Learn the game

How to play Jamaican Kalooki

Nine rounds, a different contract each time, and the lowest score wins. Work through it a step at a time — nothing here moves until you do.

8 steps · go at your own pace

The nine rounds of Kalooki, each with a bigger contract

The goal

Kalooki is played over nine rounds. Each round requires you to build increasingly more difficult contracts. Contracts are combinations of Sets and Runs.

Round 1 asks for three sets. Round 9 asks for four runs — and the hand grows with the contract, from ten cards up to seventeen. Nothing to memorise: the app tells you what each round needs.

Any cards still in your hand after the first player empties their hand are counted against you.

The player with the lowest total after nine rounds wins. That is the opposite of most card games, and it changes every decision you make.
Drawing and discarding on your turn

Your turn, every turn

Your turn begins with you drawing — plucking — a card from either the deck or the discard pile, and ends with you discarding a card.

Between drawing and discarding you are either building your sets and runs, or depleting your hand by tacking your remaining cards onto any sets and runs on the table — only if you have already delivered the required contract.

Draw → build / tack → discard. Same three steps all game long.
Three cards of the same rank forming a set

A set is three of a kind

Three or more cards of the same rank — three Kings, three 7s.

Suits do not matter in a set. Mix hearts, spades, anything. This is the rule players coming from Rummy get wrong most often.
Four cards of one suit in sequence forming a run

A run is a sequence

Four or more cards in order, all the same suit — 5-6-7-8 of hearts.

Sets ignore suit. Runs live by it. Get those two straight and you can play.
A Joker standing in for a missing card

Jokers are wild

A Joker stands in for a card you do not have — filling a gap in a run, or completing a set.

Three limits worth knowing: a set using a Joker needs at least two real cards; a Joker can never be discarded; and in a run you cannot have two consecutive Jokers — they must be separated by a real card. Always keep an ordinary card in reserve, so you can add it to the discard pile to end your turn and win the round.
How calling works: a card is discarded, you call, the next player approves or rejects

Calling

When another player throws away a card you need, you can ask for it — but only when it is not your turn. That is a call. On your own turn you never need to: you simply pluck the card straight off the discard pile.

If a call is granted you receive the card you asked for plus a penalty card, so your hand grows by two. Only call for a card that genuinely moves your hand forward.

The next player after the discarder decides whether to approve or reject. Before refusing, ask one question: does that card serve my own hand? If it does not, let it go — winning the round is the objective, not blocking other people.

You are allowed three successful calls a round. Past three you are over-calling, which risks 50 points for each extra call — but only if another player successfully challenges you. And challenging cuts both ways: challenge someone and be wrong, and the 50 is yours.
Contracts laid down on the table

Laying down and tacking on

When you have the exact contract built, lay it on the table — after you have plucked a card. You cannot lay part now and the rest later.

Once you are down, your spare cards can be tacked on to any other contracts already on the table, yours or anyone else’s.

Tack on every chance you get, before discarding. Every card you shed is a card that cannot score against you.
Card values: Joker 50, black ace 15, red ace 1, face cards 10

What the cards cost you

The first player to empty their hand wins the round. Everyone else counts what they are still holding.

Joker 50 · black ace 15 · red ace 1 · 10, J, Q, K 10 · everything else face value. That beautiful Joker you have been protecting is fifty points if you get caught with it — throw high cards early.

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