Note: European and North American Kaluki and South African Kaluki are covered on other pages.
Kalooki is very popular in Jamaica, and is also played to some extent in Trinidad and Tobago. But apart from the fact that they are both types of rummy, Caribbean Kalooki has nothing in common with the European and North American games of the same name - it is in fact a form of Contract Rummy. A version called "Super Kalooki" is often played in Jamaican tournaments.
This page begins with a description of Jamaican Kalooki, based on information received from Robert Ebanks, Jason Chang and Mary Sorum. This is followed by details of the somewhat different version played in Trinidad and Tobago.
There are usually from three to six players; tournaments are played with four players at each table. A pack of 108 cards is used, consisting of two standard 52 card packs plus four jokers.
As in most rummy games, the object is to go out by laying down all of your cards. The penalty values of the cards, if left in a player's hand when someone goes out, are:
Joker | . . . | 50 points |
Black Ace | . . . | 15 points |
King, Queen, Jack, Ten | . . . | 10 points |
2 to 9 | . . . | face value |
Red Ace | . . . | 1 point |
A "three" is a set of three or more cards of the same rank, such as 5-5-5 or K-K-K-K-K. The suits of the cards do not matter and duplicates can be included.
A "four" is a run of four or more consecutive cards in the same suit, such as 8-9-10-J-Q. Aces can be high or low but can only be used at the end of a run, not in the interior, so A-2-3-4 and J-Q-K-A are valid, but K-A-2-3 is not.
Jokers can be used wild cards to substitute for any card in a three or four, with the following restrictions:
Jokers that have been used in a three or four can never been removed from that combination. A joker used in a three cannot be moved at all. When a joker used in a four, it can in certain circumstances be moved to the end of the sequence by the holder of the real card that it represents (see tacking on below), but never moved to a different three or four - there is no possibility for the holder of the real card that the joker represents to play it and take the joker in exchange, as in some other rummy games.
Players take turns to deal (or "share") the cards, the first dealer being chosen at random. Nine deals (or "games") make up a "set", and the winner is the player who has the lowest cumulative score at the end of the set. The cards are dealt out one at a time, the number of cards dealt to each player depends on the game being played as shown in the table below. The next card is turned face up to start the discards pile, and the remaining undealt cards are stacked face down beside it, to form the stock.
In each game, there is a minimum contract or quota of threes and fours that a player can lay down; this is also shown in the table.
Game No. | Cards dealt | Contract |
---|---|---|
1 | 9 | three threes |
2 | 10 | two threes, one four |
3 | 11 | two fours, one three |
4 | 12 | three fours |
5 | 12 | four threes |
6 | 13 | three threes, one four |
7 | 14 | two threes, two fours |
8 | 15 | one three, three fours |
9 | 16 | four fours |
When more than one four is put down by one player, they must be of different suits, and when more than one three is put down by one player, they must be of different ranks.
The player to the dealer's left begins and the turn to play passes clockwise. A player's turn consists of:
Jokers cannot be discarded, but apart from that there is no restriction on what card you may discard from your hand at the end of your turn. It is legal to discard a card that could be tacked onto a three or four on the table, and it is legal to discard the same card that you just picked up, if you find it is in your interest to do so.
Running out of stock cards. It sometimes happens that the entire stock is used up before any player has gone out. If this happens, the discard pile, except for its top card, is reshuffled and placed face down to form a new stock. Play continues as before. If the stock runs out a second time, which may happen if players are holding back the key cards needed by others to lay down their contracts, the play ends with no score. All the cards are thrown in, shuffled and dealt again by the same dealer and the play is restarted (playing for the same contract).
As soon as a player goes out by getting rid of all their cards, the play ends. The other players count the total value of the cards they have in their hands (see above) and add the result to their cumulative total of penalty points.
If a player manages to go out on the same turn that they first lay down cards, this is known as bending the table or down and out, and the other players score double penalty points for that game. When bending the table you can tack cards onto other players' threes and fours and discard a card at the end of your turn as usual, but you must of course begin by putting down from your hand the appropriate threes and fours for the game being played.
At the end of the set of nine games, the player who has the lowest cumulative score is the winner.
Some players deal 12 cards cards each in the first three games, rather than 9, 10 and 11.
Some players only allow one joker in a minimum four - so three genuine cards are required, but further jokers can be tacked on later.
It sometimes happens that a player will carelessly call more than three times in one game. This can be verified by counting that the player is holding too many cards - for example in game 4 or 5 no one should ever have more than 18 cards. If this happens, the player in question is penalised (the penalty ranges from 50 to 500 points according to prior agreement) and is not allowed to bend the table in that game. A similar penalty can be applied to a player who lays down cards but is found not to have the required threes and fours for the current game.
It is possible to vary the number of jokers used - for example some groups use two packs with 6 jokers - 110 cards in all. It is also possible to play with more than six people by adding more packs.
The following version of Kalooki played in Trinidad and Tobago was described to me by Samuel Alexander. At least two packs with four jokers (108 cards) are used, but with a larger group more packs and extra jokers can be added as desired. For example Samuel Alexander refers to a recent eleven-player game with five packs and 15 jokers (275 cards).
The deal is always 12 cards to each player. As in Jamaica, sets consist of at least three equal cards and runs of at least four consecutive cards of a suit. In Trinidad there are seven rounds and the contracts are as follows:
Players who have put down their contract can tack onto a set or onto either end of a run.
Jokers can be substituted for any cards needed to make up a set or run. There is no restriction, except that each set or run must contain at least one genuine card. A player who holds a real card that is represented by a joker in a run can (at his turn) place the real card in the run and take the joker in exchange. If you replace a joker by a real card in your own run, you may may reuse the joker immediately in the same or another run or set that you own or store it in your hand for later use. If you replace a joker with a real card in another player's run, you must move the joker to one or the other end of the same run - you cannot move it to a different run or set or take it into your hand.
Each person has 3 'calls' per round, to take the top discard out of turn, but players can call on any turn, even after they have laid down their contract. As usual, if a call is allowed, the player receives an extra card from the face-down deck along with the face-up card. You can 'challenge' a player if you think he/she has made more than 3 successful calls thus having more than 18 cards in his/her hand. If the challenge is wrong (player does not have more than 18 cards), the challenger counts the value all his cards and adds an extra 50 points: this is his score for the round. His cards are stacked on the bottom of the discard pile and he drops out of the play until the next round is dealt. If the challenger is right, the player with more than 18 cards is punished in the same way.
When when the first player shouts "kalooki" indicate that he has played his last card, the others add up the point value of the cards in their hands, and add these to their scores. The values are: Jokers 50 each, King, Queen and Jack 10 each, Black Ace 15, Red Ace 1, 2-10 face value.
The player with the fewest points after the seven rounds wins the game.