- Cards and deal
- 52 cards ranking high-low AKQJ1098765432 in each suit, plus two Jokers. Deal nine cards to each player, in ones, and stack the rest face down.
- Object
- At end of play you will finish with hand of nine cards and a cloud of nine cards face up before you, constituting your
cloud. Your aim is to maximise the value of melds (card combinations) contained in both your hand and your cloud.
Each one's scoring value will be calculated by multiplying three factors together:
- Flush: the number of cards in its longest suit.
- Sequence: the number of cards in its longest numerical sequence (ignoring suits).
- Sets: the total number of cards that belong to a set of three or four of the same rank.

- Play
- Dealer's left-hand neighbour leads to the first of nine tricks. You needn't follow suit but may always play
any card you like. Each trick produces a winner, a runner-up, and a loser. The winner is whoever plays the highest card
of the suit led, the runner-up is whoever plays the second highest, and the third player is the loser. If two players
fail to follow suit, the runner-up is whoever played the higher-ranking of their two cards. A Joker always counts as
the second-best card, so whoever plays one is the runner-up.
Upon winning a trick, you choose any one of its three constituent cards and place it face up in front of you as the
first card of your eventual nine-card cloud. The runner-up then chooses one of the other two cards to start their
cloud, and the loser has no choice but to take the remaining card to start theirs.
*Note:*If two players fail to follow suit and play cards of equal rank, the choice of who gets the second and third cards is made by the trick-winner. The**loser**of the trick then deals one more card to each player from the stock and leads to the next trick. Play continues as before till everyone has nine cards in hand and a nine-card cloud on the table before them. - Score
- When all cards have been drawn you each in turn record the value of your face-up cloud as described above, but
note these further details:
- Flush: if you have two equally long suits, only one of them counts.
- Sequence: Only one sequence counts. Ace counts either high or low (A-K-Q... or A-2-3). If you have no sequence longer than two cards your multiplier is 2; and if you haven't even a two-card sequence it is 1.
- Set: You score for all the sets you hold. If you haven't any three or four of a kind but do have one or more pairs, your multiplier is 2 (in total, not 2 per pair); and if you haven't even a pair, it is 1.
- A Joker doesn't contribute to melds, but does add 10 points to the value of the hand.

- Game
- A game is either three deals or played up to a target score of, say, 300.
- Example
- At the end of the deal illustrated below, Annie scored a total of 97, Benny 130, and Connie 48.
Note that melds are easier to recognise
if you arrange your cards in numerical sequence rather than separate them into suits.

Annie's hand (left) scores 3x3x7 = 63; her cloud (right) 4x3x2 = 24 + 10 = 34

Benny's hand (left) 6x4x2 = 48; his cloud (right) 3x4x6 = 72 + 10 = 82

Connie's hand (left) scores 5x4x2 = 30; her cloud (right) 3x3x2 = 18

Copyright © renewed 2017 by David Parlett