How to Play ConkerHow to Play Conker
Conker is an Ethiopian table-card game in the rummy family. You draw cards, open with 41 points, build groups on the table, and win by discarding your final card.
Setup
Conker uses two standard 52-card decks plus four jokers. Each player is dealt 13 cards. The remaining cards form a face-down stock pile, and one card is turned face-up to start the discard pile.
The suits
Four suits. Hearts and diamonds are red. Spades and clubs are black.
Card values for opening 41
Use these point values when calculating your 41-point opening.
- 11A♠Ace counts 11 inside a meld
- 10J♠Q♥K♣J, Q, K each count 10
- 2–102♦→10♣Number cards 2–10 count their pip value
- 25J*★Joker counts 25 when left in your hand
Tris — a 3-card group
A Tris is any 3-card group. There are two kinds.
Same-rank Tris
Three cards of the same rank, each a different suit.
Same-suit sequence Tris
Three cards of the same suit in consecutive rank.
Quatris — a 4-card group
A Quatris is any 4-card group. There are two kinds.
Same-rank Quatris
Four cards of the same rank — one of each suit.
Same-suit sequence Quatris
Four cards of the same suit in consecutive rank.
Opening (መውረድ)
Before you can do anything else on the table, you must open: drop at least three valid groups whose total point value is 41 or more.
A turn
Every turn has three beats.
- 01
Draw
Take a card from the stock pile, or — once you've opened — from the discard pile.
- 02
Open, add, or lay
Open, extend public table groups, or create new ones.
- 03
Discard
End your turn by placing one card on the discard pile.
Adding to public melds
Once you've opened, you may add cards to any group already on the table — yours or another player's.
Extending a sequence
Sequences extend at either end — the new card must match the suit and continue the rank.
Filling a same-rank group
Same-rank groups accept the missing suit. A same-rank Tris of A♠ A♥ A♦ accepts A♣.
Dead groups
A same-rank Quatris with all four suits is complete: it closes and leaves the table. No more cards can be added to it.
Joker Close Double (optional)
This is a table setting. If agreed before the game, winning by discarding a Joker as your final card doubles your score for the round.
Winning
You don't win by playing all your cards to the table — you must always have one final card left to discard. That discard closes the round.
Always keep one final card to discard.
Tips
- 01Don't open too early — once the table is open, opponents can lay onto your groups.
- 02Watch the discard pile — what was thrown tells you what's still in play.
- 03If Joker Close Double is on, hold a Joker for your final discard.
Drop into a game against the computer.