How to keep score at Dhumbal
Keep score for Dhumbal (Jhyap) played with a real pack. Write in what every hand came to and who called, and the scorekeeper decides whether the call stood, charges the penalty if it was caught, and has the winner collect.
- Players
- 2 to 8
- What you need
- A pack of cards and this phone
- How long
- As many rounds as you like
What it is for
In Dhumbal the lightest hand wins. A player may call once their hand is light enough, and wins the round unless somebody is as light, when they pay the penalty instead. The winner collects every other hand’s points. That is a different sum every round, and this does it.
It needs no account and no signal. The score is kept on this phone, so it survives the screen going dark between deals, and the page opens again where you left it.
Setting the table
- Write in everybody’s name in the order you sit, going the way the deal passes.
- Tap Deals beside whoever deals first, or press Pick a dealer and let the phone choose.
- Set the house rules your table plays, then press Start. The phone remembers the names and the rules for next time.
Any number from two to eight. Somebody who steps away for a round can be marked as sitting out, and stays out until you mark them back.
After each deal
When somebody calls and the hands are shown, tap the crown beside whoever called and write in what every hand came to.
A call heavier than the limit is refused, the way the table would refuse it.
How the score is worked out
If nobody else is as light as the caller, the caller wins the round and collects everybody’s hand. If somebody is as light or lighter, the call is caught: the caller pays the penalty instead of their hand, and the lightest other hand wins, a tie going to whoever plays first after the dealer.
Everybody but the winner pays what they took, so a round always adds up to nought, and the highest total is ahead.
The arithmetic is the code the Dhumbal tables in this app score with, so the scorekeeper and the game always agree.
House rules
- Rounds in a game
- No set end is how most tables play. Choose a number for a game with an end.
- Call at or under
- Five is usual: a hand of five or under may call.
- A caught call costs
- Twenty-five is usual for a caught call.
Who deals, and where to sit
Pick a dealer chooses who deals first, and from then on the scorekeeper says whose deal it is above every deal. Shuffle seats puts the names in a new order to sit in.
Both draw from the phone’s own random number generator, the one the dice roller uses, so every seat is equally likely.
This is a scorekeeper for a game played with real cards, so there is nothing to set up and nothing to sign in to.
