A ten-card knock game on a two-deck pack, with wild jokers, negative scoring for closing, and a hard elimination line at 101. Written down so the table has something to point at.
| Players at the start | Jokers | Cards in pack | Dealt | Left after dealing |
|---|---|---|---|---|
| 2 | 3 | 107 | 20 | 87 |
| 3 | 4 | 108 | 30 | 78 |
| 4 | 5 | 109 | 40 | 69 |
| 5 | 6 | 110 | 50 | 60 |
| 6 | 7 | 111 | 60 | 51 |
Nothing is ever laid down mid-hand. Melds stay hidden until someone ends the hand. There are no melds on the table, so there is nothing to lay off onto — the “no laying off” rule is a consequence of the structure, not a restriction on top of it.
The discard pile is the only public information in the game.
Q–K–A) or low (A–2–3), but runs do not wrap: K–A–2 is not a run.9♣ joker joker is a legal set.7♠ 7♠ 7♥ is a legal set.Four ways, each declared on your own turn. A knock and a close are alternatives — you cannot do both.
| Ending | What it takes | Scores | Match |
|---|---|---|---|
| Knock | Nine melded, a 2 or 3 in hand | +2 or +3 | continues |
| Close | All ten melded, discard the draw | −10 | continues |
| Continental | Ten of one suit | −35 | continues |
| Straight flush | Ten of one suit, in sequence | −35 | ends |
Everyone else then reveals. Cards forming valid melds in your own hand cost nothing; everything left over is counted against you.
| Card | Points |
|---|---|
| Ace | 15 |
| Ace, held by a player sitting on exactly 99 | 1 |
| Joker, held at the count | any value you declare |
| King, Queen, Jack, Ten | 10 |
| Nine down to Two Assumed | pip value |
Two rules quietly reward sitting on 99. An ace drops from 15 to 1 there, and a held joker can be declared at whatever value lands you there. A player one point from the window has more control over their fate than the raw numbers suggest.
Scores accumulate hand to hand. Low is good. Each player brings their own cash and plays off that stack. Before a game starts the table agrees an ante — usually $10, $20, $50 or $100 — and everybody pays it into the middle, so the pot opens with money in it rather than empty. A $20 ante three-handed starts the pot at $60. The ante is also the price of a first buy back, and the basis for every other price.
| Their buy | Cost |
|---|---|
| First | 1× — $10 |
| Second | 2× — $20 |
| Third | 4× — $40 |
| Fourth | 8× — $80 |
The window is worth aiming for. Because 101 eliminates outright and only 90–100 offers a buy, a player near the line is far better off taking a small controlled loss than a large one. At 87 points a hand costing 8 is a lifeline; one costing 20 is the end of your game.
Rule 5.3 turns that from a hope into a tactic: a held joker can be declared at exactly the value that puts you in the window.
Every player still in pays one share when a hand ends. One of those shares goes to the pot rather than to the winner — so the winner takes one share fewer than there are payers. Heads-up is the exception: with a single payer there is nothing to divert, and the winner takes the lot. Every price is a fraction of the ante, so raising the ante raises all of them together.
| Players still in | Payers | Collected | To the winner | To the pot |
|---|---|---|---|---|
| 6 | 5 | $25 | $20 | $5 |
| 5 | 4 | $20 | $15 | $5 |
| 4 | 3 | $15 | $10 | $5 |
| 3 | 2 | $10 | $5 | $5 |
| 2 | 1 | $5 | nothing | $5 |
Heads-up, the pot takes nothing. With one payer left there is no share to divert, so the whole of what the loser pays goes to the winner. The pot stops growing at that point — it only holds what earlier hands and the antes put there, and rule 6.7 will usually split it.
So the last stretch is played for two things at once: the hands, which now pay in full, and the pot, which is whatever the table has already put in.
| Ending | Share | $10 ante | $50 ante | $100 ante |
|---|---|---|---|---|
| Knock | 10% | $1 | $5 | $10 |
| Close | 20% | $2 | $10 | $20 |
| Continental | 50% | $5 | $25 | $50 |
| Straight flush | 50% | $5 | $25 | $50 |
| Per joker | 20% | $2 | $10 | $20 |
This is the one rule with no objective test. “Should have known was helpful” is a judgement, and the table has to make it. Agree in advance who rules on it — the dealer, or a vote — because arguing about it after the money moves is how a game ends early.
Nothing is ever laid down, so no one sees a single meld until the hand ends. Everything you know about the other hands you learned from what people threw away and what they picked up. Playing attentively here means tracking discards, because there is nothing else to track.
A close swings you ten points the right way and costs everyone else their leftovers. Over a long game the closer’s edge compounds — and a continental at thirty-five points off is worth chasing even though it no longer ends anything.
A joker you hold scores whatever you declare it — and in practice it is almost always melded instead. One or two get absorbed into melds already on the table; three declared alike is a set in its own right, so it goes down and scores nothing at all. That costs you nothing on the bounty, which counts jokers you had rather than jokers you were stuck with (7.1). The dial in 5.3 matters only on the rare occasion you actually want the points.
At 87 points the goal is no longer to win the hand — it is to keep the hand small enough to land in the buy window instead of past it. A knock holding a 2 costs you two points and keeps you alive. Playing on for a close risks twenty and ends your match.
Once two remain, closing to within ten points forces an even split. The player who is behind wants that split; the player ahead has to keep the gap open, which means declining safe cheap hands they would otherwise take.