OBJECT OF HOOLA: The object of Hoola is to have the least amount of points in your hand at the end of the game
NUMBER OF PLAYERS: 2 to 5 players
MATERIALS: A standard 52-card deck, Chips or money, and a flat surface.
TYPE OF GAME: Rummy Card Game
AUDIENCE: Adult
OVERVIEW OF HOOLA
Hoola is a rummy style card game for 2 to 5 players. The goal of the game is to hold the fewest amount of points in hand when the game is over. To do this you will need to meld cards from hands or play on other players melds.
Stakes are paid out at the end of the game so players should determine stake amounts before the game is started.
SETUP
The first dealer is chosen at random. If more than one game is played the next dealer is the previous winner. The dealer will shuffle the deck and deal each player a hand of 7 cards. Then one card from the top of the undealt deck is flipped to start a discard pile. the remaining cards are placed facedown as the stockpile for the game.
Card Ranking and Values
The ranking for Hoola is Ace (high), King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3, 2, and Ace (low). Aces can be used in melds as both the highest and lowest cards of rank.
The cards have values associated with the Aces are worth 1 point, 2 through 10 are worth their numeric values worth of points, jacks are worth 11 points, Queens 12 points, and kings are worth 13 points.
GAMEPLAY
The game starts with the dealer and continues clockwise. On a player’s turn, they will follow these actions. First, they must draw one card from the top of the stock or the top of the discard pile. Then a player may place one or more melds (discussed below) face up in front of them. Next if possible, a player may add cards from their hands to already established melds on the table (discussed below). Finally, a player must discard one faceup card to the discard pile.
A player can only draw from the discard pile if the card drawn will be used immediately to play a meld. It cannot be used on already played melds and cannot be held in hand for future turns. If a player discards a card a player can immediately use in a meld, that player may call “thank you” and slap the card. this player, even if not their turn will draw and play their turn out and the turn order continues from them. If multiple people call thank you it is the first person to slap the card that gets the card.
Melds are sets or sequences of cards. They must be 3 or more cards with the exceptions of 7s. A valid set meld is 3 or 4 cards of the same rank. A sequence is 3 or more cards in consecutive order all of the same suit. 7s are special. When played by itself it is a valid meld. When played as a set only two 7s are needed, and if making a sequence and using a 7 only 2 cards of the same suit in consecutive order are needed.
When adding cards to already established melds that player must have previously during the game played a meld of their own from their hand, even if it was this turn.
The game can end in five ways. They are called the blasts, the knock, going out, big luck, and stock.
For the blasts, if at the start of their turn a player has not made any melds and realize their hand has a value less than 15 or greater than 82, they may end the game and claim a win. Having less than 15 is called a small blast and more than 82 is a large blast.
For the knock, if you and at least one other player has melded, and your hand is worth 10 or fewer points. You may end the game and all players will reveal their hands. If you have the lowest value in hand you win the game, otherwise, you have lost.
For going out, a player will need to meld all cards but one and then discard that one card to go out. You win.
For big luck, a player must have all four 7s in hand. If they have all four 7s they may stop the game and win.
For stock, if the stock has been emptied before the game has ended in another way then all players show their hands and the player with the lowest value wins.
SCORING
When the game has ended the payout can be made. Payouts are determined by the remaining cards in hand. When determining point values, four of a kind are not counted for values in hand. For example, if you held a 4, 6, 2, 2, 2, and 2 your hand score would only be 10.
The fewest points of the losers only pays one stake to the winner. The next lowest player pays, and so on. If players tie, they all pay the higher number of stakes.
For each 7 a player holds in their hand they must double the number of stakes they must pay. A player who had at least one turn and has made no melds must also double their stakes. Doubles are cumulative.
If a player melds all 7 cards without previously melding any other cards this sis called Hoola. All players must pay double stakes to them, and if this was achieved using a player’s discarded card the player who discarded the card must pay all stakes for all players. If a player knocks and loses, they also must pay all stakes of other players.
END OF GAME
The game ends when players wish it to.
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