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Banakil

Card games · Draw and discard (Rummy)

Two players
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Summary — 2–4 players

Banakil is a two-pack rummy from the Levant: lay melds with wild twos and jokers, empty your hand first, and race to the target score to win. Two to four play, four as partners, with threes, aces, twos and jokers all scoring at different values.

Scored by
melds score by card value as they're laid, cards left in hand count against you, going out earns a bonus, and whoever is first to the target wins
Origin
The Levant — Jordan, Palestine, Syria and Lebanon.

Rules

How to play

Players and equipment

Banakil plays two, three or four. At four, you play in two partnerships, sitting across from your partner; at two or three, everybody plays for themselves. You need two ordinary 52-card packs shuffled together with two jokers added — 106 cards in all. Twos and jokers are wild; every other card, three up to ace, plays its own rank.

The deal

The dealer shuffles and the player on their left cuts. Everybody gets 18 cards — dealt two at a time, nine times round the table, or three at a time, six times round. The next card turns face up beside the stock to start the discard pile. The rest of the pack sits face down as the stock, ready to draw from.

Play

The player to the dealer's right leads, and the turn moves to the right from there. Every turn has the same two steps: you draw, and — if you have not emptied your hand doing so — you discard.

To draw, either take the top card of the stock into your hand unseen, or take one or more cards off the top of the discard pile. You can take as many discards as you like, but if you reach past the top card you must take every card that was thrown down after it too — nothing is skipped. You may always take from the discard pile, even on the very first turn and even if the top card is a wild one, and you never have to meld what you take; you can tuck it away for later.

Once you have drawn, you may meld — lay a new combination face up in front of you, add a card to one of your own or your partner's melds already on the table, or swap a card in your hand for a joker standing in a meld. You are never allowed into an opponent's meld area. Then, if your hand is not empty, discard one card face up to end your turn; the single exception is a card you took as the lone top card of the discard pile, which you may not throw straight back.

A meld is three or more cards, and there are exactly two shapes it can take. A sequence is three or more consecutive cards of one suit, running from three at the bottom to ace at the top — a two is never a natural low card in a sequence. A set is three or four threes, or three or four aces, each of a different suit; no other rank makes a set. A two or a joker can stand in for a missing card of a sequence, but never more than one of each in the same sequence, and a joker alone can fill a gap in a set — a two cannot. You can grow a sequence already on the table to as many as twelve cards by adding natural cards, or a two or a joker if it holds none of that kind yet, sliding a wild card along it to make room where needed, but you can never split one apart once it is down. You may only reach into your partner's meld area — adding a card, or swapping out a joker — once you have melded something of your own first.

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