Setup
The deck contains 56 cards: 8 cards in each of 7 colours, numbered 1–8.
There are seven colours: red, yellow, green, blue, violet, grey, and black. Each colour has exactly eight cards numbered 1 through 8, giving 56 cards total.
Setup
Each player is dealt nine cards face-down into their hand at the start of each round.
At the start of every round, after shuffling all 56 cards, deal nine cards to each player. Players hold their cards so that values are hidden from all other players.
Setup
Five cards (standard), seven (variant), or nine (two-player) are placed face-up in the centre to form the pool.
After dealing hands, place cards face-up in the centre adjacent to each other to form the pool. Standard game: 5 pool cards. Variant: 7 pool cards. Two-player game: 9 pool cards. All remaining cards are set aside face-down and are not used in the current round.
Turn structure
The player to the left of the dealer goes first; play proceeds clockwise.
Each round begins with the player immediately to the left of the dealer. Play then proceeds clockwise for the remainder of the round.
Turn structure
On your turn you may swap one card from your hand with one card from the pool.
Choose one card from your hand and place it face-up into the pool. Then select any different card currently in the pool and take it into your hand. You cannot take back the card you just placed. This constitutes your entire turn.
Turn structure
Instead of swapping, you may knock once on the table to pass your turn.
If you do not wish to swap, you knock once on the table. This ends your turn. Knocking has special significance depending on whether it is the first or second knock of the round (see rules knock_first and knock_second).
Turn structure
The first knock of a round has no effect; play continues normally.
When the first knock of a round occurs, it is noted but has no immediate consequence. The next player simply takes their turn as normal. Only the second knock of the round triggers the end-game sequence.
Endgame
The second knock of the round (by any player) triggers the final round of turns for all other players.
When a second knock is made during a round — regardless of whether it is by the same player who made the first knock or a different player — it signals the last opportunity for all other players to swap. Every player except the one who made the second knock gets one more turn (in clockwise order). Players who do not wish to swap on their final turn may simply knock and pass. After all those final turns are complete, the round ends and all hands are scored.