Caliente Poker Rummy Rules

admin  4/12/2022
  • The Play- Jokers - Dublees

Introduction

Michigan Rummy: A Royal Game of Hearts, Poker & Rummy – Betting & Bluffing Board Game – Classic Family Card Game for Adults & Kids – 200 Poker Chips, 24' x 24' Mat & Custom Card Deck 4.5 out of 5 stars 129. Other Rummy rules and tips Now that you know the objective of the game and the basic instructions to play, here is a small list of additional Rummy rules and common tips to abide by: You cannot pick up the top discard and then throw the card back onto the pile. Rummy is one of the most popular card games in the world, right after poker. Rummy 500 is a variant of Rummy. It is designed for two players and is played until one player reaches 500 points. Rummy originated in the beginning of the 20th century and it is most likely based on the Mexican game ‘Conquian’.

Here are the complete set of rules: One can use a joker card to form a sequence as well as a set. A joker cannot be used to extend a quadruplet. For example, if a player has four suits of Kings, then as per the rules of rummy the player cannot use the joker card to extend it into a quintuplet. A page by Mitesh Pandey with rules of Marriage and a C program that plays it. An online Marriage game at www.bhoos.com. The closely related Indian game 21-card Rummy can be payed online at Adda52 Rummy.

Marriage is a three-pack Rummy game that is popular in Nepal, especially in the Kathmandu valley. It is also played in Bhutan. It is widely played during the two main Hindu festivals Dashain (Dushera) and Tihar (Deewali) and by enthusiasts throughout the year.

Players and Cards

From two to five people can play. Three standard 52-card packs are used: 156 cards in all. There are no printed jokers, but in each deal a number of wild cards are created and these are sometimes collectively known as 'jokers'.

Deal and play are clockwise.

Combinations and Terminology

As in any Rummy game, the object is to collect sets of equal cards and runs of consecutive cards in suit. In Marriage, all these combinations consist of three cards only.

The tiplu is a card chosen at random during each game - see below. All cards of the same rank as the tiplu, and those that are immediately above or below it in the same suit, are wild. The card immediately above the tiplu is known as the poplu and that immediately below the tiplu is the jhiplu. For this purpose the ace is considered to be next above the king, and the two above the ace. The tiplu, poplu and jhiplu are also known as mal, and cards of the same rank as the tiplu in the other suits are known as ordinary jokers.

For example if the tiplu is the J then:

  • the other two J are tiplu;
  • the three Q are poplu;
  • the three 10 are jhiplu;
  • there are 12 ordinary jokers: all the J, J and J.

The different types of three-card combination that can be collected are as follows (in the examples we continue to assume that the J is the tiplu):

  • A tunnela (or tanella) consists of three identical cards - for example 6-6-6.
  • A pure sequence consists of three consecutive cards of the same suit - for example 3-4-5.
  • A dirty sequence consists of two cards of the same suit and a joker representing a third card of that suit to form a consecutive sequence - for example 6-Q-8, or any three cards two of which are jokers.
  • A triplet consists of three cards of the same rank, but all of different suits - for example K-K-K is a triplet. 9-9-9 is not a valid combination - the suits must all be different.
  • A dirty triplet consists of two cards of the same rank and different suits plus a joker - for example J-2-2 - or or any three cards two of which are jokers.

Please note:

  • In a sequence an ace can be at either end (Q-K-A or A-2-3) but not in the middle (K-A-2 is not a sequence).
  • Two identical cards plus a joker, such as 5-5-J, is not a valid combination: a joker cannot be used to make a tunnela, and it's not a triplet because it has two cards in the same suit.
  • A pure sequence of three jokers (jhiplu-tiplu-poplu: 10-J-Q) is called a marriage, and is one the most valuable combinations in the game.

The Deal

Any player may deal first. After the play is finished and the hand scored, the turn to deal passes to the left.

The dealer deals 21 cards to each player, [one at a time?], and turns the next card face up to begin the discard pile, and places the remaining cards face down in a stack.

Any player who is dealt a tunnela (three identical cards) can expose these cards immediately, and they may then be worth points at the end of the game. A tunnela that is not exposed at the start, because the owner either acquired it later or chose not to expose it, has no point value.

The Play

The play begins with the person sitting to the left of the dealer, and players take turns clockwise around the table.

Each player in turn may take either the (unknown) top card of the face down stack or the face up card discarded by the previous player (on the very first turn, the first player may take the card turned up by the dealer). The player must then discard one card face up on the discard pile. Although the discard pile is spread so that players can still see all the cards that have been discarded previously, players are only allowed to pick up the latest discard. A player who takes the face up card from the discard pile is not allowed to discard the same card.

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The Joker

The first objective is to collect three tunnelas or pure sequences. Any combination of these is acceptable - for example one tunnela plus two pure sequences. The first person who achieves this lays these three combinations face up on the table and then selects a card unseen from the middle of the face down stack, looks at it without showing it to the other players, and replaces it face down under the face-down stack. This card is the tiplu and it determines all the jokers for the current hand, as described above.

Each other player who later lays down three combinations that are tunnelas or pure sequences is then allowed to look at the tiplu on the bottom of the stack, thereby finding out which cards are jokers.

Poker

Jokers are sometimes discarded, for example by players who have not yet seen the tiplu. When a joker is discarded and the next player has already laid down three combinations and seen the tiplu, this player is not allowed to pick up the joker from the discard pile, but must take a card from the face down stack.

Dublees

Instead of collecting three-card combinations, it is possible collect dublees - pairs of identical cards. Eight dublees are needed to win the game, and a player who has seven dublees can lay them down and look at the tiplu. Nevertheless, jokers cannot be used as wild cards when collecting dublees: all the pairs must consist of two genuinely identical cards.

After looking at the tiplu, a dublee player is not allowed to take a card from the discard pile unless it completes the player's eighth dublee and ends the game.

Ending the Play

There are two ways in which the play can end.

  1. A player who has laid down three combinations that are tunnelas or pure sequences is able after drawing a card to form four more valid three-card combinations. The player lays down these combinations, discards the remaining card, and the play ends.
  2. After drawing, a player has eight dublees (pairs of identical cards). The player lays them down and the play ends. Eight dublees use 16 cards, so the player will have five unusued cards plus a discard - these can be any cards.

Note that apart from tunnelas at the start of the game and combinations needed to look at the tiplu, completed combinations are not laid down during the play but kept in hand until the play ends.

It is possible for a player, within a single turn, to draw a card, lay down the necessary tunnelas or pure sequences to choose or see the tiplu, discover that this enables four more combinations can be made (using jokers as necessary), lay down these four additional combinations, discard and end the play.

If at the end of a player's turn there are no cards left in the face-down stack, except for the tiplu that was placed at the bottom, all the cards in the discard pile except for the most recent discard are shuffled and placed face-down on top of the tiplu to form a new stack for drawing, and the game continues as before.

Scoring

When the play ends, players count their points. Points are scored for 'maal' (any tiplu, poplu or jhiplu in the player's final hand) and for any tunnelas laid down immediately after the deal. Note that there are extra points for a marriage, which consists of one jhiplu, one tiplu and one poplu, and that two or three identical maal cards or marriages score extra points.

singledoubletripletunnela
ordinary card---5
ordinary joker---10
toplu or jhiplu251020
tiplu37--
marriage1030--

Each card can only be counted towards one item in this table - for example a marriage is worth 10 points instead of the 2+2+3 points for the individual cards in it.

Points for tunnelas are only counted if the player exposed the tunnela at the start of the game and the player has laid down three combinations to chose or see the tiplu.

For convenience we call the player who ended the game the winner, though fact this player may make a net loss if the other players have many valuable cards. The payments are as follows:

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  1. The winner is paid 3 points by each opponent who looked at the joker, and 10 points by each opponent who did not look at the joker.
  2. If the winner ended the game with 8 dublees, the winner is paid an extra 5 points by each opponent.
  3. Each player pays each other player the difference between the number of points they scored for cards.

To streamline this process, it is customary that all payments should be made to and from the winner. The following method of calculation gives the same net result as the individual payments described above.

Suppose that the number of players is n. Add the scores of all the players together, and let T be the total. Let S be the score of an individual player, and let w be 3 or 10 depending whether this player has seen the joker, plus 5 more if the winner ended with 8 dublees. Then the net amount that the player must pay to the winner is T + w - (n × S). If this amount is negative, then the winner pays the player.

(Example: the points scored by the four players are A, B, C and D. The third player wins. The first player has seen the joker. The amount that the first player must pay under the basic method is (B-A) to the second player, (C-A+3) to the third player and (D-A) to the fourth player. Under the streamlined method the first player pays (A+B+C+D)+3-(4×A), which is the same net total amount.)

Variations and uncertainties

It seems that there are some local variations in scoring. I will add the details here if they are explained to me.

Some sources imply that the game is played anticlockwise, in which case the player to dealer's right (not left) begins, and the turn to deal also passes to the right. However, the software and online games that I have seen play clockwise. Maybe the direction of play varies from region to region?

Other web sites, software and online games

Here is a description of Marriage on an American-Nepali blog.

A page by Mitesh Pandey with rules of Marriage and a C++ program that plays it.

An online Marriage game at www.bhoos.com.

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The closely related Indian game 21-card Rummy can be payed online at Adda52 Rummy.

Here you'll find the official game rules for the popular game Tile Rummy.

Different releases of the game included slightly different game rules. All these variations are described below.

All game rules and variations are also supported in the download game RRRummy. With RRRummy, you can play the same type of games, solo against the computer, or together with friends and relatives.

You can download RRRummy from this site.

Start of the game

The game is played with 106 numbered tiles. Tiles are numbered 1-13 in four different colors, each tile appearing twice; and there are two Jokers.

All tiles are shuffled and placed on the table, face down. Each player takes one tile; the player who has the highest value, gets the first turn.

Then these tiles are put back onto the table, and each player takes 14 tiles. The remaining tiles will form the stock.

Playing your tiles

You play your tiles in melds (groups) on the table, in two possible ways:

  1. You play a run if you play three of more tiles of the same color, with numbers in sequence, like 456 or 910111213.

    A 1 is only valid in front of a 2, and never after a 13. So this is not valid: 12131.

  2. You play a set if you play three or four tiles with the same number, in different colors, like 777 or 1111.

    All colors must be different, so this is not valid: 444.

In each turn, you may take tiles that are already on the table and combine them with your own tiles to form new melds. At the end of your turn, however, all tiles on the table must be part of valid runs or sets again.

It is not allowed to take tiles that were on the table at the start of your turn, and put them back into your hand.

Using Jokers

Jokers are wildcard tiles that can represent any other tile. You play Jokers in the same way as you would play the tile they stand for, for example: 4*6 or 77*7.

Many releases of the game box contain rules that impose special restrictions on the use of Jokers.

All these restrictions are also supported in the computer download game RRRummy.

  • In the most lenient variation, you may use and rearrange Jokers in any way you like, without any restriction other than that each tile must end up being part of a valid meld.

    Games in RRRummy that use this rule: Pup Rummy, Easy Rummy

  • A popular variation is that you must replace the Joker with the matching tile, before you can use it anywhere else.

    In a set of three, the Joker can be replaced by any of the missing colors, e.g. in 22* you can release the Joker with either a 2 or a 2.

  • Most of the times the previous rule is used, there is an additional restricton that the matching tile must come from your hand. You cannot replace the Joker by a tile that was already on the table.

    Games in RRRummy that use this rule: RRRummy, Tiles 50, Dutch Rummy

  • Often the game is played with the additional rule that you cannot take away tiles from a meld that contains a Joker, unless you replace the Joker by its matching tile first.

    Games in RRRummy that use this rule: RRRummy, Tiles 50

  • When you have replaced a Joker with the matching tile, an additional optional restriction lets you only use it in a new meld with your own tiles. So with this rule, you cannot add a Joker to an existing meld.

    Games in RRRummy that use this rule: Tiles 50

Your turn ends

When you have played all the tiles you can (or want to), you say 'Done!'. Then the player at your left will get the turn.

If you didn't play any of your tiles in your turn, then you have to draw another tile from the stock. Your turn still ends, so if you can play that new tile, you will have to wait until your next turn to play it.

Your first melds

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Before you can play anything else in a game, you must play one or more new melds with a total of 30 or more. For example: 91011, or 333356*.

Jokers in these melds count as the tile they stand for.

Only when you have played a total of 30 or more in new melds, you may add tiles to other melds or rearrange tiles that are on the table. If you can play new melds but they don't add up to 30, then you have to draw another tile from the stock and wait for your next turn.

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Once you have played 30 or more in new melds, then in subsequent turns you can play anything you like.

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  • In some editions, the rules mention a minimum of 50, not 30.

    Games in RRRummy that use this rule: Tiles 50

Penalty for invalid moves

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When you end your turn and not all tiles are part of a valid meld, or when you did something else invalid, for example add a tile to another meld before having played your initial 30 points, then you have to put back all tiles to where they were at the start of your turn. Then you have to draw three tiles from the stock, and your turn ends.

Winning the game

When you have played all your tiles in valid melds, so you have no tiles left, then you win the game.

All players add up the numbers of their tiles, whereby Jokers count as 30. The winner of the game adds to his or her score the total of all tiles of the other players; the other players each subtract their individual total from their score.

Before starting to play, players have to agree whether they play a set number of games, or for a given amount of time, or until one player reaches a target score. The winner of the match is the player who has the highest score.

The timer

Not included in the box, but available as an optional extra, is an egg timer.

When you play with a timer, each player only gets 2 minutes to complete their turn. When your 2 minutes are up before all tiles are part of a valid meld (again), then you have to put back all tiles where they were and you have to draw three penalty tiles from the stock.

In RRRummy, you can play any game with an optional timer, varying from 20 seconds to 2 minutes.