Rummy Rules – Kalooki 40
SUMMARY of Rummy Rules – Kalooki 40
Kalooki 40 rummy rules are similar in nature to Kalooki 51 although it is often said to be the most exciting and inspiring variation of rummy. It requires two decks of cards with 2 Jokers, adding up to 106 playing cards. Face cards are valued at 10, the jokers are counted as 15 points and the ace counted as 11. All other cards are counted at face value. As the number 40 in the same suggests, initial melds need to comprise of 40 points and above. Each player will have 13 cards and a player can lay down all this cards and “Go Kalooki” to win, if all cards are matched in sets and runs.
Deck: 2 (total of 106 including 2 Jokers)
Number of Players: 6
Card Points: Like the similar variant Kalooki 51, Kalooki 4 rummy rules also state that the ace counts 11 points, J, Q and K counts 10, the rest of the cards are counted according to their face value (For example, 5 of hearts is 5 points, 9 of clubs is 9 points and so on).
Number of cards distributed: 13 cards per player.
Game Objective: The main object of the game is for a player to reach 40 and above melds before laying down for the first time. A player can win the game outright in one of two ways; firstly by “going out,” meaning all of his cards are melded except for 1 card for discarding. The second is by “going Kalooki,” in the sense that he has disposed of all of his cards with complete melds all at once.
Additional essential rule: A player cannot pick up cards in the discard pile, unless he has placed down one or two melds. This rule is unique to Kalooki 40 rummy.
Scoring: Very similar to Kalooki 51, a player must create a complete meld of 40 or more before revealing his sets and runs. The joker can be used as a substitute for a missing card in a meld and can also be replaced with the original card when the player has got it in his hand. However, a penalty of 25 points is given for keeping a joker in hand at the end of the game.
Melding: Like the traditional rule, melds made by creating sets (3 or 4 cards of the same value) and runs (sequence of cards in 7, 8, 9 of diamonds).
Laying off: Before a player lays off his melds, he has to make sure that his melds counts to 40 and above, otherwise laying off is not possible.
Discarding: After a player’s turn, it is required to dispose 1 card in the discard pile.





