How to Play Khanhoo

Khanhoo is a not too distant relative of the oldest Rummy type card game known to still exist. In fact, it is thought that the direct predecessor of Khanhoo is the basis for most all other Rummy card games, including another very old card game of the Rummy family, Conquian. The earliest version of this game (with a similar name Kanhu), however, hardly resembles the current form of this game which is played today. The original Khanhu was a multi-trick taking card game which originally appeared in an official set of rules published by the Chinese Emperor in 1130 AD. In the middle 1890's or so, the game as played at that time, was modified somewhat by Sir William Henry Wilkinson to be more similar to the version of this game that is commonly played today.

Deck used for the game Khanhoo In China the game is traditionally played with special kun p'ai (or stick) cards. However, with the modifications introduced by Wilkinson, the deck to be used in playing Khanhoo can also be created by combining two standard 52 card decks and removing certain cards from the deck that will not be used in play. Thus, to form this deck, the following cards should be included from two standard decks; Jack, Queen and King of Spades, and all 2's through 9's from the other three suits (Clubs, Hearts and Diamonds). In addition, one Joker should be added to the deck, creating a deck consisting of exactly 61 cards total. The Jack, Queen, and King of Spades are special cards, with no relative ranking. However, the sequence ranking of the cards in the other suits is as follows (high to low); 9, 8, 7, 6, 5, 4, 3, 2, Ace.

Khanhoo is designed for two or three players, each playing independently. A four hand version is also sometimes played, which is described in the variations sections below. Determination of seating positions and first dealer can be performed in a variety of methods, with drawing for low card a common method. The player drawing the lowest card of all would be designated the first dealer.

The dealer should then take the thoroughly shuffled deck and begin dealing the cards one by one and face down, starting with the player to his immediate left and continuing in a clockwise rotation. He would continue dealing in this manner until each player has a hand consisting of 15 cards. He then deals one extra card to the player at his immediate left. The dealer then places the remainder of the deck face-down in the middle of the table as the stock pile.

The player who received the extra card then takes the first turn. To complete his turn he then discards one card face-up to begin the waste pile, which is placed beside the stock pile. The goal of each player is to form his hand into one or more legal and point-scoring melds (see chart below showing all the allowable melds in this game).

On each subsequent turn, each player in turn, would then begin his turn by drawing either the top, face-up card of the waste pile or the top face-down card of the stock pile. If the player elects to draw the top card of the waste pile, he must then play a legal meld face-up to the table immediately which includes the card drawn from the waste pile. After drawing a card, that player then ends his turn by discarding one card from his hand face-up to the waste pile.

After a player discards, if any player determines he wants the card discarded (and can use it immediately in a legal meld) he may claim this card, even if he is not the next player in turn. This is called bumping. After claiming the card the turn immediately switches to the bumping player (skipping any intervening players) who begins this turn by taking the discard and playing it in a meld in front of himself. He then continues his turn as normal, creating other melds if able and then discarding to complete his turn. The turn then continues in a clockwise rotation from this player who claimed the discard. However, if the player who was due to have the next turn also wants the top discard, he may make a challenge for the card. He does this by stating he also wants the card. Then, both players must then state the type of meld they intend to make with the card. The player who would have the higher scoring meld (from the chart below) is entitled to take the card and the turn. In the case that both melds are of the same point score, the player who would normally get the next turn has precedence in taking the card and the turn.

Unlike in most other Rummy type games in which there are only a small set of meld types, Khanhoo features a number of differing melds, each scoring a different number of points to the player who makes the meld. The following chart shows all legal melds in Khanhoo and the point value for making the meld:

MeldMeld DescriptionScoring ValueExample
SequenceThree or more cards in the same suit and in direct numerical sequence. Does not include a Jack, King or Queen.1Sequence Meld in Khanhoo
AcesThree Aces.  Each Ace can be in any suit.1Ace Meld in Khanhoo
TripletThree cards of the same rank, each of a different suit.2Triplet Meld in Khanhoo
Royal AssemblyJack, Queen and King of Spades3Royal Assembly
Royal Group - JackJack of Spades and two Diamond Sevens4Royal Group - Jack
Royal Group - QueenQueen of Spades and two Club Eights4Royal Group - Queen
Royal Group - KingKing of Spades and two Heart Nines4Royal Group - King
KhanhooAce of Hearts, Two of Clubs, and Three of Diamonds5Khanhoo Meld
Double TripletSix Cards, all of the exact same rank10Double Triplet
Double AcesSix Aces of any Suits10Double Ace Meld
Double Royal AssemblyTwo Jacks, Two Queens, and Two Kings10Double Royal Assembly
Double Khanhoo(Ace of Hearts) x 2, (Two of Clubs) x 2, (Three of Diamonds) x 215Double Khanhoo


The Joker is a wild card and may be used to substitute for any other card in a meld. Once a meld is placed on the table, this meld may not be altered in any manner (including a prohibition from adding any cards to the meld by any player). A player melds on his turn after drawing but before discarding. On the first turn, since a discard pile has not yet been started, this first player may make a meld before making his first discard on that turn.

If the stock pile runs out, at the start of the next player's turn, the top card of the waste pile is removed and the remainder of the waste pile is turned over and shuffled to start a new stock pile. The card removed from the top of the previous waste pile is then replaced next to the stock pile to begin the new waste pile. The game continues until one player, on his turn can meld all his cards. He would normally do this at the end of his turn, after the discard, which immediately ends the hand. The player who is able to go out in this way earns a 5 points bonus for the feat. All players then reveal their legal melds and earn a score (as per the chart, above) for each of his melds. If, after the scores are calculated at the end of the hand, any player's cumulative score has reached or exceeded 50 points, the game ends and the player with the highest accumulated score is declared the winner. If no player has yet reached 50 points, a new hand is played, dealt by the player to the immediate left of the prior dealer.


Variations and Optional Rules

Four Player Khanhoo: A variant of Khanhoo is also sometimes played with four players, each playing independently. The game is played similarly to the two and three hand game. However, in this variant, the entire deck would be dealt out during the deal. Thus, after the first turn (in which the first player discards one card of his choice), each turn consists of simply drawing the card discarded by the previous player and then discarding any card of his choice from his hand.

As in the two and three player variant, another player can call "Bump" when it is not his own turn to claim the current top discard. If multiple players call "Bump", the player who indicates they can use the card in the highest point value meld has the option to take the card. Similarly, if the player who had the original right to take this card (because it is currently his own turn) wants the card, he may challenge the player who initially called "Bump" for the card. The player who would be able to use the card in the highest point scoring meld is entitled to take the card. If the point values are tied, the player who would have his actual turn has the first right to the card. If none of the players who are challenging for the card are the player who had his turn temporarily interrupted, and the melds those players could make with the card of the same point value, the player who first called "Bump" has the right to take the discard.

A player playing as Orphan One other rule that is usually added with the four player variant is that one player may elect to play this hand at "orphan". Only one player during the hand has the option to play the hand at "orphan". To determine this, a draw is often done before the cards are initially dealt, and the player drawing the highest card is allowed this option on the current hand. If that player declines the option, no other player may elect to play as orphan that hand. This player must state that he wanst to play at "orphan" before the cards are dealt for this hand. If the player does elect to play "orphan" for the hand, he would receive only six cards in the initial deal and would thus play out the hand using only six cards. If this player happens to also be the player to the immediate left of the current dealer, he would receive seven cards initially and then discard one card to end his first turn. In the case a player opts to play "orphan" during the hand, this will leave a few cards that can be used as a stock. In this case, the game proceeds as in the standard two and three hand version, with players normally drawing from the stock unless they can play the last discard immediately to a meld, at which time they can take this card.

In all other respects, this variant of the game is played identically to the standard version.

Double Pack Khanhoo: Another variant of Khanhoo is a version that is played using an enlarged deck comprised of ninety total cards. This is the standard Khanhoo deck as described above with the addition of one more card in the suits of Diamonds, Clubs and Hearts in each of the ranks Ace, 2, 3, 4, 5, 6, 7, 8, 9. In addition, one additional Jack, Queen, and King is added in the suit of Spades and one additional Joker is also added. These additions will allow up to eight total players to participate in a game.

The rules for this version of Khanhoo is identical to the standard version except for a few differences. The first major difference is that, with the additional cards added, a number of new meld types can be created. Thus, the following chart shows the meld types possible in this game and the resulting score from melding them:

          
MeldMeld DescriptionScoring Value
SequenceThree or more cards in the same suit, in direct numerical sequence. May not include any Jacks, Kings or Queens.1
AcesThree Aces, two which must be of the same suit.1
TripletThree cards of the same rank, each of a different suit.2
Royal AssemblyJack, Queen and King of Spades3
Royal Group - JackJack of Spades and two Diamond Sevens4
Royal Group - QueenQueen of Spades and two Club Eights4
Royal Group - KingKing of Spades and two Heart Nines4
KhanhooAce of Hearts, Two of Clubs, and Three of Diamonds5
Double TripletSix Cards, all of the exact same rank10
Double AcesSix Aces of any Suits10
Double Royal AssemblyTwo Jacks, Two Queens, and Two Kings10
Double Khanhoo(Ace of Hearts) x 2, (Two of Clubs) x 2, (Three of Diamonds) x 215
Triple SequenceNine cards all in the same suit3
Triple AcesNine Aces, three of each suit6
Triple TripletNine cards all of the same rank, three in each suit9
Triple Royal Assembly (also called Triple Courts)Three Jacks, three Queens, and three Kings, all in Spades12
Reverse Group - JacksTwo Spade Jacks and one Diamond Seven4
Reverse Group - QueensTwo Spade Queens and one Club Eight4
Reverse Group - KingsTwo Spade Kings and one Heart Nine4
Jacks - Triple SequenceThree Spade Jacks and one Diamond Seven8
Queens - Triple SequenceThree Spade Queens and one Club Eight8
Kings - Triple SequenceThree Spade Kings and one Heart Nine8
Triple Khanhoo(Ace of Hearts) x 3, (Two of Clubs) x 3, (Three of Diamonds) x 325

Types of Triple Sequences in Double Khanhoo
Double Khanhoo features a number of additional meld types due to the greater number of cards used for the game. These meld types include these Triple Sequences.
In this version, the Orphan rule is also often added. The player who, during the draw for dealer, drew the highest card may opt on this hand to go Orphan. In that case, this player would receive only six cards during the hand. The player must announce his plan to play Orphan on the hand before he receives all his cards. A player will often opt to play with an Orphan hand such that they have a faster opportunity to be the first player to run out of cards (earning the five point bonus), although they will have fewer cards to attempt to earn high scoring melds.

In all other aspects this version of Khanhoo is played identically to the standard version as described above.

Kowah: Kowah is another Rummy type game which was originally played using special Chinese stick cards. However, as in Khanhoo, it has been adapted to allow play using standard English suited cards. This game is from the island of Java in Indonesia.

Kowah uses a similar deck as used in Khanhoo, with the only difference being that in Kowah the Joker is removed. Two of these 60 card decks are then shuffled together making one large deck consisting of 120 total cards. The ranking of the cards in this deck are also the same as in Khanhoo. In the suits of Diamonds, Clubs and Hearts, the ranking of the cards are (from high to low); 9, 8, 7, 6, 5, 4, 3, 2, Ace. In the suit of Spades, the ranking of the cards are as follows (also shown in rank from high to low); King, Queen, Jack. The game is designed for play by two to four participants.

Determination of seating positions and first dealer can be performed in a variety of methods, with draw for high cards a method commonly used. The players would thus seat themselves at the table in the order of ranking of cards drawn. The player drawing the highest ranked card of all is set as the first dealer. Thereafter, the winner of each game deals the cards for the next game.

Once the dealer has been determined he thoroughly shuffles the deck and offers it to the player at his right to cut. After the cut, the dealer deals 8 face-down cards to each player, one-at-a-time and in a counterclockwise direction. He then places the remainder of the deck face-down in the center of the table as the stock.

The player to the immediate left of the dealer has the first turn, with the turns continuing in a clockwise direction around the table. On the first turn of the game, since there is not yet a discard pile, this first player must draw the top card of the stock pile to start his turn. Thereafter, to start his turn, each player can opt to draw the top, face-up card of the discard pile or the top face-down card of the stock pile.

Combinations that may allow a player to declare Checki The object of each player is to create a special combination of cards in the hand and meld some of the cards making up that meld on the table. This will allow the player to declare "checki", giving that player special privileges during the hand. The combinations which a player attempts to make, allowing him to declare "checki" are as follows: Once a player, during his turn is able to make one of these two combinations in his hand, he declares "checki". When declaring "checki" the player must place some of the cards from his melds face-down on the table in front of himself. For the first type of meld he places the pair of identical cards on the table and for the second type of meld he places the identical pairs on the table as well as the single card which is of that same suit. Although these cards are melded on the table, they are still considered to be part of that player's hand.

Once any player has declared "checki" each other player (whether that player has also declared "checki" during the hand or not), if drawing a card from the face-down stock pile on his turn, must show the card he draws. If this card matches, in suit and rank, any of the two identical cards the player has melded on the table in front of himself, he is entitled to immediately claim that card, regardless of the fact that it may not even be the claiming player's turn. Similarly, if another player discards such a card at the end of his turn, a player who called "checki" can immediately, even out of turn, claim this card if the card is an exact match (suit and rank) for the cards in the identical pairs he has melded in front of himself. When this occurs, with the player claiming the card, the hand immediately ends with that player immediately declared the winner of the game. If more than one player wants to claim such a card, the player closest in rotation to the player making the discard is entitled to that card.

If a player wins the hand by claiming a card drawn by an opponent, he is said to win a single game. If a player wins the hand by claiming the discard, he is said to win a double game, and if he wins by drawing his needed card directly on his turn from the draw pile, he is considered to have won a triple game.

If the last card from the stock pile is taken and the player who draws that card is unable to win the game on his turn, the game ends in a draw or tie, with no winner and the same dealer dealing the next hand.

                     
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