Help
From a link to the first card in under a minute.
- 1
Start a table
Press New game. You get a link like tbl.fun/abc-defg-hij.
- 2
Share the link
Send it to your friends. Anyone with the link can open it, pick a name and sit down.
- 3
Pick a game
The host chooses Rummy or Callbreak and how many rounds to play. You can change it anytime before starting.
- 4
Play
Take turns on your phone or laptop. If your connection drops, open the link again and you're back in your seat.
How the games work
Rummy
13-card points rummy. Make sequences, declare first.
- Each player gets 13 cards. On your turn, draw from the stock or the discard pile, then discard one card.
- Arrange your hand into sequences (3+ cards of one suit in a row) and sets (3+ cards of one rank).
- A cut card marks a wild rank; wild cards and printed jokers can stand in for any card, except in a pure sequence.
- To declare you need two sequences, one of them pure. Everyone else scores the points left in their hand; lowest total wins.
- Drop before your first turn for a small penalty, or later for a bigger one, if your hand looks hopeless.
Callbreak
Bid your tricks, spades are always trump.
- Four players, 13 cards each, spades are always trump. Each round starts with everyone bidding how many tricks they will take.
- You must follow suit if you can; if you can't, you must play a spade if you have one. When possible, you must beat the cards already played.
- Make your bid and you score it, plus a tenth of a point for each extra trick. Miss it and you lose your bid.
- The highest total after the last round wins.
Marriage
21-card Nepali rummy with maal. See the tiplu, finish first.
- Three decks, 21 cards each, two to five players. Melds are strictly three cards, either a run of one suit or three of a kind (a tunnela when they are identical). Q-K-A and A-2-3 count as runs.
- Nobody knows the wild card yet. To see it, lay three pure melds (or seven dublees, pairs of identical cards) — the tiplu is then drawn blind from the stock and shown to you.
- Once you've seen it, the tiplu, its neighbours poplu and jhiplu (one rank up and down in the same suit) and the other three tiplus are maal; they stand in for any card, but a seen player may not pick maal from the discard.
- To finish, lay four more melds, dirty ones allowed (or eight dublees in total), and discard your last card.
- Maal cards in hand score points (tiplu 3, poplu and jhiplu 2, the full marriage 10). At the end of a deal each unseen loser pays 10 and each seen loser pays 3, plus the difference in maal points.
Jutpatti
Pair them up. First empty hand wins.
- Five cards each, and the aim is simple: pair up your whole hand. Two to six players; larger tables use two decks.
- On your turn draw from the stock, or take the last discard only if it pairs with a card in your hand, in which case you lay that pair at once.
- Lay pairs whenever it's your turn, before or after drawing, then discard one card. Three of a rank drawn together go down as one set.
- The first player to empty their hand wins the deal. Everyone else loses one point per card still in hand.
Common questions
- Do I need an account?
- No. Pick a name when you join; that's it.
- Can I play on my phone?
- Yes. Everything works in the browser on phones, tablets and laptops.
- What if someone leaves mid-game?
- They have a minute to come back. After that their turns are played automatically until they return.
- Which Marriage rules do you play?
- The common Nepali house rules: three decks, three pure melds or seven dublees to see the tiplu, poplu and jhiplu as maal, seen and unseen settlement at 3 and 10, and the dublee route (which the host can switch off).