Four Players · Two Decks
108 cards and eight bottom cards; one landlord faces three farmers.
Rules and table scoring
- 4 players; two decks, 108 cards. Each player starts with 25 cards and the landlord receives eight bottom cards.
- Bid zero (pass), one, two or three, raising the current bid. Three ends the auction. If all pass, the first bidder is landlord at one point.
- The landlord leads. Play a stronger combination of the same type and length, a legal bomb, or pass. Everyone else passing gives the last player a new free lead.
- Straights run from three to ace, with at least five cards. Pair runs need three pairs; triple runs and airplanes need two consecutive triples. Twos and jokers do not form runs.
- Four-player rules allow triple-plus-pair and airplanes with pair wings, but no triple-plus-single, single wings or four-with-attachments. Four or more identical ranks form a bomb; more cards beat fewer. The rocket requires all four jokers.
- The landlord wins by emptying their hand; the farmers win when any farmer empties theirs. In the two-player handicap version a farmer also wins with cards at or below the agreed allowance.
- Table scoring: auction value × bomb multiplier; the landlord gains or loses one share per farmer. Ordinary bombs double the multiplier. In the wild-rank version, natural/pure-wild bombs and rockets multiply it by four. A spring doubles it; multiplier is capped at 1024.
- The room starts with a five-minute deal limit and 40 seconds per turn. A timed-out turn is covered by a bot; an unfinished deal at the time limit ends without declaring a winner.
- 4 players; two decks, 108 cards. Each player starts with 25 cards and the landlord receives eight bottom cards.
- Bid zero (pass), one, two or three, raising the current bid. Three ends the auction. If all pass, the first bidder is landlord at one point.
- The landlord leads. Play a stronger combination of the same type and length, a legal bomb, or pass. Everyone else passing gives the last player a new free lead.
- Straights run from three to ace, with at least five cards. Pair runs need three pairs; triple runs and airplanes need two consecutive triples. Twos and jokers do not form runs.
- Four-player rules allow triple-plus-pair and airplanes with pair wings, but no triple-plus-single, single wings or four-with-attachments. Four or more identical ranks form a bomb; more cards beat fewer. The rocket requires all four jokers.
- The landlord wins by emptying their hand; the farmers win when any farmer empties theirs. In the two-player handicap version a farmer also wins with cards at or below the agreed allowance.
- Table scoring: auction value × bomb multiplier; the landlord gains or loses one share per farmer. Ordinary bombs double the multiplier. In the wild-rank version, natural/pure-wild bombs and rockets multiply it by four. A spring doubles it; multiplier is capped at 1024.
- The room starts with a five-minute deal limit and 40 seconds per turn. A timed-out turn is covered by a bot; an unfinished deal at the time limit ends without declaring a winner.