GAME SPECIFIC RULES

  • TABLE SETTINGS ARE KEPT TO DEFAULT WITH ONLY THE END GAME SCORE LIMIT AND END HAND BEING CHANGED.
    (EXCEPTION IS FULL OKIE, WHERE THE "FULL OKIE" BOX IS CHECKED)

  • THE TD AND/OR TOURNAMENT PAGE WILL STATE THE AMOUNT FOR SCORE LIMIT.


    GAME VARIATIONS
    Click on the game you wish to see Rules for

    ~* SINGLE ELIM *~
    If you lose once, you are out of the tournament

    ~* DOUBLE ELIM *~
    You must lose twice to be eliminated from the tournament
    Once in the top bracket, and once in the bottom bracket
    Finals: Top bracket winner needs one win, bottom bracket winner needs 2 wins

    If two different games are played, the first game will be the top bracket game,
    and the second game will be the bottom bracket game

    ~* SWISS *~
    You may play every round win or lose
    The next round is not started until all games have been finished in the first round.
    The tournament ends when there is only one player that has not been defeated

    ~* SWISS (TRUE) *~
    The number of rounds is set before the tournament starts.
    You may play every round win or lose.
    There can be more than one winner if by the last round there is more than one player with the same amount of wins

    ~* TEAMS (2v2 or 3v3)*~
    We play team tours one of 2 ways
    1) Add scores - Each member of the team will play their own game
    1st player of team A vs 1st player of team B
    2nd player of team A vs 2nd player of team B
    (In 3v3, 3rd player of team A vs 3rd player of team B)
    Their game score will be added to their partners score
    The team with the highest total advances
    If there is a tie in total team score,
    the winner of each game will play one more full game

    2) Team Play (all players at same table)
    Player 1 of both teams sits at the table first
    Any partners must kibitz on their seated partner
    When a player loses a hand, they must swap with their partner.
    This is done by: - after their melds are done, click continue
    - click the yellow smiley above their ID at the table
    - click on their partners name in the box
    - confirm the swap
    - once the new player is seated, click New Hand
    - NO player should click "New Hand" until the swap has been done

    ~* FULL OKIE *~
    Check the box for "Full Okie" (leave the rest)
    The upcard of each hand determines what deadwood you can knock with (or less)
    If Ace is the upcard, you need gin only
    Example: If a 7 is the upcard,
    you need 7 or less deadwood in your hand to knock
    If the upcard is a face card, you can knock with 10 or less deadwood

    ~* GIN ONLY *~
    End Hand: Gin Only
    No knocking allowed

    ~* RED/BLACK *~
    End Hand: Red/Black
    The first upcard of each hand determines the game
    If the upcard is black, you can knock or get gin
    If the upcard is red, you need Gin Only

    ~* REG *~
    End Hand: Knock or Gin
    Knock with 10 or less deadwood

    ~* 1 RUN 2 SETS *~
    You must have 1 run and 2 sets before you can knock/gin
    Player that doesn't knock/gin can only meld 1 run and 2 sets

    ~* 1 SET 2 RUNS *~
    You must have 1 set and 2 runs before you can knock/gin
    Player that doesn't knock/gin can only meld 1 set and 2 runs

    ~* 4 GINS TO WIN *~
    End Score: 400
    End Hand: Gin Only
    First player to get Gin 4 times wins! (Keep count at table)

    ~* 5 UP / 9 DOWN *~
    Either meld cards 5 up (No Ace, 2, 3 or 4) OR meld cards 9 down (No 10, J, Q or K)
    Player that doesn't knock/gin must follow these rules also

    ~* 6 OR 9 *~
    Must have a 6 or a 9 in a meld before you can gin or knock
    Player that doesn't knock/gin can meld whatever they have

    ~* 7 DOWN *~
    Can only meld cards 7 and lower (no 8 through King)
    Player that doesn't knock/gin must follow these rules also

    ~* 7 UP *~
    Can only meld cards 7 and higher (No Ace through 6)
    Player that doesn't knock/gin must follow these rules also

    ~* ACE IN THE HOLE (REGULAR)*~
    Played on Regular tables
    You can only knock with an Ace in the hole (1 point) as deadwood
    If you knock with anything other than an Ace, you are disqualified
    You can gin at any time

    ~* BLACK ADDER *~
    Must have at least one black run of 3 or more before you can knock/gin
    Player that doesn't knock/gin can meld whatever they have

    ~* BLACKLISTED *~
    Don't meld any black runs
    Player that doesn't knock/gin must follow these rules also

    ~* CHECKERS *~
    1st player in pairing must get all red runs (hearts or diamonds)
    2nd player in pairing must get all black runs (spades or clubs)
    Player that doesn't knock/gin must follow these rules also

    ~* CLUB RUN *~
    Must have a run of Clubs before you can knock/gin
    Player that doesn't knock/gin can meld whatever they have

    ~* DIAMOND RUN *~
    Must have a run of Diamonds before you can knock/gin
    Player that doesn't knock/gin can meld whatever they have

    ~* EVIL QUEEN *~
    If you get dealt the Queen of Spades, you must either use it in a meld of your own or as deadwood
    You cannot play your Queen of Spades onto your opponents melds
    If you accidentally discard it, you will be disqualified

    ~* FACELESS *~
    Don't meld any Jacks, Queens or Kings
    Player that doesn't knock/gin must follow these rules also

    ~* FLIP FLOP (REGULAR)*~
    Played on Regular tables
    First hand, you must knock only!
    Second hand, you must gin only!
    This will alternate on each hand until the game is over
    Please type at the table if its knock only or gin only


    ~* FIRE AND SMOKE *~
    You can have ONLY 1 x black run, and 1 x red run before you can knock or gin
    Player that doesnt knock/gin must also have ONLY 1 run of each colour

    ~* FRAIDY 9 *~
    If you are dealt the 9 of Spades, you may keep it or discard it
    If your opponent discards the 9 of Spades, you MUST pick it up
    If you don't pick it up, you will be disqualified


    ~* GENDER *~
    Women play Runs Only (345 spades, 789 hearts etc)
    Men play Sets Only (444, KKK etc)
    (Please confirm which format you are playing so there is no confusion!)
    Player that doesn't knock/gin must follow these rules also

    ~* GET SET TO RUN *~
    If the upcard is red, you can only meld Runs
    If the upcard is black, you can only meld Sets
    Player that doesn't knock/gin must follow these rules also

    ~* HEART RUN *~
    Must have a run of Hearts before you can knock/gin
    Player that doesn't knock/gin can meld whatever they have

    ~* HELLS KITCHEN *~
    You must have a set of knives (Jacks), spoons (6's) or forks (5's) before you can knock/gin
    Player that doesn't knock/gin can meld whatever they have

    ~* HIGH FIVE *~
    Must use a 9, 10, J, Q or K somewhere in your melds before you can knock/gin
    Player that doesn't knock/gin can meld whatever they have

    ~* JACKS OR BETTER *~
    You must have at least one set of Jacks, Queens or Kings before you can knock/gin
    Player that doesn't knock/gin can meld whatever they have

    ~* KNOCK ONLY, REG *~
    Must knock with deadwood, no ginning allowed!

    ~* LIMBO *~
    You must have at least one set of the five lowest cards before you can knock/gin
    (Aces, 2's, 3's, 4's or 5's)
    Player that doesn't knock/gin can meld whatever they have

    ~* MIX IT UP *~
    You must have a black run, a red run and a set before you can knock or gin
    Example: 234 hearts, 6789 spades, JJJ
    Player that doesn't knock/gin must follow these rules also
    (you can ONLY have 1 of each type of meld, if you have 2 x red runs for example, unmeld one of them)
    ~* MYSTERY TOUR *~
    Before the tour starts, based on the number of players the TD will choose a number
    Once the tour starts, the player randomly seeded that number will choose the game for all to play!

    ~* NO ACES NO FACES *~
    Don't meld any Aces, Jacks, Queens or Kings
    Player that doesn't knock/gin must follow these rules also

    ~* NO ANY NUMBER *~
    Don't meld the value of the card that the TD states
    Player that doesn't knock/gin must follow these rules also

    ~* NO ANY SUIT *~
    Don't meld the suit that the TD states
    Player that doesn't knock/gin must follow these rules also

    ~* NO BOYS *~
    Don't meld any Jacks or Kings
    Player that doesn't knock/gin must follow these rules also

    ~* NO GIRLS *~
    Don't meld any Queens
    Player that doesn't knock/gin must follow these rules also

    ~* NO LAYOFF *~
    If your opponent knocks, you cannot lay any of your deadwood onto their melds

    ~* NO MIDDLE *~
    Don't meld any 6s, 7s or 8s
    Player that doesn't knock/gin must follow these rules also

    ~* NO ROYALTY HERE *~
    Don't meld any Kings or Queens
    Player that doesn't knock/gin must follow these rules also

    ~* NO TOUCH, REG *~
    Don't pick up any discarded cards

    ~* ODDS OR EVENS (SETS ONLY) *~
    Meld either "even" cards in sets (2, 4, 6, 8, 10, Queen)
    OR meld "odd" cards in sets (Ace, 3, 5, 7, 9, Jack, King)
    Do NOT meld both! If you do, you will disqualify
    Player that doesn't knock/gin must follow these rules also

    ~* ONE AND ONE *~
    Must have at least one run (example: 234 spades) and one set (example: 999) before you knock/gin
    Player that doesn't knock/gin can meld whatever they have

    ~* PHONE A FRIEND *~
    This is played as a 1v1 until Finals, which will be played as a 2v2 (Enable team play!)
    First player in finals chooses a friend (partner), then second player chooses
    Finalists sit first to a table, and swaps turns with their partner if they lose a hand

    ~* PLAYERS CHOICE *~
    First player in each pairing chooses the game
    125 maximum points, unless its 300 Suicide Gin Only

    ~* RACE *~
    Each pairing will be assigned a certain table by the TD
    Whoever sits to the top seat first chooses the game
    125 points (or 300 suicide gin only)

    ~* RAINBOW *~
    Must have one of each suit (Club, Diamond, Heart & Spade) before you can knock or gin
    Player that doesn't knock/gin can meld whatever they have

    ~* RED/BLACK TWISTED *~
    If upcard is Red, you need Gin Only
    If upcard is Black, you must knock with deadwood, no ginning allowed!

    ~* RED DRAGON *~
    Must have at least one red run of 3 or more cards before you can knock/gin
    Player that doesn't knock/gin can meld whatever they have

    ~* RICH MAN POOR MAN *~
    First player in each pairing chooses if they want to be Rich (meld black runs only), or "Poor" (meld red runs only)
    The other player must meld runs of the colour not chosen
    Alternate turns until the game is over
    Please type at the table what colour run you are going for
    Player that doesn't knock/gin must follow these rules also

    ~* ROYALS *~
    Must have a face card (J, Q or K) before you can knock or gin
    Player that doesn't knock/gin can meld whatever they have

    ~* RUNAWAY *~
    You must have 1 x red run, 1 x black run and 1 meld of anything else before you can knock/gin
    Anything else is a set or run that does not continue on one of your other runs
    Example: 234 Hearts, 456 Spades, JJJJ or 234 Hearts, 456 Spades, 8 9 10 J Diamonds)
    Player that doesn't knock/gin must follow these rules also

    ~* RUN OF 4 *~
    Must have a run of 4 before you can knock/gin
    Player that doesn't knock/gin can meld whatever they have

    ~* RUNS ONLY *~
    You can only meld runs (example: 456 diamonds, JQK clubs)
    Player that doesn't knock/gin must follow these rules also

    ~* SANDWICH - UPDATED RULES*~
    You need a low set of 3, a middle run of 4, and a high set of 3 before you can knock/gin
    (Your low set must be lower than the first card in your run,
    and the high set must be higher than the last card in your run)
    Example: 444, 6789 hearts, KKK
    (The run cannot contain any cards in either set)
    Player that doesn't knock/gin must follow these rules also

    ~* SEE SAW *~
    First player in each pairing must play 7 Up
    Second player must play 7 Down
    Alternate turns until the end of the game


    ~* SET OF 4 *~
    Must have a set of 4 before you can knock/gin
    Player that doesn't knock/gin can meld whatever they have

    ~* SETS ONLY *~
    You can only meld sets (example: 555, AAA)
    Player that doesn't knock/gin must follow these rules also

    ~* SEVENTH HEAVEN *~
    Must use a 7 somewhere in your melds before you can knock/gin
    Player that doesn't knock/gin can meld whatever they have

    ~* SIMON SAYS *~
    First player in each pairs chooses Sets (example: 444, KKK) or Runs (example: 345 hearts, 789 spades) once they see their cards
    Both players must have only that type of meld - Winner of that hand chooses the next type
    Player that doesn't knock/gin must follow these rules also

    ~* SOFTBALL *~
    Must have a set of 2's, 3's or 6's before you can knock/gin
    Player that doesn't knock/gin can meld whatever they have

    ~* SPADE RUN *~
    Must have a run of Spades before you can knock/gin
    Player that doesn't knock/gin can meld whatever they have

    ~* SPLIT RAIL *~
    Do not meld any Aces, 7's or K's
    Player that doesn't knock/gin must follow these rules also

    ~* SUICIDE GIN ONLY *~
    End Score: 300
    End Hand: Gin Only
    If opponent gins, you must unmeld all cards or you disqualify

    ~* THIS OR THAT *~
    Meld either Sets (example: 444, KKK) or Runs (example: 345 hearts, 789 spades)
    Do NOT meld both! If you do, you will disqualify
    Player that doesn't knock/gin must follow these rules also

    ~* TWO SUITS (RUNS ONLY) *~
    You must meld runs of 2 different suits when you knock/gin
    Player that doesn't knock/gin must follow these rules also

    ~* UPCARD *~
    Don't meld the value or suit of the upcard of each hand
    Example: King of Spades - Don't meld any Kings or Spades
    Type the upcard at the table at the start of each hand
    Player that doesn't knock/gin must follow these rules also

    ~* ZERO FREEZE *~
    If your score ends in a 0 at anytime, you cannot pick up from the discard pile
    At the beginning of the game, since both players have 0,
    neither of you can draw from the discard pile


    STANDARD RULES:

  • TOP 10 PLAYERS MUST PLAY AT LEAST ONCE DAILY (NOT INCLUDING ANY INVITE TOURS)
    OR THEY WILL BE DROPPED 5 RUNGS FOR INACTIVITY

  • DUE TO TEAM TABLE GLITCHES, FINALISTS OF ONLY THE 1v1 TOURS IN PROGRESS HAVE THE OPTION OF JOINING THE NEXT TOUR, BUT MUST KEEP UP WITH BOTH GAMES. IF IT IS CONFIRMED THAT YOU ARE PLAYING ELSEWHERE WHILE AT A TABLE IN AOF, YOU WILL BE DISQUALIFIED.


  • FIRST PERSON LISTED (TOP PLAYER IN BRACKET) HAS TABLE CHOICE AND SEAT CHOICE.

  • NO JOINING/WATCHING OF TABLES (SCORE CAN BE SEEN BY HOVERING YOUR MOUSE OVER THE TABLE)

  • TIMERS START ONE MIN AFTER PAIRINGS ARE POSTED


  • MISSING AND BOOTED PLAYERS HAVE 5 MINS TOTAL PER ROUND. SUBSTITUTE PLAYERS ARE ONLY USED DURING TEAM TOURNEYS, AS WE FEEL THAT IT WOULD NOT BE FAIR TO YOUR PARTNER TO TIME THE WHOLE TEAM OUT IF YOU ARE BOOTED/MIA.


  • IN TEAMS, ONCE A PAIRING IS CALLED IF A PLAYER IS ABSENT, THEY WILL BE GIVEN 5 MINUTES THEN A SUB WILL BE FOUND. IF THE ORIGINAL PLAYER IS NOT BACK WITHIN 20 MINUTES OF THE TIMER BEING STARTED, THEN THE SUB WILL BECOME PERMANENT.

    IN THE EVENT OF A TEAM ALREADY USING A SUB, AND THE OTHER PLAYER IS MIA, THEN THEY WILL HAVE 5 MINUTES TO RETURN, AFTER THAT TIME THE TEAM WILL BE DISQUALIFIED.


  • IN A TEAMS TOUR, NO NEW TEAMS WILL BE ALLOWED WITHIN 5 MINS OF THE START TIME (ONLY AUTOS).


  • IN A 2V2, AT THE START TIME IF THE AUTOS ARE UNEVEN THE TD WILL REMOVE THE LAST AUTO PLAYER THAT JOINED.
    (THIS DOES NOT INCLUDE THEMED/SPECIAL TEAM TOURS)


  • IF YOUR OPPONENT IS PLAYING SLOW, IT IS UP TO YOU TO LET THE TD KNOW
    (PLEASE PRIVATE MESSAGE THEM, DON'T DO IT IN LOBBY!)

  • THE TD WILL REPORT TO THE TOURNAMENT PAGE
  • IF YOU HAVE TROUBLE WITH ANOTHER LEAGUE MEMBER, PLEASE PUT THEM ON IGNORE. DO NOT BLOCK THEM (AS THIS PREVENTS THEM FROM PLAYING YOU IF YOU ARE MATCHED UP IN A TOURNAMENT). NEVER BLOCK STAFF!