KARTACLUB GAME GUIDE
How to play Chkobba
Club rules reviewed:
Play one card, capture from the table and collect points across the hand. A small capture can matter as much as a large one if it contains the right card.
- 40 cards, values 1-10
- Three-card packets
- 1v1 or 2v2
- Target 21
1. The cards and the deal
The deck has ten values in each of four suits. Ace is 1; Mougira, Kawal and Ray have capture values 8, 9 and 10. There are no jokers. Suits do not restrict captures, but diamonds matter when the hand is scored.
Players receive three cards at a time, with four face-up cards on the table at the beginning. Once everyone has played their packet, the next three cards are dealt while the table cards stay in place. Play continues until the deck and all hands are exhausted.
In 2v2, your partner sits opposite you. Both partners' captured cards and Chkobbas are combined for the team's score. If the initial table contains three or more cards of one value, the club's rules require a redeal.
2. What can your card capture?
- Take an equal value first. If your chosen card matches a table card, capture one matching card. An exact match takes priority over any sum.
- Otherwise, take a sum. If no exact match exists, capture a combination of at least two table cards whose values total your card's value. When several combinations work, choose one.
- If that card cannot capture, leave it. It becomes another face-up table card. A card with a legal capture must make that capture when played.
Your played card joins the captured cards in your pile. You capture one permitted selection with it, not every possible combination at once.
3. Clearing the table
A legal capture that leaves no table cards scores a Chkobba, worth one extra point. For example, if the table has only a 2 and a 5, playing a 7 takes both and clears the table.
The final play of the hand does not score a Chkobba, even if it clears the table. Any cards left at the end go to the last player who made a capture. Collecting those leftovers does not create a Chkobba either.
4. Count the hand
After all 40 cards have been captured, compare the two sides. In a partnership game, count each team's combined pile.
| Category | Who gets the point? |
|---|---|
| Karta | 1 point for more captured cards. A 20-20 tie scores neither side. |
| Dinari | 1 point for more diamonds. A 5-5 tie scores neither side. |
| Barmila | 1 point for more sevens. If sevens tie, compare sixes. If sixes also tie, neither side scores this category. |
| Hayya | 1 point for holding the 7 of diamonds. |
| Chkobba | 1 point for each qualifying table clear during play. |
For example, a side with 23 cards, six diamonds, more sevens, the 7 of diamonds and two Chkobbas scores 1 + 1 + 1 + 1 + 2 = 6 points.
The usual club target is 21. The match is checked after a complete hand: a side must be at or above the target and ahead of the other side. If both sides finish tied at 21 or more, play another hand. If both pass 21 with different totals, the higher total wins.
5. What to watch in your first game
- Look for the exact match before adding. A tempting sum does not override an equal-value card.
- Count what you leave. Leaving a single 7 can give an opponent with another 7 an easy table clear.
- Track the scoring cards. The 7 of diamonds scores Hayya and also contributes to diamonds and sevens. All three counts can influence your choice.
- Think as a team in 2v2. Your partner's captured cards contribute to the same categories as yours.
Start against computer opponents to learn the capture selection controls. At a live table, watch whose turn it is and make your choice before the timer expires.