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Three-Player Variant Rules
Setup
- Deck: 106 cards — 2 standard decks + 2 jokers
- Deal: 11 cards to each of the 3 players. The remaining cards form the draw pile, face-down.
- More piles: Set aside 2 piles of 11 cards — one for the Pair, one for the Solo
- Initial discard: After dealing, the dealer flips one card face-up from the draw pile to start the discard pile.
- Turn order: Clockwise. Seating does not change between rounds. The deal passes clockwise each round.
- First round: The initial dealer is chosen randomly. Since all scores start at 0, the first Solo is the player to the left of the first dealer.
- Roles this round: The player with the lowest cumulative score is The Solo. The other two are The Pair — temporary partners for this round only.
- Tiebreak: the player who was Solo least recently. Still tied: player to the left of the dealer.
- No player can be Solo more than 2 consecutive rounds. If they would be, the second-lowest player becomes Solo instead.
Drawing & Taking the Discard Pile
- Normal draw: On your turn, draw the top card from the draw pile.
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Taking the discard pile: Instead of drawing, you may take the top card of the discard pile if you can meld it that turn. The top card must be incorporated into a meld on that same turn. You then pick up the remaining discard pile into your hand — those cards may be used on future turns.
- Before going down: you can take it as long as the top card can be melded that turn. A pankal is not required.
- After going down: you can take it freely as long as the top card can be melded.
- Draw pile exhausted (neither More pile taken): Both More piles are stacked randomly on top of each other to form a new draw pile.
- Draw pile exhausted (one More pile already taken): The remaining untouched More pile becomes the new draw pile.
The Pair — Standard Rules
- Runs only: Only sequential runs are allowed — no sets of equal-rank cards, except ace-sets (see Wild Cards). This applies to all players.
- Going down (below 1500 pts): Either partner can go down at any time, no minimum. When going down, you may lay new melds, extend your partner's existing table melds, or both — partners build runs together.
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Going down (above 1500 — the 7.5 rule): Only one partner needs to go down with ≥7.5 pts. Once they do, their partner is exempt — they can go down at any time with no minimum, and can add cards to the existing table melds freely. The ≥7.5 pts can come from new melds or cards added to the partner's existing table melds.
Joker = 2.0 · Ace = 1.5 · 2s / 8–K = 1.0 · 3–7 = 0.5
- Biribas to go out: The Pair needs 1 pure biriba (7+ card run, no pankal) + 1 dirty biriba (run with ≥1 pankal) between them. Both can be held by one partner — they count as a team combination.
- Going out: The round ends when one partner empties their hand, provided both biribas are already on the table. To go out, you must end your turn with a discard — you cannot meld your last card to go out.
- Pair scoring: Each partner records the same combined score — both partners' melded cards pooled together, plus all biriba bonuses (+200 pure, +100 dirty). The going-out bonus (+100) goes only to the partner who emptied their hand. Each partner deducts their own hand cards separately.
- More pile pickup: After the Pair has ≥1 biriba on the table — only the partner who empties their hand picks it up.
- Unused More pile: If the round ends without picking it up, each partner loses 100 pts — a total of −200 to the team.
The Solo — Modified Rules
To go out, the Solo must also end their turn with a discard — same rule as the Pair.
Scoring order of operations:
- Melded cards + biriba bonuses + go-out bonus − hand card penalty
- Subtract −100 More pile penalty if applicable
- If net is positive, multiply by 1.5 (round .5 down)
- Add +150 round-win bonus if the Solo went out before the Pair — applied after Step 3, not multiplied
Example: +400 melded, −80 hand, +200 pure biriba = +520 net → ×1.5 = +780, then +150 bonus = +930. Negative net scores are not multiplied.
Wild Cards — Pankal
- Pankal: all eight 2s + both jokers — 10 total across both decks
- Max 1 pankal per meld — applies to everyone, including the Solo
- Natural 2 rule: A 2 that falls in its natural position within a run (e.g., A-2-3) is treated as a natural card if it is the same suit as the run — the meld remains pure. If a 2 of a different suit fills that position, it acts as a pankal and makes the meld dirty.
- Ace-sets are allowed for each player individually once their own cumulative score exceeds 1500. A player below 1500 cannot meld ace-sets even if a partner is above 1500.
Scoring
Joker=20
Ace=15
2s=10
8–K=10
3–7=5
Winning
3100
Points
First player to reach 3100 cumulative points wins the game. If multiple players cross 3100 in the same round, the player with the highest cumulative score wins. If still tied, the player who went out that round wins.
After Each Round
1
Calculate scores. Apply the 1.5× multiplier to the Solo's positive score before adding it to their cumulative total.
2
Identify who has the lowest cumulative score — they become The Solo next round.
3
Redeal. The deal rotates clockwise.
Bid-for-Solo Variant
A variant for groups who prefer zero role-luck. Before anyone looks at their hand, all three players simultaneously reveal a chip numbered 0–3.
0
1
2
3
bid points
- The highest bidder becomes The Solo for that round.
- The Solo immediately pays that many points to each opponent — e.g., a bid of 2 costs 4 pts total (2 to each).
- All other Solo rules apply as normal.
- Tiebreak on bid: player to the left of the dealer becomes Solo.
- A player who wins the Solo role via bidding is exempt from the 2-consecutive-round cap for that round — since they chose it voluntarily.
Only a confident hand will bid high. The score transfer keeps the game tight and self-balancing — no one can complain about the rotation.