TABLETOPLAN

A PRIVATE GAME TABLE

Cards, dice,
good company.

Bulgarian Rummy and Backgammon for friends on your LAN or across the internet.

Open a table

Rummy match

With N players, every N+1 game is a double-points sprint.

Backgammon match

Win: 1 point. Mars (opponent has borne off none): 2 points.

Rules / Правила

Bulgarian Rummy

  • Two decks plus two jokers; 13 cards per player. One face-up discard starts the game. The starting player rotates each game.
  • Draw from stock or take the face-up discard, then meld/add cards and discard one card.
  • Your first opening may contain several separate valid melds totaling at least 44 points. A card belongs to only one meld.
  • If you have not opened, taking the discard obliges you to complete a valid opening that turn. Going out is allowed below 44.
  • Sets contain 3–4 cards of one rank, all of different suits. Runs contain 3+ consecutive cards of one suit. A is low in A-2-3 and high in Q-K-A; wrapping is forbidden.
  • A joker is 25 points and must name an exact card. A player who opened before the current turn may replace it with that exact card and take the joker.
  • Only an opened player may add to table melds. When stock ends, turn the discard pile over without shuffling; the earliest discard is drawn first.
  • Winner receives opponents' remaining points divided by 10, rounded to the nearest whole point (5 rounds up; minimum 1). An unopened opponent counts 100 raw points. Sprint games double the rounded match points. Each loser loses those points and the winner gains their sum; standings always total zero.

Backgammon

Choose the number of games before the match. In the first game each player rolls one die; ties are rerolled. The higher roller starts and rolls both dice again. Later games start with the previous winner. Use both dice whenever possible, or the higher die if only one can be used. Doubles give four moves; play as many as legally possible. Hit checkers wait on the center bar and must re-enter first. Borne-off checkers go outside the board. Undo moves one at a time before the final dice move: one move on normal rolls, up to three on doubles. The final move commits the turn. If blocked early, undo remains available until the opponent rolls. Blocked rolls stay visible until the next roll. A win earns 1 point, or 2 for Mars when the opponent has borne off none; forfeits earn 1. Points accumulate across the chosen games.