Card Game Rules

Rummy game · Game 112 of 388 ♦

Conquian

The Mexican grandfather of rummy – 40 cards, no hand-keeping from the pile, and the first to meld eleven cards wins.

Players
2–3
Duration
20 min
Age
10+
Difficulty
medium
Cards
40 cards (no 8–10), plus chips
Skill – Luck
SkillLuck
Everyone for themselves – Lots of interaction
Everyone for themselvesLots of interaction
Simple – Complex
SimpleComplex
Quick – Long
QuickLong

Mood focused

Collections: Games for two · Games for three

Quick rules

  • Goal: first to meld 11 cards wins a stake.
  • Deal: 10 each; the non-dealer turns up the top stock card.
  • Melds: sets of 3–4, runs of 3–8 in suit (Ace low, 7 next to J). Only your own.
  • Turn: one face-up centre card. Use it – meld it with hand cards and/or by rearranging, then discard a new centre card. Or reject it face down, turn up the next stock card: use it or pass it.
  • The centre card never goes into your hand; hand cards go down only with it.
  • Forcing: if it fits your melds without hand cards, your opponent can force it on you.
  • Stock empty: a draw.

Cheat sheet

Melds

Meld Cards
Set 3–4 of a rank
Run 3–8 in suit, A-2-3 … 6-7-J … Q-K
Q-K-A not allowed

Key rules

  • Cards in hand + melds = 10 after every turn.
  • Rearrange your melds freely if all stay valid at the end of your turn.
  • Ten melded + discard doesn't win: you need an 11th card from the centre.
  • A forced card may also be fitted by rearranging; then you discard.
  • You can't win with one suit – it has only ten cards.
  • Each hand is settled on its own (draw: nobody pays; at some tables the next hand is for double); more chips at the end wins.

Score pad

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Full rules

  1. Overview
  2. The cards
  3. Melds
  4. Setup
  5. Playing
  6. End of the hand
  7. Winning the game
  8. Tips for beginners
  9. Variants

Overview

Conquian is a two-player rummy game from Mexico and the ancestor of all Western rummy games. You lay cards face up on the table in melds – sets of equal cards and runs in a suit. The first player to have eleven cards melded on the table wins the hand. The twist: you can never take a card into your hand to keep for later – every card you pick up must go straight into a meld.

  • Players: 2 (3 in the Mexican variant, see Variants).
  • You need: a standard 52-card deck with the 8s, 9s and 10s removed (40 cards), and chips or counters to keep score.

The cards

The deck has A 2 3 4 5 6 7 J Q K in each suit. For runs, the Ace is always low and the 7 is next to the Jack: A-2-3 and 6-7-J are runs, Q-K-A is not.

Melds

A meld is a group of cards you lay face up on the table in front of you:

  • a set of three or four cards of the same rank, such as 7 7 7;
  • a run of three to eight cards of the same suit in order, such as 4♠ 5♠ 6♠ or 5♥ 6♥ 7♥ J♥.

Each card belongs to one meld only. You only ever add to your own melds – never to your opponent's.

Rearranging: when you meld, you may rearrange your cards on the table any way you like, as long as everything on the table forms valid melds at the end of your turn.

Example: You have 3♣ 4♣ 5♣ 6♣ on the table and 6♥ in hand, and the 6♠ turns up. You take the 6♣ off the run and meld 6♣ 6♥ 6♠ as a set, leaving 3♣ 4♣ 5♣ – still a valid run.

Setup

  1. Choose the first dealer at random; after that you take turns to deal.
  2. The dealer deals ten cards to each player, one at a time.
  3. The rest form the face-down stock (draw pile).

Playing

There is only ever one face-up card in play in the middle of the table – the centre card.

The first turn: the non-dealer turns up the top card of the stock. They may:

  • use it: meld it together with at least two cards from hand (plus any other melds from hand), then discard one card face up – this becomes the new centre card for the dealer; or
  • pass: leave it face up for the dealer.

Every later turn begins with the centre card your opponent discarded or passed. You may:

  1. Use it: meld it (with cards from hand and/or by rearranging your melds), then discard one card face up. Your discard is now the centre card for your opponent.
  2. Reject it: turn it face down onto a waste pile, then turn up the next stock card. Now either use that card as above, or pass it to your opponent, face up.

Important:

  • You can never take the centre card into your hand – you must meld it at once or leave it.
  • You can only put down cards from your hand at the moment you meld the centre card.
  • After each turn, your hand plus your melds always add up to ten cards.

Forcing

If the centre card fits onto your melds without any cards from your hand, your opponent can force you to take it. You must meld it and then discard. When forcing, the card may also be fitted in by rearranging your melds.

Example: You have 3 3 3 3 and 6♦ 7♦ J♦ Q♦ on the table and A A in hand. You need one more Ace to win. Your opponent discards the K♦ and forces it on you: you must add it to your run and discard an Ace. Now you need the 5♦ and 4♦ instead.

End of the hand

  • Going out: you win when you meld the centre card together with all the cards left in your hand, so that eleven cards lie on the table in front of you. Your opponent pays you one stake.
  • Melding ten cards and discarding your last one does not win – you must keep playing until you can meld an eleventh card from the centre.
  • Stock runs out: if you don't use the centre card and there is no stock left to turn up, the hand is a draw. Nobody pays; some players play the next hand for a double stake.

Winning the game

Every hand is settled on its own. Play as many hands as you like; whoever is ahead in chips at the end wins.

Tips for beginners

  • Keep track of which cards have been rejected or discarded – often the hand depends on whether one or two key cards are still in the stock.
  • Use forcing to break up your opponent's hand, especially when they are close to eleven cards.
  • You can't win with a single suit: there are only ten cards in a suit and you need eleven.
  • With a poor hand, you can play defensively by always rejecting the centre card – if you hold the cards your opponent needs, the hand ends in a draw.

Variants

All optional – agree before you start.

  • Mexican style: deal nine cards each and meld ten to win. Right after the deal each player passes one unwanted card face down to the other – both choose before looking at the card they receive.
  • Three players (Mexican style): play goes anticlockwise; deal eight cards each, meld nine to win; each player passes one card to the right after the deal. Either opponent may force a card on the player whose turn it is, and the player in turn may force the centre card onto an opponent's melds.
  • Winner starts: the winner of each hand plays first in the next.

Background & history

  • Family: Rummy game (draw and meld; ancestor of the Western rummy family)
  • Origin: Mexico, first recorded in 1857
  • Also known as: Coon Can, Cooncan, Colonel (two-player form)
  • Related games: Rummy, Gin Rummy, Tonk, Panguingue, Paco

Conquian is the oldest known game of the rummy family. According to pagat.com, the first reference to it comes from Mexico City in 1857; Wikipedia notes court records from 1861 suggesting the game was already well established in Mexico in the 1850s. In Mexico it was – and still is – played with the Spanish-suited 40-card pack (cups, coins, swords and batons), which has no 8s, 9s or 10s. That is why the 7 sits next to the Jack in runs.

From Mexico the game spread north. The earliest description in English, under the name "Coon Can", appeared in The Standard Hoyle of 1887 (Wikipedia). R.F. Foster wrote in his Complete Hoyle of 1897 that it was "a great favourite in Mexico and in all the American states bordering upon it, especially Texas", and described the two-player game with ten-card hands played here. Games developed from it – first Rummy, later Gin Rummy – eventually replaced it in most of the USA. David Parlett calls Conquian the ancestor of all modern rummy games and "a kind of proto-gin rummy".

The name is often said to come from Spanish ¿con quién? ("with whom?"), but Wikipedia points out that no Mexican author has ever mentioned this explanation and considers it more likely that the word came from the Philippines (governed from Mexico until 1815), where a similar game called kongkian is played. German Wikipedia dates the game to around 1890, later than the other sources.

Sources