Kalooki
Kalooki Rules
Kalooki (Kaluki or Kalookie) is a Rummy game which uses Jokers as
wild cards. The use of Jokers as wild cards adds an interesting
twist to the usual rummy game. In Kalooki your meld must equal at
least 51 before you can lay it down.
The winner in Kalooki is the first player to dispose of all of the
cards in their hand at once - this is called Hunt, or the
first player to dispose of all the cards in there hand by gradually
melding and building - this is called Going Out.
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How To Play Kalooki
Each player is dealt 13 cards.
The remaining cards are placed face down on the table, forming the
stock pile and one card is placed next to the stock to form the
discard pile.
A turn consists of three parts:
-
First, you must select a card from either the stock pile or the
discard pile.
-
Form a new set or run. You may also add cards to existing melds.
-
Discard a card from your hand onto the discard pile.
If the stock runs out, the discard pile is shuffled and placed face
down to form a new stock. The card discarded by the player who drew
the last card of the old stock is placed face up beside the new
stock to start the new discard pile.
After laying down the initial meld, a player may add cards from
there hand to any melds on the table - there own or other player's -
forming a large valid meld. This is called building.

The Use of Jokers in Kalooki
The Joker may be used in any set or run to substitute for any
missing card or cards. When used in a meld to substitute for another
card, the Joker takes on the point value of the card it represents.
It counts 25 penalty points when in the hand of a player at the end
of play.
Players may add the corresponding card of the fourth suit to a
three-card set (if it contains a Joker, no repeated suits are
allowed) or add further consecutive cards to either end of a run.
In builds, as in original melds, a Joker can be used as a substitute
for any card.
Reusing Jokers
If a set of three cards contains a Joker, the Joker can be
released in exchange for equal ranking cards of both missing suits
from the player's hand. For example, if   has been
melded, a player who has a and a can add both
of these cards to the set, taking the Joker in exchange and using it
elsewhere. By building just one of these 10's onto the set, player
forms a closed four-card set of 10-10-10-Joker, from which
the Joker can never be taken.
A player can add any two of the missing suits to a three-card set
with two Jokers, releasing one of the Jokers and forming a closed
four-card set.
If a run contains a Joker, a player who holds the card the Joker
represents can use it to replace the Joker, and reuse it elsewhere.
Except in the cases where a Joker can be reused as described above,
melds and runs once placed on the table can never be rearranged -
they can only be added to.

Winning at Kalooki
Going Out
The play ends when a player wins by drawing from the stock or
discards pile, melding all but one of their cards, and discarding
their last card. This is known as Going Out.
When going out you must end your turn with a discard - it is not
permitted to draw, meld all of there cards and discard nothing.
There is no "laying off", as in some other rummy games. When a
player goes out the play ends immediately and the other players have
no opportunity to dispose of any cards they are holding, even if
they could have been melded or built onto other melds.
Hunt
The play also ends if a player disposes all of the cards in
their hand at once.
Scoring:
Going Out - Sum of the remaining cards value in the player's
hand.
(Ace’s are equal to 11 points and Joker’s are equal to 25 points)
Kalooki - Sum of the remaining cards value in the player's hand +
25 Penalty Points.
(Ace’s are equal to 11 points and Joker’s are equal to 25 points)
Kalooki is a fun and easy game to learn and play.
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