RULES
Rules reference
Find the rule you need, with short reminders for turns, calls, jokers, passing and scoring.
- The turnDraw one, check your hand, discard one. Play passes to the right.
- Calling a discardCall a discard to finish a matching group of three or more, or to complete your whole winning hand.
- JokersA joker can replace a tile only in a group of three or more matching tiles.
- The CharlestonTrade spare tiles before play begins. Keep every joker.
- Concealed hands and card rowsC means concealed: keep your groups hidden while building the hand, and call only its winning tile.
- Dead handsAn exposure that fits no row on the card makes the hand dead.
- ScoringStart with the value beside your winning row.
- The wall gameA wall game ends with no winner after the wall runs out and the final discard is settled.
- At a real tableLet the group know you're new, and ask which card and house rules you'll use.
- Siamese differencesTwo players, two racks each, no Charleston. Build two hands using one shared supply of hidden tiles per…
Teaches on the Learner card · reviewed 2026-09-14