Objective
Collect scoring combinations, reach the agreed target, and choose the right moment to Stop for maximum payment.
Setup
- 1Two players: deal 10 cards to each player and 8 face up to the centre layout (dealt in the pattern 5/5/4, 5/5/4). Remaining cards form a face-down stock.
- 2Before play, check for special starts: four of one month on the table voids the deal; four of one month in hand is an instant win; three of a month on the table forms a single capturable stack.
- 3The dealer plays first; winner of each hand deals the next.
How to play
- A turn = play one card from your hand to the layout, then flip the top stock card to the layout.
- Cards capture by matching the same month. If your played card matches a layout card, pair them; the flipped stock card may capture too.
- If your played card matches nothing, it stays; the flipped stock card may still capture a match.
- Captured cards go face up to your capture area, grouped by type.
- Special captures (clearing the table, taking all four of a month, capturing your played card with the stock draw, or taking a three-stack) make each opponent hand you a junk card.
Special actions
- Heundeum ('shaking'): declaring three of a month in hand for a bonus if you go on to win.
- Bomb (potkan): playing three of a month at once to grab the fourth from the table.
- Jokers: played straight to your capture area; you then flip a replacement stock card.
Scoring
Scored in points / chips · play to 7
Combinations
- Brights: 5 = 15 pts; 4 = 4; 3 without the rain bright = 3; 3 with rain = 2.
- Animals: 5 = 1 pt, +1 per extra; 'godori' (Feb+Apr+Aug birds) = 5.
- Ribbons: any 5 = 1 pt, +1 per extra; each special 3-ribbon set (red-with-poems, blue, plain-red) = 3.
- Junk: 10 = 1 pt, +1 per extra (special junk count double).
Stop or Go
- When your score first reaches the agreed target (commonly 7 for two players) at the end of your turn, you must say 'Stop' (end and collect) or 'Go' (continue).
- After a 'Go', you can only stop again once your score has increased beyond its value at the last 'Go'.
- Saying 'Go' and then failing to improve before the cards run out ('nagari') means no payment and doubled stakes next deal.
Multipliers
- Each 'Go' adds to and eventually doubles the payment.
- Doublers apply for a bright set vs. an opponent with none, seven+ animals, a junk set vs. an opponent with few, and for declared heundeum.
Winning
The player who says 'Stop' after reaching the target collects chips equal to their score (times any multipliers) from each opponent, regardless of the others' scores.