Lay down your combinations before anyone else in each of the 7 hands and finish the game with the lowest score.
Deck
Two standard 52-card decks plus 4 jokers (108 cards total)
Players
2 to 6 players
Set: 3 or more cards of the same rank, any suit. A joker can stand in for any card, but a set can't be made entirely of jokers.
Run: 4 or more consecutive cards of the same suit. The Ace can go before the 2 or after the King (but not both at once in the same run). Jokers fill gaps, but there can never be two jokers in a row.
Seven hands are played in a row, each harder than the last and dealing one more card each time: 1) Two sets (6 cards) · 2) One set and one run (7) · 3) Two runs (8) · 4) Three sets (9) · 5) Two sets and one run (10) · 6) One set and two runs (11) · 7) Three runs (12).
You draw a card: the face-up discard, if the decision on it is yours and you want it, or one from the deck once nobody has claimed it (see the next section).
If you have exactly the combinations the current hand calls for, you can "go down": select the cards, group them into sets/runs, and lay them out on the table. You can only go down once per hand.
Once you're down (this turn or an earlier one), you can add cards from your hand to any combination already on the table, yours or an opponent's, as long as it stays valid.
You end your turn by discarding one card face up.
The face-up discard doesn't go to whoever calls for it first: it is offered in turn order, starting with the player after whoever discarded it. Until that round of decisions closes, nobody may draw from the deck.
If it is your turn and you want it, you take it and that is your draw. If you do not, you pass and the offer moves on to the next player.
A player who is not on turn can take it too: that is the steal, and it costs a penalty card from the deck, so you pick up two cards instead of one. It does not use up your turn or interrupt the game: whoever was playing carries on where they were, and those cards wait in your hand until your turn comes round.
The one player who cannot take it back is whoever just discarded it.
The hand ends as soon as a player discards their last card (runs out of cards in hand).
If that player goes down and empties their hand in the same turn (having never gone down before that hand), they score -20 points. Otherwise, they score 0.
Every other player adds up the points of the cards left in their hand: joker = 50, Ace = 20, face cards (J, Q, K) = 10, everything else = its face value.
After all 7 hands are played, whoever has the lowest total score wins.
Each of the 7 hands demands a different and progressively harder combination. Do not carry the previous hand’s plan forward: what was a great hand for two sets is a mediocre hand for a set plus a run.
In the early hands, going out fast beats going out clean. In the late hands, with long combinations, holding on so you are not caught with a fistful of high cards is usually cheaper.
A wild card fills any gap, so its real value is covering the card that is never going to arrive, not one you could draw in two turns. Save it for the impossible hole.
Always look at what has been discarded before drawing from the deck. The discard pile tells you what everyone is collecting: two discards in a row from the same suit is somebody who no longer needs it.
Do not discard the card you just watched somebody need. Losing a turn holding it usually costs less than handing over the winning hand.
Seven, each with a different and progressively harder required combination. The full game is those seven hands, and the lowest total score at the end wins.
Not in this version. It is a simplification of traditional Continental - you also cannot buy back a wild card from a run by handing over the real card it stands in for.
From 2 to 6. With 5 or 6 the long hands get genuinely hard, because the cards you need are spread across more people.
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