The Pack
Two standard 52-card packs are shuffled together (104 cards total). Jokers are typically removed, though some variations include them as permanent wild cards. For larger groups of 5 or more players, a third deck can be added.
Object of the Game
To lay matched number sets of 3 or 4 and/or sequences of 3 or more cards of the same suit to be the first player to "go out" each round. The ultimate goal is to complete all 11 rounds with the lowest cumulative penalty points.
Rank of Cards
Ace (always low), 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K. Sequences may not "go round the corner" (e.g., Q-K-A is invalid because Ace is strictly low).
The Deal
This game is played across eleven distinct rounds. The first dealer is chosen at random, and the deal passes to the next player on the left after each round.
The number of cards dealt to each player grows by one card every single round, starting at 3 cards and ending at 13:
Round 1: 3 cards dealt
Round 2: 4 cards dealt
Round 3: 5 cards dealt
Round 4: 6 cards dealt
Round 5: 7 cards dealt
Round 6: 8 cards dealt
Round 7: 9 cards dealt
Round 8: 10 cards dealt
Round 9: 11 cards dealt
Round 10: 12 cards dealt
Round 11: 13 cards dealt
The remainder of the cards are placed face down in the center of the table, forming the stock. The top card is turned face up and placed beside the stock to start the discard pile.
The Play
Beginning with the player to the left of the dealer, players take turns moving clockwise. On your turn, you must draw either the top card of the stock or the top card of the discard pile, and add it to your hand. To end your turn, you must discard one card face up onto the discard pile.
Unlike regular Rummy, you do not lay down melds during your turn. All cards are kept hidden in your hand until someone successfully goes out.
The Wild Cards: In each round, there is a shifting wild card rank that matches the exact number of cards dealt for that round. Wild cards can substitute for any card rank or suit to complete your sets or sequences:
Round 1 (3 cards): 3s are wild
Round 2 (4 cards): 4s are wild
...up to Round 11 (13 cards): Kings are wild
Going Out: A player can go out on their turn if, after drawing, they can arrange all cards in their hand into valid sets or sequences, leaving exactly one final card to throw onto the discard pile. When discarding, they loudly announce they are out and lay their entire hand face up on the table.
Once a player goes out, every other player gets exactly one final turn to draw a card, try to form melds in their hand, and make a final discard. The round then completely ends and points are calculated. There is no laying off cards onto other players' melds.
Card Values / Scoring
At the end of the round, players arrange as much of their hand as possible into sets or sequences. The player who went out scores 0 points. All other players score penalty points for any unmatched cards trapped in their hands:
Aces: 1 point each
Numbered Cards (2-10): Face value (a 5 is worth 5 points, etc.)
Jacks, Queens, Kings: 10 points each
Unused Wild Cards: 15 points each (if you are trapped holding a wild card that isn't part of a meld)
Scores are recorded on a sheet after each round. After the 11th round is scored, the player with the lowest cumulative score wins the game