How to play Marriage

Marriage is the big Nepali rummy. Three packs shuffled together, 21 cards each, and one card called the tiplu that nobody may look at until they have laid down three pure combinations. The tiplu decides which cards are wild and which are worth points, so most of a deal is a race to be allowed to see it.

Players
2 to 5
What you need
Three packs, 160 cards in all
How long
Three deals, and none of them short

What the game is

Everybody is dealt 21 cards from a shoe of three packs. You are sorting those 21 into combinations, and the first thing you want is three pure ones. Put them down together and you have shown, and showing is the only way to earn a look at the tiplu.

The tiplu is one card, pulled blind out of the stock the first time anybody at the table shows. It fixes the maal for the rest of the deal: which cards are wild, and which carry points. Until it turns over, nobody knows what their own hand is worth.

There are two ways to be paid. Your maal is exchanged with everybody at the table whether you finish or not, and the player who finishes collects a fixed payment from each opponent on top. A player who never shows, under the standard rule here, is paid nothing at all for their maal.

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A tunnela: three identical cards, same rank and same suit, out of three different packs.

The deal

  1. Shuffle three packs together, with the three putali (the printed jokers, one per pack) and the single master card. That is 160 cards.
  2. Deal 21 cards to every player, one at a time round the table, beginning with the dealer's left-hand neighbour.
  3. Turn one more card face up. That card starts the discard pile.
  4. What is left is the stock. At a table of four that is 75 cards. Two players leave 117, three leave 96 and five leave 54.

No tiplu is chosen at the deal. The slot beside the stock stays empty until somebody shows, and in plenty of deals that is a dozen turns away. In some, nobody ever gets there.

In the first deal the last seat deals and the first seat plays. After that the deal moves one seat along each time, and the new dealer's left-hand neighbour starts.

StockQQPile
Everything undealt is the face-down stock. One card is turned up beside it to start the pile.

A turn

  1. Take one card. Either the top of the face-down stock, or the top card of the face-up pile, which everybody has already seen.
  2. Throw one card away, face up on the pile. Tap it twice, or drag it onto the pile.

You may not throw back the card you have just taken off the pile, so picking something up commits you to it for at least a turn. Your hand stays in whatever order you put it in. Drag cards about to reorder them, or press Sort hand to regroup by suit with the printed wilds at the end.

Nothing else is laid on the table between your show and your finish. There is no putting down a fourth combination as you build it, and no adding a card to somebody else's melds. Most rummy players expect both, and neither exists here.

When the stock runs out, the pile is shuffled into a new stock, all but its top card. That can happen twice. The next time the stock empties, the deal is over with nobody winning, and only maal changes hands.

What counts as a combination

Three shapes matter. A tunnela is three identical cards, the same rank and the same suit, which exists only because three packs are in play. A pure sequence is a run of three or more in one suit. A dublee is two identical cards.

A wild card can fill the hole in a run, and that run is a perfectly good meld when you come to finish. It is not pure, so it can never be one of the three you show with. The one exception is the master card, at a table that has turned that rule on, and it is off by default.

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A putali fills the hole where the 5 of spades belongs. Good enough to finish with, never good enough to show with.

Three queens in three different suits are a set. Sets are useful and they are never one of the three, even with no wild card anywhere near them. That one catches nearly everybody out once.

An ace sits below the 2 or above the king, and never both in one run. Ace, 2, 3 of spades is a run. Queen, king, ace of spades is a run. King, ace, 2 is not. And a maal card is still an ordinary card of its own rank and suit, so 6, 7, 8 of hearts is a pure run even if the 7 of hearts turns out to be the tiplu.

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A pure sequence: three or more cards running in order in one suit, with nothing standing in for a card you do not hold.

Showing, and the tiplu

Showing is putting three pure combinations down at once. Nine cards, in a single move, tunnelas or pure sequences or a mix of the two. The Show button lays down the arrangement the app found for you, and it builds them three cards at a time, even when you are holding a run of four.

The first player to show causes one card to be pulled at random out of the stock. That card is the tiplu. It is out of the deal for good, and it fixes the maal for everybody at the table. Anybody who shows later does not get a new one: they simply get to look at the one already turned over.

The other way to show is seven dublees, seven identical pairs, fourteen cards down in one go. It is on by default, and it changes how you have to finish.

By default you do not get to look at the tiplu the moment you show. You show, you throw a card, and then you look, so the discard that follows your show is chosen without knowing which of your cards carry points. The eye mark appears beside your name straight away, though, and you go on drawing and throwing every turn until somebody finishes.

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A dublee: two identical cards. Seven of them are the other way to show.

Before your first draw

Two moves belong to the moment before you have drawn a single card, and both are gone the instant you draw. They are the reason it is worth looking properly at your 21 cards before touching the stock.

The first is exposing a tunnela. If the deal handed you three identical cards, put them down. They count as one of the three combinations of your show, and a tunnela laid down straight from the deal pays 5 points on top of whatever its cards are worth. Fold those same three cards into a show instead and that 5 is gone. Exposing costs you neither your draw nor your turn, and the button lays down one tunnela per press, so two tunnelas means pressing it twice.

The second is showing a hand that already shows. If your 21 cards hold all three pure combinations, or seven dublees, you do not have to draw a card first, and you never did have to. Press Show, the cards go down, the tiplu is pulled out of the stock and turns face up, and you see the maal at once. Then you take your draw and the turn carries on as normal.

It is the only show that turns the tiplu over before you have drawn, and that is what makes it worth so much. Knowing the maal, you can look at the top of the pile and tell whether it is worth taking instead of guessing. The When you see the maal setting does not touch any of this: a hand dealt ready sees the maal the moment it goes down, whichever way the table has set that rule.

Three exposed tunnelas are a whole show on their own. Once the third is down, press Show: nothing further goes on the table, the tiplu comes out of the stock, your eye mark appears, and you still have not drawn a card. One warning, though. By default an exposed tunnela pays only if you go on to see the tiplu, so exposing one and stopping there is worth nothing.

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Three kings of diamonds, one from each pack. Exposed before your first draw they pay 5. Folded into a show later they pay nothing.

The maal

Say the tiplu comes out as the 7 of hearts. Every other 7 of hearts in the shoe is a tiplu too and scores 3. The 8 of hearts, one rank up in the same suit, is the poplu, and the 6 of hearts, one rank down, is the jhiplu. Each of those is worth 2. The ranks run in a circle, so a tiplu of the king of hearts makes the ace of hearts its poplu and the queen its jhiplu.

The 7 of diamonds, the same rank in the other red suit, is the alter and scores 5. The two black 7s are jokers: wild, and worth nothing whatsoever. Holding a tiplu, a poplu and a jhiplu at once is a marriage, and that is worth 10 rather than the 3 plus 2 plus 2 those cards score apart. They need not be in one meld or even all in your hand. A poplu buried in a sequence you laid down at your show still makes the marriage.

The three putali and the one master card keep to themselves. They are wild from the deal and they score from the deal, 5 each for a putali and 10 for the master, without waiting for a tiplu and without your having shown. A deal that ends with nobody showing still pays for them.

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A putali and the master card. Wild the moment they are dealt, and worth 5 and 10 whether you have shown or not.

Your maal is counted from your hand and from everything you have already laid down, together. Two of a kind is worth more than twice one: two tiplu are 7, two putali are 15 and three are 25. The biggest maal in the game is a tunnela of all three putali at 45, and that is paid only when the three were exposed before your first draw and you went on to see the tiplu.

Every maal card is wild, a second tiplu included. A wild card stands in for a card you are missing in the melds you lay down at the finish, and it goes on scoring its own points while it sits there. That is why throwing a putali away hurts even in a deal you go on to win: settlement prices the cards, not the outcome.

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With the tiplu the 7 of hearts, the 6 of hearts is the jhiplu and the 8 of hearts is the poplu. All three at once are a marriage.

Ending the deal

Only a player who has shown can finish, and the route out is locked to the way you showed. Having shown seven dublees you cannot meld out, and having shown three combinations you cannot finish on a pair.

After a three-combination show you are holding 12 cards. You draw to 13, and to finish, every one of those 13 has to be accounted for: melded, or thrown as your one discard. These melds are not held to purity. Sequences, sets of one rank in different suits, wild cards filling gaps, even three wild cards on their own, all of it counts. Only dublees do not.

After a seven-dublee show you are holding 7. You draw to 8, and all you need is an eighth dublee and a card to throw. The five cards still in your hand after that stay there and are scored exactly where they lie. That is why the dublee route ends deals so much faster, and why finishing on the eighth dublee is paid a bonus of 5 more from every opponent.

The Finish button throws the cheapest card it can find, so it will not hand your putali to the pile while some other discard still leaves you a finish. Showing and finishing can happen on the same turn if the hand is there. And a deal can end with nobody winning at all: when the stock runs out for the last time, no winning points are paid and only maal is exchanged.

Settling up

A deal settles to zero. Every player swaps maal with every other: you collect your own maal from each opponent and pay each of them theirs. Then every opponent pays the winner 3 if they had shown and 10 if they had not, with 5 more from each of them when the winner ended on the eighth dublee.

Before any of that, the maal of every player who never showed is thrown away. The rule is called murder, it is the default here, and it is what makes showing urgent. A hand stuffed with putali is worth nothing at all to somebody who never got three combinations down.

An example, with four players and the standard settings. Maal of 10, 0, 4 and 2 round the table, the first two seats have shown, and the first seat finishes. Murder takes the 4 and the 2 off the unseen pair, and the deal pays +53, -13, -20 and -20. Every deal adds up to zero like that one.

Your match score is the running total of those numbers, so it is higher-is-better and it can sit well below zero. A match is three deals by default, and the highest total after the last one takes it. The settlement sheet between deals shows each seat's maal, with the raw figure in brackets where murder or kidnap moved it, the deal's points and the running total.

The settings

Marriage is the game where no two tables agree, so the game's own page carries the arguments as settings. The defaults below are what most tables in Nepal play.

Three more numbers live on that page: what a seen opponent pays the winner, what an unseen one pays, and a flat point rate that multiplies the whole settlement at the end.

SettingStandardWhat it changes
Players42 to 5 seats. Every seat is dealt 21 whatever the count, so each extra player takes another 21 cards out of the stock.
Rounds3Deals in the match. The highest total after the last one wins.
Maal of players who never saw the tipluMurder: does not countMurder throws away the maal of anybody who never showed. Kidnap hands it to the winner instead. Counts for everyone leaves it where it is, which is the classic written rule.
When you see the maalAfter you discard (show first, then throw, then look)The default keeps the tiplu hidden from you until you have thrown, so the discard after your show is blind. The other setting turns it over the moment you show. Neither one touches a hand dealt ready to show: that always sees the maal at once.
Seven dublees as a showOnOff removes the seven-dublee show, and with it the eighth-dublee finish and the bonus for it.
Tunnela pointsOnly if you saw the tipluBy default an exposed tunnela pays nothing to a player who never went on to see the tiplu. Always pays it either way.
Putali (three printed jokers)In the deck: wild, 5 pointsThree printed jokers, one per pack, wild and worth 5 from the deal. Off deals a shoe of 157.
Master card (one extra)In the deck: wild, 10 pointsOne extra card for the whole shoe, wild from the deal and worth 10. The heaviest single card in the game.
Master card in a primary setNot allowedAllowed lets the master fill a gap inside one of the three combinations you show with. It is the only recognised exception to their being pure.
Alter card (same rank and colour)Wild, 5 pointsOn, the tiplu's rank in the other suit of the same colour is worth 5. Off, that card is a plain joker: still wild, worth nothing.
Seen player takes a wild from the pileAllowedNot allowed stops a player who has shown from taking any wild card off the pile, including the jokers that score nothing.
Better: dublee game doubles pointsOffOn doubles the whole settlement of any deal in which somebody showed seven dublees, winner or not.
DifficultyMediumHow much the bots remember and how often they blunder. A perfect bot forgets nothing and never blunders.

The words

Marriage (म्यारिज)
The game, and also the combination it is named after: a tiplu, a poplu and a jhiplu at once, worth 10.
Tiplu (तिप्लु)
The card pulled at random out of the stock the first time somebody shows. It fixes every wild card and every point card for the rest of the deal.
Poplu and jhiplu (पोप्लु, झिप्लु)
One rank above the tiplu in its suit, and one rank below. Both are wild and both are worth 2 on their own.
Maal (माल)
The point cards of the deal, and the points they carry. Counted from your hand and from your laid-down melds alike.
Tunnela (टनेला)
Three identical cards. A pure combination, and worth 5 more when it is laid down before your first draw.
Dublee (दुब्ली)
Two identical cards. Seven of them are a show of their own, and an eighth ends the deal.
Putali (पुतली)
A printed joker, one per pack, so three in the shoe. Also called bhuut or lamphe. Wild and worth 5 from the moment it is dealt.
Master card (मास्टर कार्ड)
The one extra printed wild card in the shoe. Worth 10, the most valuable single card in the game.
Alter (अल्टर)
The tiplu's rank in the other suit of the same colour. Worth 5 while the alter rule is on.
Seen (देखेको)
A player who has completed their show. The scoreboard marks them with an eye. Somebody who never shows is unseen, pays the winner more, and by default scores no maal.
Murder (मर्डर)
Throwing away the maal of everybody who never showed, which is what the table does by default. Kidnap is the alternative: the winner takes it instead.
Thupro (थुप्रो)
The face-down stock you draw blind from.

Every rule on this page is the one the app plays by. Change any of them on the game's own page before you start.