The Wayfarers’ Lodge

Whiskertrail Rummy

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How to play Whiskertrail Rummy

Follow eight contracts through Glintwick with two to four players. This original house variant draws on traditional Contract Rummy and Liverpool Rummy. It uses two standard decks plus four jokers: 108 distinct physical cards. Everyone plays the same stop each round and advances to the next stop when that round ends.

The eight-stop route

  1. Lantern Gate: Two sets of three.
  2. Silk Bridge: One run of five.
  3. Brass Arcade: One set of four + one run of four.
  4. Moonbell Square: Three sets of three.
  5. Twin Canals: Two runs of four.
  6. Royal Gardens: Two sets of four.
  7. Comet Crossing: One set of three + one run of six.
  8. Wayfarers’ Lodge: Two runs of five.

Draw, complete your contract, and go out

You receive at least ten cards, or two more than the total cards required by the current contract, whichever is greater. Draw from stock or the top discard. Lay contract automatically selects a valid, non-overlapping combination from your hand. Until you have opened your contract, you cannot lay off cards. Once open, you may add a selected natural card to either end of any table run or to any matching set, including on your opening turn. Extra meld lays a complete set of at least three or run of at least four when available. Finish by discarding one card.

A set consists of equal ranks; duplicate suits from the two decks are allowed. Runs use consecutive cards of one suit. Aces are low only, and runs never wrap from king to ace. Each initial meld uses exactly its required card count. Each meld may contain at most one joker and must have at least two natural cards. A laid joker’s role is fixed: it cannot be reclaimed. Joker substitution chooses a legal run position automatically, preferring the lowest possible start. You cannot immediately discard the same physical card just picked from the discard pile.

Scoring and the end of a round

Go out by playing your last card in a meld, laying it off, or discarding it. Other players add the cards left in hand to their scores: number cards at face value, J/Q/K ten, aces fifteen, jokers twenty-five. Completed contracts do not remove penalties for cards still held. After the eighth stop, the lowest cumulative score wins; ties share the win.

When stock empties, shuffle the discards except the top card. To prevent a stalled table from continuing forever, the third stock exhaustion or 200 completed turns settles the round: everyone scores their remaining cards, and the route advances. There is no out-of-turn buying.

Three useful tips

  1. Read the current contract before collecting cards; a long run cannot substitute for a required set.
  2. Use a joker to finish a contract, but remember its steep twenty-five-point penalty if stranded.
  3. After opening, inspect every table meld for places to shed cards before discarding.
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