Hand Rules

Hand is non-partnership game played with 2-5 players, 2 sets of cards with 2 jokers (106 playing cards). Dealing and playing are counter-clockwise. Each player's mission is to meld all his cards or add cards to existing melds.

Cards and Dealing

Each player is dealt 14 cards, an extra card is dealt to the player on the dealer's right, and the rest of the cards are placed facing-down in the center of the table, this pile is called the stock pile.


  • The player who has 15 cards starts the game by discarding a card to the "discarded pile" in the middle of the table. The turn then passes anti-clockwise, each player having the option to either draw a card from the stock pile, or pick the last card from the discarded pile. In both cases each player should discard a card to the discarded pile to indicate the end of their turn.
  • If the player decided to pick a card from the discarded pile, they are obliged to meld using this card before discarding another card (see the "Melding and Adding Cards to Existing Melds" section below).
  • The round ends when one player melds all their cards. Each game consists of 5 rounds.

Melding and Adding Cards to Existing Melds

  • The player is allowed to make the following melds: sequential cards of the same suit, or the different suits of the same card. A meld has to have a minimum of 3 cards and a maximum of 5. A Joker can be used as a wildcard to replace any card the player doesn't have.
  • The sum of cards in a player's meld must be at least 51 when melding for the first time. After the first meld, the player can meld with no restrictions.
  • After the first meld, the player can also add cards to existing melds freely.
  • If a sequential meld contains a Joker, and one of the players holds the card the Joker is used to replace, the player is allowed to take the Joker in exchange for that card. In the case of a Joker and 2 cards of the same ranks and different suits, the Joker is considered a replacement for the 2 other cards and a player needs to have those cards to get the Joker.
  • When calculating the sum of melds, a Joker is equivalent to the card it replaces and an ace is equivalent to 11, unless used in a series of A-2-3, in which case it is equivalent to 1.


  • The winner of the round is the first player who's out of cards and is given a score of -30, the rest of the players have their cards added to their score (11 for each Ace, 15 for each Joker, and 10 for each J, Q, or K). 100 points are added to the score of any players who did not meld.
  • If a player melds all of their cards without adding any card to existing melds, this is considered a "hand" and is calculated as -60. Players get double the value of their cards and 200 points are added to the score of any players who did not meld.
  • The winner of the game is the player with the lowest score at the end of the 5 rounds.
Other Types of Hand

Hand Partner

A partnership version of Hand, this version differs from regular Hand only by teaming up players sitting opposite each other. If one player of the team wins, the team gets a score of -30 or -60 according to the rules above, and the losing team members get their scores calculated according to standard rules and summed up for their team score.

Hand Saudi

Differs from regular Hand in the minimum sum of melds a player has to achieve to meld for the first time. The first player has to have a minimum of 51, but any players who want to meld after that have to achieve the sum of the last player who melded successfully + 1.

Hareeqa Rules

Hareeqa differs from Hand in scoring and finishing the game. Scoring in Hareeqa is calculated as follows:

  • Player’s score is split into two parts: score and points.
  • Scoring is similar to "Hand", however, there's no doubling if someone throws a hand.
  • At the beginning of the game, each player has -3 points.
  • When one of the players wins the round, 1 point is deducted (2 points if the player throws a hand) from the other players and added to the winner's score.
  • A player is officially "burned" if their score reaches 201 or more at the end of a round.
  • When a player is "burned", 2 points is deducted from their total points and stored away from all players scores, the player's score is then reset to the highest score of the other players.
  • The game ends when one player "burns" all the other players at the end of a round. In this case no points are calculated, instead, the player is given the points stored earlier in the game.
  • The winner is the player with the highest number of points at the end of the game.
Concan Rules
  • Concan is a similar game to Hand , Rummy and 51.
  • To Have a Concan set , you should collect 10 sequenced cards with one quadratic pair or 11 sequenced cards with trio’s pair.
  • When Concan set is collected at any of the rounds (except the last one) it will be calculated as normal HAND (+200) even if the opponent has Nzool on the table.
  • Permission to collect a Concan is given only in the last round (the 5th Round)
  • When asking for Concan , the player can collect cards from “Fire Cards” without the necessity to go down.
  • Players with Concan set at the last round will be declared as winners regardless of the previous round’s results.
  • Concan differ from Hand that when a player want to go down there should be at least one sequence set of cards in his Nzool.
  • By default , the minimum set of cards that a player can go down with is 51.
  • You can also choose 71 as the minimum set of cards to download when creating a new Concan game.