TABLE

Help

From a link to the first card in under a minute.

  1. 1

    Start a table

    Press New game. You get a link like tbl.fun/abc-defg-hij.

  2. 2

    Share the link

    Send it to your friends. Anyone with the link can open it, pick a name and sit down.

  3. 3

    Pick a game

    The host chooses Rummy or Callbreak and how many rounds to play. You can change it anytime before starting.

  4. 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).
  • Play with anyone
    A link is all you need
  • Fast and simple
    From link to cards in seconds
  • Plays beautifully
    On desktop and mobile
  • Classic games
    Rummy, Callbreak and more
  • For friends and family
    Because good games bring us together

See you at the table.