Telefunken – Rules
Play Telefunken against the computer
1. Overview
| Name | Telefunken |
| Type | Rummy game with changing contracts |
| Players | 3–6, usually 4 |
| Recommended age | 10 and up |
| Playing time | one round 5–10 minutes; a game (7 rounds) 45–75 minutes |
| Material | 2 French packs with 4 jokers (108 cards), chips or pen and paper |
| Goal | Meld the required contract in each of seven rounds and finish with the fewest penalty points. |
| Difficulty | medium |
What is it about? Telefunken is very popular in Venezuela, Ecuador, Peru and Colombia. Each round has a fixed contract – for example two sets of three or a run of five cards. Only once you have met it may you meld, and after that you may lay off anywhere. If you want a discarded card out of turn, you can "buy" it, but you also get a penalty card.
2. Cards and material
- Pack: 2 × 52 cards + 4 jokers = 108 cards.
- Trío: three or more cards of the same rank.
- Escalera: a run in one suit; cuarteto = 4 cards, quinteto = 5 cards.
- Joker: replaces any card.
- Penalty values: 2–9 face value, 10/J/Q/K 10, ace 11 or 15, joker 15 or 25 (depending on the option).
- Chips: for buying (variant).
- Face up and face down: Hands concealed, discard pile face up, melds face up.
3. Preparation and start
- Dealing: Everyone gets 11 cards (option: 12).
- Discard: One card is turned face up.
- Contract: The round determines what you need for your first meld.
- Start: The player left of the dealer begins.
Start example: Round 1 – contract "a pure trío" (three of a kind without jokers). You hold three eights: as soon as it's your turn, you may meld.
4. Goal and winning
- A round: The first player to get rid of all cards ends the round. Everyone else counts their hand as penalty points.
- Game: After seven rounds, the player with the fewest penalty points wins.
5. Play in detail
The seven contracts.
| Round | Contract |
|---|---|
| 1 | a pure trío (no jokers) |
| 2 | two tríos |
| 3 | one cuarteto (run of 4) |
| 4 | two cuartetos |
| 5 | one quinteto (run of 5) |
| 6 | two quintetos |
| 7 | a trío and a run of 7 |
A turn.
- Draw: one card from the stock or the top card of the discard pile.
- Meld: If you meet the contract, put it down.
- Lay off: After that you may add to any meld – including your opponents'.
- Discard: one card onto the discard pile.
Buying. A player whose turn it isn't may buy the card just discarded: they pay a chip and also take a card from the stock as a penalty.
Example with Players 1 to 4. Round 2, two tríos.
- Player 1 holds three fives and two queens. Player 2 discards a queen.
- It's not Player 1's turn, so he buys it: one chip, plus a card from the stock.
- On his turn Player 1 melds the fives and the queens – contract met.
- In his next turns Player 1 lays off on Player 3's run and discards his last card.
6. Scoring
| Card | Penalty points |
|---|---|
| 2 to 9 | face value |
| 10, jack, queen, king | 10 |
| Ace | 11 (option 15) |
| Joker | 15 (option 25) |
- Recording: Penalty points per player after every round.
- Player who goes out: 0 points.
7. Special rules and situations
- Swapping jokers: A player holding the real card may swap it for a melded joker.
- Limited buying (variant): Only a few buys per round.
- Contract first, then lay off: Until you have met the contract, you may not lay off.
- Common mistakes: buying too much and getting caught with many cards; keeping jokers in hand too long.
8. Variants
Standard in this description: 11 cards, ace 11, joker 15, seven contracts.
| Variant | What changes | Suits |
|---|---|---|
| 12 cards | More cards, easier to meet. | beginners |
| Ace 15, joker 25 | Higher penalties. | tension |
| No buying | No access out of turn. | calm rounds |
When playing against the computer on cardgames.zone you play against three computer opponents with 11 or 12 cards; the ace counts 11 or 15, the joker 15 or 25.
9. Tips for beginners
- Watch the contract: Collect exactly what the round requires.
- Buy in moderation: Each buy adds a card to your hand.
- Shed high cards: Aces and jokers are costly when someone else goes out.
- Jokers for runs: In rounds with escaleras they are gold.
- Be quick after melding: Lay off everywhere and shed cards.
- Watch the discard pile: What opponents pick up reveals their plans.
- Don't feed: Don't discard cards an opponent is visibly collecting.
10. Summary in 10 steps
- 108 cards, 11 cards each.
- Seven rounds with fixed contracts.
- Draw: stock or discard pile.
- Meet the contract, then meld.
- After that lay off anywhere.
- Discard one card.
- Buying: chip + penalty card.
- The first player out of cards ends the round.
- Others count penalty points.
- After seven rounds the fewest points wins.
11. Frequently asked questions
What is a trío?
Three or more cards of the same rank.
What is a cuarteto?
A run of four cards of the same suit.
May I lay off before melding?
No, only once you have met the round's contract.
What does buying cost?
A chip and an extra card from the stock.
How much is a joker?
15 penalty points (or 25).
How long does a game take?
Seven rounds take about 45 to 75 minutes.
Origin & history
Telefunken is a South American contract rummy in which each round requires a different combination. It is named after the German radio brand Telefunken – exactly why is not recorded.