PLAYER, Tiles & DEAL

A two-player tile game, using a standard stack of 107 tiles.

The tiles in each suit rank from highest to lowest: 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2.

Setup: Deal 13 tiles face-down on the table to each player. Place the next tile face-up to form the discard pile. The remaining tiles are placed face-down to form the draw pile. Each round’s winner deals the next round.


THE GAME


1.    Each player sorts his tiles into two types of “melds”, Sets or Runs:

  • Sets = three or four tiles of the same rank (7-7-7).
  • Runs = three or more tiles of consecutive rank in the same suit (5-6-7).
    * 1 tile is considered an Ace and can be used as either the lowest or the highest tile in a meld. 

2.    The non-dealing player can decide whether to pick up the displayed tile in the discard pile or to pass. If the player passes, the other player can choose to pick the tile that’s facing up. If both players choose to pass, the non-dealer picks a tile from the top of the tiles pile.


3.   The player assesses whether the new tile can help form any melds. 
It’s recommended to always keep a lookout for tiles with the same numerical value, or if it can help create a run.


4.    Afterwards, the player discards a tile less needed from his/her hand and places it face-up in the discard pile. At the end of every turn, each player should still have 10 tiles. 


5.    The goal is to reduce the deadwood of the hand by forming melds. When the deadwood of the hand is under the threshold, the active player can knock with a WIN.


6.    The round ends when a player knocks with a WIN or when the draw pile is empty. If a player takes the last tile in the draw pile and no player has knocked a WIN, then the round ends in a draw. No points are awarded to either player.


Deadwood

Deadwood = tiles in a player's hand which are not part of a meld.

  • 1 tile is worth 11 points.
  • 10, 11, 12, 13 are worth 10 points.
  • All the rest (2-9) are equal to their face value.
  • Melds are worth 0 deadwood.

Melds: You can place melds on the table when you select a meld by tapping on each tile or by using the tap & hold gesture. Once a valid meld is selected, simply tap the meld area. Suitable tiles can be added to existing melds on the board. 


Jokers: Replacing a suitable tile with the Joker on the table gives you the option to create new melds. 


WIN and SUPER WIN


Ending a Round: First person to get rid of all their tiles wins the round!

Players can end a round by knocking a WIN under one of the following circumstances:

  • SUPER WIN: A hand where all 10 tiles are part of melds (0 deadwood) is “SUPER WIN.” Reaching SUPER WIN earns players 50 bonus points in addition to all of his/her opponent’s deadwood points.

  • Deadwood = Tiles in a player’s hand which are not part of a meld.

  • WIN: A player can knock a WIN if they melded all their tiles and lowered the melds to the board, and were left with only one tile. Reaching WIN earns players 25 bonus points in addition to all of his/her opponent’s deadwood points.


Following knocking, both players expose their melds by laying down all tiles face-up, dividing them into melds & deadwood on the table.



SCORING


  • Melds that have been formed do not contribute any points to the scoring
  • Each player’s deadwood points are added up and subtracted from the other player to find the difference. For example, after laying off, the opponent might have two 10 tiles left, totaling 20 points. If the knocking player has two 3’s, this player has knocked with 6 points. The difference between the two is 14, giving the player who knocked 14 points.
  • If a player reaches SUPER WIN, no subtraction is necessary. The winner wins all opponent’s deadwood points plus a 50-point bonus.

    The game continues until at least one of the players reaches the predefined winning score. The player with the most points is the winner & wins the pot!  


We wish you the best of luck! Enjoy :)