Hoola Rummy

The Basics of Hoola Rummy

Hoola Rummy

Hoola is a rummy game developed by the Koreans, and also resembles the Japanese game Seven Bridge.

The different descriptions of Hoola come in several degrees, but this writing will tackle the most dominant rules, followed by a series of variations.

Players and Cards

The game makes use of a standard international 52-acrd pack. Aces are valued at 1, 2-10 face value, jacks hold 11 points, queens 12 points, and kings 13 points each. There are instances where 2 jokers are brought into play.

A total of 7 people can be accommodated, while the minimum requirement for a game to commence is 2.  Deal and play follow a counterclockwise direction.

Melds

The objective of every rummy game is to produce melds. These may contain a set of equal cards or sequences of consecutive cards in a suit. Sets and sequences must possess at least three cards unless they contain a seven.

The sevens carry a different trait, which makes it special in the game. A seven alone is a valid meld, while two or more sevens can form a valid set, and two or more cards of the same suit in sequence form a valid sequence.

Play

A turn can consist of the following:

Compulsory

  • Drawing a card from any of the two piles—stock and discard.
  • Discarding one card face up on the discard pile.

Optional

  • Placing one or more melds from hand face up on the table.
  • Extending melds existing on the table by adding cards to create larger melds.

Restrictions

There are certain restrictions that go with compulsory moves, which highlight the following:

  • The discard can only be taken if it is immediately used to lay down a new meld from the player’s hand. Other players cannot take the discard to add it to an existing meld on the table, or keep on hand for future use.
  • Cards can only be added to melds that are already on the table if the players have already, in the same turn or a turn before that, played an entirely new meld from hand.

Once a card is discarded—which another player may employ to establish another meld—the player can claim the discard, even if it would be another player’s turn to play. This can be performed by calling ‘Kam sa hap nida’ or ‘Thank you’, taking the card, and putting it on the table alongside cards from a hand to create a valid meld, possibly laying down further melds or supplying existing melds, and discarding. The game then proceeds from the player to the left of the player who took the card out of turn. If more than two players want the same discard, first player to call is the priority.

End of Play

There are five ways to end the game:

Knock

If at the start of your turn you have not more than 10 points in your hand, and at least one participant besides you has melded cards, then you may end the game. Everyone immediately shows their hands. If you have the least number of points, you win: on the other hand, if any other player has the same number of below the amount you have, then you lose.

Blast

If at the start of any turn you have not completed any melds, and the total value of your entire hand is less than 15 points or exceeds 82 points, you may stop the game and win.

Going out

If during your turn you meld all but one of the cards in your hand and discard your last card, you win the game. You can proceed to spend your winnings whichever way you want, whether its iGaming portals such as BGO Casino, eCommerce, investments, or any activity you fancy spending a bit of cash on.

End of Stock

If there are no more stock cards remaining, and the game has not ended in any other way, the players reveal their cards, create and melds they can, and count the value of their remaining cards. Ultimately, the player with the lowest value of unmelded cards wins.

The Big Luck

A player who gets four sevens in hand can stop the game and win.