red" books (500 each), extra Dirty/"Black" books (300 each), extra Books of 5's (2,500 each), extra Books of 7's, extra Books of Wilds (2,500 each), or Books of Red 3's (1,500 if a full 7, or 100 each if not). For each of these extra books, add its flat book value, then also add the individual point value of every card inside it, using the chart below. Total it all up and enter it as the "Base" score for the round.

Strategy note: Required books do not get individual card scoring — only their flat book value counts. So it's smart to use your lowest-value cards (4–7's) to complete required books when you can, and to avoid putting Jokers into your first (required) Wild book if you can help it — save them for an extra book, where each one adds 50 points on top of the book bonus.

Cards left in hand: Any cards still in a player's Hand, Foot, or Toe pile when the round ends count against that team, using the same chart:

CardPoints each
4–7, black 35
8–King10
Ace, 220
Joker50
Red 3's are the exception: a Red 3 you set aside during play is always a bonus, but if one is still buried in a Hand, Foot, or Toe pile that never got played at all, it flips to a −500 penalty. Include this in your leftover-card total.

Enter the leftover-card total as a negative number in "Final Count."

Winning

Play four rounds. Add up each team's score across all four rounds — highest total wins.

Ready to play?
Keep score with the interactive scoresheet — it totals everything up for you.
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