Khanhoo is a rummy game for two to four players. It was originally from China, though it experienced a period of popularity in England at the end of the nineteenth century. Khanhoo may be one of the earliest rummy games ever to be played. It seems likely that it at least influenced Conquian, considered to be the ancestor of most rummy games.
Object of Khanhoo
The object of Khanhoo is to be the first player to form their entire hand into combinations called melds.
A special 61-card deck is needed to play Khanhoo. To make one, take two decks of Denexa 100% Plastic Playing Cards and remove all of the 10s. Then, take out the face cards in hearts, spades, and diamonds, and all of the remaining number cards from the clubs. Shuffle these two decks together, and add one joker, and you’ll have your Khanhoo deck. It will contain the joker, two each of the J-Q-K♣, and two each of aces through 9s in the other three suits. You’ll also need something to keep score with.
Shuffle and deal fifteen cards to each player. Then deal a sixteenth card to the player to the dealer’s left. Place the stub in the center of the table, forming the stock. (In a four-player game, the entire deck will be dealt out, so there will be no stock.)
Game play begins with the player to the dealer’s left choosing one card to discard. This starts a discard pile, usually placed to one side of the stock. The turn then passes to the left. This player draws one card, either from the stock or the discard pile, and then discards one card. Turns continue in this manner, with a draw and a discard by each player in turn.
If the stock runs out, its top card is set aside, the discards are flipped over, and then shuffled to form a new stock. The old top card then forms the new discard pile.
As the entire deck is used in the four-player game, there is no stock. Instead, each player simply draws the card that was discarded by the player to their left.
The players’ goal is to form their hands into melds. The valid melds, and their point values, are as follows:
- Sequence (1 point): Three or more cards of the same suit in consecutive order, e.g. 6-7-8♥. Note that sequences will never include face cards or clubs, as the only “sequence” that can be formed using them is actually the more valuable royal assembly (see below). Aces are considered low in sequences (just below the 2). Note that the point value does not increase if more cards are added.
- Aces (1 point): Three aces of any suit (duplicates are allowed).
- Triplet (2 points): Three number cards of the same rank and of three different suits (no duplicates allowed).
- Royal assembly (3 points): J-Q-K♣.
- Court melds (4 points each): K♣-9♥-9♥, Q♣-8♠-8♠, or J♣-7♦-7♦.
- Khanhoo (5 points): A♥-2♠-3♦.
- Double aces (10 points): Six aces of any suit.
- Double triplet (10 points): Two triplet melds of the same rank. That is, six number cards of the same rank, with each suit appearing exactly twice.
- Double royal (10 points): J-J-Q-Q-K-K♣.
- Double khanhoo (15 points): A-A♥-2-2♠-3-3♦.
As players form melds, they keep them in their hand (that is, they do not lay them out on the table). Thus, the players can rearrange and expand or split melds at will. The joker is wild, substituting for any other card in a meld without restriction.
In a three- or four-player game, after a player discards, another player may intervene by claiming the discard before the next player can draw it. They may only do this, however, if they can immediately use the card in a meld other than a sequence. Taking the discard out of turn in this way is called bumping. When a player bumps, they must place the meld that the discard is part of face-up in front of them. They may then no longer alter the meld in any way (e.g. by making it from a khanhoo to a double khanhoo). They then discard as normal and play passes to the left, with the intervening players skipped.
If the player who would have normally had the right to the bumped discard (i.e. the player to the left of the player who discarded it) also wants the card, they may challenge the bump. Both players must then declare the type of meld they wish to use the discard for. If the player that wishes to bump can form a higher meld, they get the right to the discard. If the other player can make a meld of equal or higher value to the bumping player, then no bump happens, and play proceeds as normal.
Ending the hand
When a player has formed their entire hand into melds, they make one final discard and announce that they are out. Each player then reveals their hand, placing it on the table with each meld broken out. Each player then scores the value of their melds, with the player that went out also getting a five-point bonus.
The deal passes to the left, and a new hand is dealt. Game play begins until one or more players reaches a score of 50 points or more. Whichever player has the highest score at that point is the winner.