No Shuffle · Three Players
Shuffle the first deal; later deals collect played cards and only cut.
Rules and table scoring
- 3 players; one deck. Each player starts with 17 cards. The landlord receives the 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 first deal is shuffled. “Play again” collects cards in played order followed by cards left in players’ hands, and cuts the pack without shuffling. A new room starts a fresh shuffled deal.
- 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.
- Triple-plus-single, triple-plus-pair, airplanes and four-with-two are supported. Pair wings have distinct ranks. Both jokers cannot be used together as single wings; a four-with-attachments is not a bomb.
- 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.
- 3 players; one deck. Each player starts with 17 cards. The landlord receives the 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 first deal is shuffled. “Play again” collects cards in played order followed by cards left in players’ hands, and cuts the pack without shuffling. A new room starts a fresh shuffled deal.
- 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.
- Triple-plus-single, triple-plus-pair, airplanes and four-with-two are supported. Pair wings have distinct ranks. Both jokers cannot be used together as single wings; a four-with-attachments is not a bomb.
- 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.