Players choose a card at random to determine who begins, high card starts.
Throughly shuffle cards together.
Each player takes what they think is 30 cards and deals them into two separate piles of 15 each.
If exact number has been dealt (30) that team receives 100 bonus points.
Pass one of your piles to the player on the right, and the other to the player on your left. Players may look at the bottom card only of their new decks to determine which they want to play first. The other pile, or foot, is set aside for now.
Card Points Points to Meld
Joker 50 Round 1 50pts
Ace 20 Round 2 90pts
2's 20 Round 3 120pts
8 - K 10 Round 4 150pts
4 - 7 5 Round 5 180pts
black 3 5
Books Required to Go Out
1 book of Wild/Jokers
1 book of natural 7's
8 other books, natural or dirty
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PLAY:
Turn begins by selecting two cards from the draw pile and ends with discarding one card.
Team goal at this point is to create as many ‘melds’ as possible. A ‘meld’ is a pile of like numbers. To begin a meld, at least 3 cards of like numbers must be laid down.
Jokers and 2's may be used in melds, as long as the ‘real’ numbers are greater than the wilds.
In order for a team to start laying down, one of the team members must lay down the specified point total of cards in melds. 1st hand 50 points, 2nd hand 90 points, 3rd hand 120 points, 4th hand 150 points, 5th hand 180 points.
This may be done in several melds and by using wilds. From that point, when it is a players turn, he/she may add to any of the team’s meld as many times as able.
Players may not use black 3's to meld unless it is the last move you make to Go Out.
Automatic Meld
7 of a kind. If holding 6 of a kind and the discard to you makes 7 of a kind - you can pick up stock and lay down book as meld.
When a red 3 is drawn, place it on the table and select another card to replace it.