Game rules
A summary of every licensed game. The table card also shows its variant, timer, and stake before you sit down.
tiles
Read the indicator, shape your hand into runs and groups, then discard with intent to finish first.
How to play
- 1
The next number after the indicator is the joker for that hand. The false joker represents the indicator tile itself.
- 2
Create same-colour runs or groups of the same number in different colours.
- 3
Take a tile from the pile or the previous discard, then release the tile that contributes least to your hand.
Scoring
Every player owns their result at a solo table. Opposite seats are partners in team play. Choose 1, 3, 5, 7, 9, or 11 hands, or a 5, 10, 20, or 30-point target.
Plan a 101-point opening, extend valid sets on the table, and control the points left in your hand.
How to play
- 1
Your valid runs and groups must total at least 101 when you first lay tiles on the table.
- 2
After opening, add legal tiles to your own or other players’ exposed sets.
- 3
As the hand develops, weigh the risk of holding high-value or isolated tiles.
Scoring
Penalties and finishes are calculated per player in solo games. Partner play is independent of match format. Choose 3, 5, 7, 9, or 11 hands, or a 101, 201, 301, or 501-point penalty limit; opening options are configured separately.
Play without discarding, rebuild the shared melds, fill all 26 series fields, and empty your rack first.
How to play
- 1
A playable meld, layoff, or pair must be played; otherwise draw. A stock draw ends the turn immediately without a discard.
- 2
Use any exposed series and rearrange them as long as every row remains a valid run or set.
- 3
Pairs enter a separate locked area only after all 26 series fields are occupied.
Scoring
The lowest individual penalty wins solo; opposite partners combine their penalties in team play. Assisted tables show legal placement hints and arrangement actions; unassisted tables use identical rules without hints.
Reduce tiles outside melds in the Classic Okey flow; read the colour multiplier and manage pair and okey-finish risk.
How to play
- 1
Draw from stock or take from the left, improve your runs and sets, then discard to the right.
- 2
The indicator applies yellow ×2, blue ×3, red ×4, or black ×5 to hand penalties.
- 3
Before an opponent finishes, shed high numbers and avoid leaving a physical okey outside a meld.
Scoring
Four individual penalty totals are compared at a solo table. Opposite-seat penalties combine in partners. Choose 3, 5, 7, 9, or 11 hands, or a 500–2000 penalty limit.
Combine classic Okey decisions with a pot that grows hand by hand; read its share and break condition before taking a seat.
How to play
- 1
Check the pot share, break condition, and solo or partner format before joining.
- 2
Complete runs and groups while using opponents’ discards to infer the direction of their hands.
- 3
Keep a ready hand discreet and discard safely; okey or an enabled pairs finish breaks the pot.
Scoring
Each player contributes a quarter, half, or all of the base stake per hand. Team scoring is selected independently from 1, 3, 5, 9, or 15 hands and the 5, 10, or 20-point targets.
cards
Track cards through eight trump and twelve penalty contracts; preserve the highest total after 20 hands.
How to play
- 1
Each player chooses two trump and three penalty contracts; each penalty type is used twice in the session.
- 2
You must follow the led suit; in trump contracts you must play trump when void.
- 3
Rıfkı, Hearts, Queens, and Men enforce their documented penalty-card obligations.
Scoring
Classic King lets each declarer choose. Blood King plays penalty contracts before trump contracts. Partner King exposes the declarer’s opposite partner hand.
Auction to a contract, control declarer and dummy, and complete boards under WBF scoring.
How to play
- 1
Pass, level 1–7 bids, doubles, and redoubles follow the legal call order.
- 2
The first player on the winning side to name the final denomination declares; partner becomes dummy.
- 3
Tricks, vulnerability, overtricks, undertricks, game and slam bonuses follow WBF Law 77.
Scoring
Duplicate scores boards independently. Chicago is a four-deal fixed vulnerability cycle. Rubber ends when one side wins two games.
Match color, number, or symbol in an original 108-card deck; empty your hand and score opposing cards.
How to play
- 1
Play the active color or the top number or symbol; draw one when no card can be played.
- 2
Skip, Reverse, Draw Two, Choose Color, and Choose Color Draw Four effects are server-authoritative.
- 3
A missed last-card call can be caught before the next turn and costs two cards.
Scoring
Classic play is individual. Teams seats opposite partners and shares their score.
Bid in an 80-card deck, count marriages, runs and Pinik melds, then collect card points in trump tricks.
How to play
- 1
Traditional three-player play uses the documented 550/650/750 openings; partnership play opens at 550.
- 2
Marriage, trump run, rank sets, team families, and Pinik thresholds are validated from physical cards.
- 3
Follow the led suit when possible; otherwise playing trump is compulsory when held.
Scoring
Traditional Hoşkin deals 25 cards each plus a five-card stock. Partnership Hoşkin deals all 80 cards, 20 to each player.
Read the strength of your hand, make a realistic bid, and preserve trump control through the final trick.
How to play
- 1
Assess certain winners, trump length, and vulnerable suits before bidding.
- 2
In auction formats you must make the tricks you announce; an inflated bid creates immediate risk.
- 3
Remember exposed trumps and suits to estimate where the remaining winners may sit.
Scoring
Auction and Spades formats support tables of two to four. Partner play requires four players; Buried Batak is a three-player format. Choose 3, 5, 7, 9, or 13 hands, or a 50, 100, 150, or 200-point target.
Track the top card, preserve the right match, and turn a single-card opportunity into a Pişti.
How to play
- 1
Capture the table with a card of the same rank or by playing a jack.
- 2
Matching the lone card on the table scores a Pişti; a jack does not earn that special count.
- 3
Aces, jacks, special cards, and the majority of captured cards all shape the result.
Scoring
Solo tables may be opened for two, three, or four players. Partner play seats four opposite teammates. Choose 1, 3, 5, or 7 hands, or a 51, 101, 151, or 201-point target.
Turn a two-deck hand into runs, groups, or pairs, cross the opening threshold, and finish with the lowest penalty.
How to play
- 1
Take from stock, or pick up the discard only when you can open during that turn.
- 2
Build suited runs of three or more, or same-rank groups in different suits.
- 3
Extend open melds and end every turn by releasing one card.
Scoring
Classic is the only variant; opening threshold, progressive opening, and pairs opening are independent table options. Partner play requires four seats, with opposite players on one side.
Match suit or rank, manage special-card direction and penalties, and empty your hand first.
How to play
- 1
Play a card with the same suit or rank as the table card.
- 2
Seven stacks draws, eight skips, ten reverses, and jack chooses suit.
- 3
Declare one card; a missed call opens a challenge window.
Scoring
Classic is the only variant; jokers, traditional scoring, draw style, and club opening are independent options. Partner scoring is available only at four-seat tables.
Remove pairs, draw blind from the previous player, and avoid holding the unmatched king.
How to play
- 1
Same-rank pairs leave the hand automatically after the deal and every draw.
- 2
Choose a hidden position from the previous active player on your turn.
- 3
Players with no cards are safe; the final odd-king holder loses the hand.
Scoring
Classic, penalty, elimination, and race are variants; Double Deck is an independent option. Matches use a 1, 3, 5, or 7-hand target or a 3, 5, 7, or 9-point/penalty target; the variant determines the award and target meaning.
Play cards face down, claim a rank, and decide whether the previous player told the truth.
How to play
- 1
Place selected cards face down and announce a legal rank with the exact count.
- 2
The next player may play, pass where allowed, or challenge the latest claim.
- 3
The liar, or a challenger who was wrong, collects the whole central pile.
Scoring
Fixed rank, ascending, descending, and adjacent declaration orders are variants; Jokers and Limited Challenges are independent options. Going out remains provisional until the next player closes the challenge window.
strategy
Move your checkers as a structure, price the risk of blots, and enter the bear-off race at the right moment.
How to play
- 1
A lone checker can be hit; build made points to create safe routes and pressure.
- 2
Both dice are played when legally possible, while doubles provide four moves.
- 3
Start bearing off only after every checker reaches home, balancing race position against contact risk.
Scoring
Hand-count play settles the highest total after 1, 3, 5, or 7 games. Point-target play goes to the first player at 1, 3, 5, or 7 points; the doubling cube and Crawford apply only here.
Calculate forced captures in Turkish and Brazilian Draughts, or race marbles into the locked opposite goal in Chinese Checkers.
How to play
- 1
Movement, capture, and promoted-piece abilities change with the selected draughts family.
- 2
Captures are compulsory in Turkish and Brazilian Draughts; the complete line taking the most pieces is required.
- 3
Use adjacent steps or chained hops; a marble in the goal cannot leave, and a final opposing blocker cannot spoil the finish.
Scoring
Turkish draughts uses orthogonal movement and capture. Brazilian and Chinese variants use different board geometry; the table card identifies the rules in force.
Read how dealing works and what is shown before you sit on the fair-play principles page.
