Kalooki – Rules
Play Kalooki against the computer
1. Overview
| Name | Kalooki (also Kaluki) |
| Type | Contract rummy over nine rounds |
| Players | 3 to 6, best with 4 to 5 |
| Recommended age | 10 and up |
| Playing time | one round 5–10 minutes; a game (9 rounds) 60–90 minutes |
| Material | 2 French packs with 4 jokers (108 cards), pen and paper |
| Goal | Make the contract each round, go out and have the fewest penalty points at the end. |
| Difficulty | medium |
What is it about? Kalooki is a true folk game in Jamaica – played in families, at parties and in bars. Over nine rounds the hand grows from 9 to 16 cards, and each round asks for a different contract of “threes” (sets) and “fours” (runs of four). A discard the player on turn doesn't take may be “called” by others – with a penalty card.
2. Cards and material
- Pack: 2 × 52 cards plus 4 jokers = 108 cards.
- Jokers: are wild; at most one per meld. Jokers may not be discarded.
- Order: A, 2 … 10, J, Q, K, A.
- Penalty points for cards left:
| Card | Points |
|---|---|
| Joker | 50 |
| Black ace | 15 |
| Red ace | 1 |
| J, Q, K | 10 |
| 2 to 10 | face value |
- Face up and face down: Hands concealed, melds face up, discard face up, stock face down.
3. Preparation and start
- Shuffle.
- Deal: Depending on the round everyone gets 9 to 16 cards (see table).
- Discard: One card is turned face up.
- Start: The player left of the dealer begins.
Start example: Round 1 – everyone has 9 cards, contract “three threes”. You already hold two sets.
4. Goal and winning
| Round | Cards | Contract |
|---|---|---|
| 1 | 9 | three threes |
| 2 | 10 | two threes + one four |
| 3 | 11 | one three + two fours |
| 4 | 12 | three fours |
| 5 | 12 | four threes |
| 6 | 13 | three threes + one four |
| 7 | 14 | two threes + two fours |
| 8 | 15 | one three + three fours |
| 9 | 16 | four fours |
- Three: 3 cards of the same rank. Four: 4 cards in sequence, same suit.
- Round: Whoever is first to shed all cards ends it; the others count their cards left.
- Game: After 9 rounds the lowest total wins.
5. Play in detail
A turn.
- Draw: from the stock or the top discard (only until you have melded).
- Meld: The whole contract at once.
- Lay off: After melding you may add to any melds and replace a joker with the real card.
- Discard: one card – you always discard, also to go out.
Calling. If the player on turn doesn't take the discard, another player may shout “Call!”: they get the card plus a penalty card from the stock. At most 3 times per round.
After melding you only draw from the stock.
Example with Players 1 to 4. Round 2: two threes + one four.
- Player 1 holds 4-4-4, Q-Q-joker and 6-7-8 of spades.
- Player 2 discards the 9 of spades. Player 3, whose turn it is, doesn't take it. Player 1 shouts “Call!” and gets the 9 of spades plus a penalty card.
- On his turn Player 1 melds: 4-4-4, Q-Q-joker, 6-7-8-9 of spades.
- Then he discards a card. From now on he only draws from the stock and lays off anywhere.
6. Scoring
| Card left | Penalty points |
|---|---|
| Joker | 50 |
| Black ace | 15 |
| Red ace | 1 |
| Jack, queen, king | 10 |
| 2 to 10 | face value |
| Went out | 0 |
- Recording: One column per player; add up all rounds.
7. Special rules and situations
- Never discard a joker: A joker may not go onto the discard pile.
- Swapping jokers: After melding you may swap a joker in a meld for the matching real card.
- Going out with a discard: The last card must be discarded.
- Stock empty: Shuffle the discards and reuse them.
- Common mistakes: taking from the discards after melding; trying to discard a joker; calling too often.
8. Variants
Standard in this description: 9 rounds with 9 to 16 cards, calling up to three times.
| Variant | What changes | Suits |
|---|---|---|
| No calling | Only the player on turn takes the discard. | calmer games |
| Shorter game | Only the first 5 rounds. | little time |
| Shanghai Rummy | American relative with 7 rounds. | a change |
| Red aces like black | All aces 15. | simpler scoring |
When playing against the computer on cardgames.zone you play all nine rounds with 3 to 6 players; calling is allowed up to three times per round or can be switched off.
9. Tips for beginners
- Mind the contract: Collect threes or fours – depending on the round.
- Jokers are valuable: They help – but cost 50 if left over.
- Call with care: Every penalty card makes your hand bigger.
- Shed black aces: They cost 15 points.
- Meld quickly: Then you can lay off anywhere.
- Watch the discards: What others call reveals their contract.
- Plan late rounds: With 15 or 16 cards patience is needed.
10. Summary in 10 steps
- 108 cards, 9 rounds.
- Hand size grows from 9 to 16.
- Each round has a contract of threes and fours.
- Draw: stock or discard (before melding).
- Meld the complete contract.
- Then lay off anywhere; draw only from the stock.
- Calling: discard + penalty card, at most 3 times.
- Always discard to go out; never discard a joker.
- Cards left = penalty points.
- After 9 rounds the lowest total wins.
11. Frequently asked questions
What are threes and fours?
Threes are three cards of the same rank, fours are four cards in sequence in the same suit.
What does “call” mean?
You take the discarded card out of turn and draw a penalty card with it.
May I discard a joker?
No.
Why do red aces count only 1?
That's Jamaican tradition – black aces count 15 instead.
How many cards in the last round?
16 – and the contract is four fours.
How long does a game take?
Nine rounds take about 60 to 90 minutes.
Origin & history
Kalooki is Jamaica's great rummy game – there are clubs, leagues and tournaments. Today's usual form with nine rounds and fixed contracts became established in the 1970s and 80s. Through Jamaican emigrants the game also became known in the United Kingdom.