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Ivan Titov
Ivan Titov

Nepali Card Games: How to Play Marriage and Other Popular Games on Your Phone


How to Play the Nepali Marriage Card Game




If you are looking for a fun and challenging card game that can be played with your friends and family, you might want to try the Nepali marriage card game. This is a popular game that originated in Nepal and is played by many people around the world. It is a variant of rummy that involves making sets of matching cards with different rules and scoring. In this article, I will provide you with a detailed guide on how to play this game, as well as some tips and variations. Let's get started!


What is the Nepali marriage card game?




The Nepali marriage card game, also known as 21 cards rummy or marriage rummy, is a matching card game played with three decks of cards (156 cards) in Nepal, Bhutan, and by the Nepali diaspora. It is based on making sets of three or more matching cards of the same rank (trials), the same rank and suit (tunnels), or three or more consecutive cards of the same suit (sequences).




nepali marriage card game download



What are the objectives and features of the game?




The overall objective of the game is to arrange all twenty-one cards in your hand into valid sets. The first objective is to make three pure sets, which are either tunnels or pure sequences. Creating a set of seven pairs (two cards of the same rank and suit) also counts as meeting this objective. The second objective is to end the game by discarding your last card after making all your sets. The final objective of the game is to score the highest number of points based on your sets and remaining cards.


The game has some unique features that make it more interesting and challenging than other rummy games. For example:



  • The game uses three standard 52-card decks, which means there are more cards to deal with and more possibilities to make sets.



  • The wild cards for each round are determined by a random card drawn from the stock pile after dealing. There are different types of wild cards, such as tiplu, alter, man card, superman card, jhiplu, poplu, etc., that have different values and functions.



  • The players cannot see or use the wild cards until they have made their three pure sets. This adds an element of suspense and strategy to the game.



  • The players can score extra points by making special sets, such as marriage (a perfect sequence of three wild cards), double tunnela (two tunnels in one set), triple tunnela (three tunnels in one set), etc.



  • The players can also lose points by having high-value cards or jokers left in their hand at the end of the game.



How many players and cards are needed?




The game can be played by 2 to 5 players, but it is more fun and competitive with more players. Each player needs 21 cards in their hand, so you will need three standard 52-card decks (total: 156 cards) to play. You can also include jokers as additional wild cards, but this is optional. You will also need a score sheet and a pen to keep track of the points for each round and the whole game.


The cards and the deal




Before you start playing, you need to prepare the cards and determine the dealer. Here are the steps to follow:


How to prepare the cards and determine the dealer?





  • Shuffle the three decks of cards together thoroughly and place them face down on the table.



  • Select a random player to cut the cards. The player cuts the cards by taking a portion of the deck from the top and placing it next to the remaining deck.



  • The player who cut the cards draws a card from the portion he or she took. The suit of this card determines the dealer for the first round. The order of priority for the suits is spades, hearts, diamonds, and clubs. For example, if the card drawn is a 10 of spades, then the player holding the ace of spades becomes the dealer. If no one has the ace of spades, then the player holding the king of spades becomes the dealer, and so on.



  • The dealer shuffles the cards again and offers them to the player on his or her right to cut. The player cuts the cards as before and places them back on the table.



How to deal the cards to each player?





  • The dealer starts dealing the cards from his or her left, going clockwise. Each player receives 21 cards, one at a time, face down.



  • The remaining cards are placed in a face-down pile on the table. This is called the stock pile.



  • The dealer takes one card from the stock pile and places it face up next to it. This is called the wild card pile. The rank and suit of this card determine the wild cards for that round.



  • The players pick up their cards and arrange them in their hands. They can look at their own cards but not at other players' cards.



How to determine the wild cards for each round?




The wild card pile consists of one card that is drawn by the dealer after dealing. The rank and suit of this card determine which cards are wild for that round. There are different types of wild cards, each with a different name, value, and function. Here is a table that summarizes them:



TypeNameValueFunction


TipluThe same rank as the wild card pile card10 pointsCan be used as any card in a set


JhipluThe same rank as tiplu but opposite color (e.g., if tiplu is 7 of hearts, jhiplu is 7 of spades or clubs)10 pointsCan be used as any card in a set


PopluThe same suit as tiplu but one rank lower (e.g., if tiplu is 7 of hearts, poplu is 6 of hearts)5 pointsCan be used as any card in a set


AlterThe same suit as tiplu but two ranks lower (e.g., if tiplu is 7 of hearts, alter is 5 of hearts)5 pointsCan be used as any card in a set


Man CardAce of any suit (except when tiplu is an ace)-5 pointsCannot be used in any set; must be discarded before ending game; reduces score by 5 points if left in hand at end of game


Superman CardAce of spades (except when tiplu is an ace)-10 pointsCannot be used in any set; must be discarded before ending game; reduces score by 10 points if left in hand at end of game; cancels out marriage bonus if played by opponent after marriage is declared by another player


Joker (optional)Joker card from deck (if included)-25 pointsCannot be used in any set; must be discarded before ending game; reduces score by 25 points if left in hand at end of game


For example, if the wild card pile card is the 7 of hearts, then the tiplu is any 7, the jhiplu is any black 7, the poplu is the 6 of hearts, the alter is the 5 of hearts, the man card is any ace (except the ace of hearts), and the superman card is the ace of spades. If jokers are included, they are also wild cards that cannot be used in any set.


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The wild cards are very valuable and versatile, but they also come with some restrictions. The players cannot see or use the wild cards until they have made their three pure sets. This means that they have to keep them in their hand until they meet this requirement. They also have to be careful not to discard them by mistake or let other players take them from the discard pile.


The play




After the cards are dealt and the wild cards are determined, the game begins. The player to the left of the dealer goes first, and then the turn passes clockwise. Each player's turn consists of three steps: drawing a card, making sets, and discarding a card.


How does each player's turn consist of?





  • Drawing a card: The player can either take the top card from the stock pile or the top card from the discard pile. The stock pile is face down, so the player does not know what card he or she will get. The discard pile is face up, so the player can see what card he or she will get. However, taking a card from the discard pile also reveals some information to other players about what sets the player is trying to make.



  • Making sets: The player can arrange his or her cards into valid sets of three or more matching cards. There are three types of sets: trials, tunnels, and sequences. A trial is a set of three or more cards of the same rank (e.g., 8-8-8). A tunnel is a set of three or more cards of the same rank and suit (e.g., 8-8-8). A sequence is a set of three or more consecutive cards of the same suit (e.g., 5-6-7). A set can also contain wild cards, which can substitute for any card in a set. However, before playing any sets to the table, the player must meet certain contracts.



  • Discarding a card: The player must end his or her turn by discarding one card from his or her hand and placing it face up on top of the discard pile. The discarded card cannot be taken back by the same player in his or her next turn. The discarded card can be taken by another player in his or her next turn.



What are the different types of sets that can be made?




As mentioned before, there are three types of sets that can be made: trials, tunnels, and sequences. Each type of set has a different value and function in the game. Here is a table that summarizes them:



TypeExampleValueFunction


Trial8-8-80 pointsCounts as one pure set; can be used to meet first objective; can be played to table after meeting first objective


Tunnel8-8-830 pointsCounts as one pure set; can be used to meet first objective; can be played to table after meeting first objective; adds 30 points to score at end of game


Sequence5-6-70 pointsCounts as one pure set; can be used to meet first objective; can be played to table after meeting first objective


Trial with wild cards8-8-tiplu-10 pointsDoes not count as pure set; cannot be used to meet first objective; can be played to table after meeting first objective; subtracts 10 points from score at end of game for each wild card in set


Tunnel with wild cards8 -8-tiplu20 pointsCounts as one pure set; can be used to meet first objective; can be played to table after meeting first objective; adds 20 points to score at end of game for each tunnel and subtracts 10 points for each wild card in set


Sequence with wild cards5-6-tiplu-10 pointsDoes not count as pure set; cannot be used to meet first objective; can be played to table after meeting first objective; subtracts 10 points from score at end of game for each wild card in set


MarriageTiplu-tiplu-tiplu100 pointsCounts as one pure set; can be used to meet first objective; can be played to table after meeting first objective; adds 100 points to score at end of game; must be declared by saying "marriage" when playing to table; can be cancelled by superman card played by opponent after declaration


Double tunnela8-8-8-860 pointsCounts as one pure set; can be used to meet first objective; can be played to table after meeting first objective; adds 60 points to score at end of game


Triple tunnela8-8-8-8-8-890 pointsCounts as one pure set; can be used to meet first objective; can be played to table after meeting first objective; adds 90 points to score at end of game


Seven pairsA-A, 2-2, 3-3, 4-4, 5-5, 6-6, 7-7 (all same suit)0 pointsCounts as three pure sets; can be used to meet first objective; can be played to table after meeting first objective


Note that a set cannot contain more than six cards, except for seven pairs. Also, a sequence cannot wrap around from ace to king or vice versa. For example, A-2-3 is a valid sequence, but Q-K-A is not.


What are the contracts that must be met before playing sets to the table?




The players cannot play any sets to the table until they have met certain contracts. These are the requirements that must be fulfilled before exposing any cards. There are two types of contracts: the first contract and the second contract.


The first contract is to make three pure sets in your hand. These are either tunnels or pure sequences. You cannot use any wild cards or jokers in these sets. You also cannot use any cards from the discard pile in these sets. You have to make these sets from the cards you receive from the stock pile. Once you have made your three pure sets, you can play them to the table by placing them face up in front of you.


The second contract is to end the game by discarding your last card after making all your sets. You can use any cards from the stock pile, the discard pile, or the wild card pile in these sets. You can also use any wild cards or jokers in these sets. However, you have to discard your last card before playing any sets to the table. This means that you have to arrange all your cards into valid sets in your hand and then discard one card. Then you can play all your sets to the table and declare that you have finished.


How to end the game and declare a winner?




The game ends when one player meets the second contract and discards his or her last card after making all his or her sets. This player is called the winner. The other players are called the losers. The winner gets a bonus of 25 points for ending the game.


If the stock pile runs out before anyone ends the game, then the game is declared a draw. No one gets any bonus points and no one loses any points.


The scoring




After the game ends, either by a winner or a draw, the players calculate their scores based on their sets and remaining cards. The player with the highest score wins the round. The score for each round is added to the total score for the whole game. The game can be played for a fixed number of rounds or until a certain score is reached. The player with the highest total score at the end of the game wins the game.


How to calculate the points for each player based on their sets and cards?




The points for each player are calculated as follows:



  • The winner gets 25 points for ending the game, plus the points for his or her sets, minus the points for his or her remaining cards (which should be zero).



  • The losers get the points for their sets, minus the points for their remaining cards, minus 25 points for not ending the game.



  • The points for each set are based on the type and value of the cards in the set, as shown in the table above. For example, a tunnel is worth 30 points, a trial with one wild card is worth -10 points, a marriage is worth 100 points, etc.



  • The points for each remaining card are based on the rank and value of the card, as shown in the table below. For example, an ace is worth -5 points, a king is worth -3 points, a joker is worth -25 points, etc.




RankValue


Ace-5 points


King-3 points


Queen-3 points


Jack-3 points


10-2 points


9-2 points


8-2 points


7-1 point


6-1 point


5-1 point


40 points


30 points


20 points


Joker (optional)-25 points


Tiplu-10 points


Jhiplu-10 points


Poplu-5 points


Alter-5 points


Man Card-5 points


Superman Card-10 points


For example, if the winner has made the following sets: 8-8-8 (tunnel), 5-6-7 (sequence), A-A-A (trial), 9-9-tiplu (trial with wild card), and has discarded his or her last card, then his or her score is: 25 + 30 + 0 + 0 - 10 = 45 points. If another player has made the following sets: K-K-K (trial), Q-Q-Q (trial), J-J-J (trial), and has the following cards left in his or her hand: 2, 3, 4, joker, then his or her score is: 0 + 0 + 0 - 2 - 1 - 1 - 25 - 25 = -54 points.


How to keep track of the score for each round and the whole game?




The score for each round is recorded on a score sheet by one of the players. The score sheet has a column for each player and a row for each round. The score for each player in each round is written in the corresponding cell. The total score for each player is calculated by adding up the scores for all the rounds. The total score for each player is written at the bottom of the column. The player with the highest total score at the end of the game wins the game.


Here is an example of a score sheet for a four-player game played for five rounds:



RoundPlayer 1Player 2Player 3Player 4


145-54-32-29


2-2837-4617


3-35-2752-10


423-19-3117</


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