Card Game Rules

Rummy game · Game 268 of 388 ♥

Ellibir (51)

Turkey's two-deck rummy – open with 51 points or with five pairs, lay off everywhere and go out to score minus 100.

Players
2–4
Duration
90 min
Age
10+
Difficulty
medium
Cards
2 × 52 cards + 2 jokers
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 · Games for four · Long evening · Two decks

Quick rules

  • Goal: go out first; lowest total after 9, 11 or 13 rounds wins.
  • Deal: 14 each, two at a time; dealer's right gets 15 and starts by just discarding. Play goes right.
  • Turn: draw from the stock, or the previous discard only to meld it at once · meld · discard.
  • Melds: run in suit (Ace high only) or set of 3–4, different suits. Jokers replace any card.
  • Open: melds worth 51+ (joker = the card it replaces), or 5 pairs of identical cards (or 4 pairs + 1 meld).
  • After opening: lay off on any meld, swap a real card for a table joker.
  • Out: discard your last card.

Cheat sheet

Case Points
Going out −100
Opened cards in hand
Not opened 100
Discarding a card you could lay off 50
Opening short or with a wrong meld 50

Cards in hand: A 11 · K Q J 10 · others face value · joker 25.

Doubling

  • Each case doubles the others' penalties: winner opened with pairs · last discard a joker · went out all at once (opened and out in one turn) while nobody else had opened. Two cases: ×4, all three: ×8.
  • Going for pairs: you may take the previous discard to make a pair; you pay double.
  • Stock empty, nobody opened: round void, the next dealer deals.
  • You needn't open as soon as you can.

Score pad

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Full rules

  1. Overview
  2. Card values
  3. Melds
  4. Setup
  5. Playing a turn
  6. Opening
  7. After opening
  8. Going out
  9. Scoring
  10. Winning the game
  11. Tips for beginners
  12. Variants

Overview

Ellibir – Turkish for "fifty-one", usually written 51 – is Turkey's favourite rummy game with cards. You collect melds (sets and runs) and lay them on the table, but your first time down you must open with melds worth at least 51 points – or with five pairs. Then you add your cards to melds on the table until you can go out. Whoever goes out scores minus 100; everyone else scores penalty points for what is left in their hand. After an agreed number of rounds, the lowest total wins.

  • Players: 2–4, best with 4; each for themselves or 2 against 2 (see Variants).
  • You need: two standard 52-card decks and 2 jokers (106 cards), shuffled together, and a score pad. Traditionally the two decks have different backs.

Card values

Card Points
Ace 11
K, Q, J 10
10 to 2 face value
Joker the card it replaces; 25 left in your hand

Melds

A meld (Turkish per) is a group of at least three cards:

  • Run (seri per): three or more cards of the same suit in sequence, e.g. 6♠ 7♠ 8♠ 9♠. The Ace is high only: Q-K-A is a run, A-2-3 is not.
  • Set (düz per): three or four cards of the same rank in different suits, e.g. 4♥ 4♠ 4♣. Two identical cards (4♥ 4♥) can't be in the same set.

A pair (çift) means two identical cards – same rank and same suit, e.g. J♦ J♦. That is possible because you play with two decks.

Jokers can stand for any card in a meld or a pair.

Setup

  1. Dealer: choose one at random; the deal passes to the right after each round.
  2. Deal: the dealer shuffles, the player to the left cuts. The dealer deals two cards at a time, starting with the player on the right and going anticlockwise, until everyone has 14 cards. The first player gets one extra card – 15.
  3. Stock: the rest of the cards go face down in the middle as the stock (draw pile).

Play goes anticlockwise (to the right), as usual in Turkey. The player with 15 cards starts by discarding one card face up – this starts the discard pile – without drawing.

Playing a turn

  1. Draw one card: the top card of the stock, or the card the previous player just discarded. You may take the discard only if you use it at once in a meld you lay down this turn – if you haven't opened yet, that means you must open with it.
  2. Open, meld or lay off – see below.
  3. Discard one card face up. Every turn ends with a discard.

Opening

Your first time down is called opening (el açmak). There are two ways:

  • With melds: lay down melds worth 51 points or more together. A joker counts as the card it stands for.
  • With pairs (çifte gitmek, "going for pairs"): lay down five pairs, or four pairs and one meld. The 51 points don't matter here.

Example: Anna lays down K♣ K♥ K♠ (30) and 7♦ 8♦ 9♦ (24) – 54 points, enough to open. Ben has Q♠ Q♥ Q♣ (30) and 5♣ 6♣ 7♣ (18) – only 48, so he must wait.

Example: Carla has collected 3♥ 3♥, 8♣ 8♣, J♠ J♠, A♦ A♦ and 6♠ plus a joker. She opens with pairs: four pairs plus the joker as the second 6♠ – five pairs.

A player who is going for pairs may take the previous player's discard to make a pair even without opening at once.

You don't have to open as soon as you can. Some players wait to go out all at once (see Scoring).

After opening

From the same turn on you may:

  • Lay down more melds (no minimum any more).
  • Lay off cards onto any meld on the table – your own and the other players' – as long as it stays a correct run or set, e.g. the 10♦ or 6♦ onto 7♦ 8♦ 9♦. Before you have opened you can't lay off.
  • Take a joker: if a joker on the table stands for a card you hold, put the real card in its place and take the joker into your hand. You may keep it for later.

Don't discard a card that could be laid off once you have opened: that costs 50 penalty points. So does trying to open with too few points or a wrong meld.

Going out

You go out when you have melded or laid off all your cards but one and discard the last card. The round ends at once.

If the stock runs out and nobody has opened, the round doesn't count and the next dealer deals again. (Our sources don't say what happens if it runs out after someone has opened; we suggest the same.)

Scoring

Low scores are good.

  • The player who goes out: −100.
  • Players who have opened: the value of the cards left in their hand (joker 25, Ace 11, K Q J 10, others face value).
  • Players who haven't opened: 100.

Doubling: each of the following doubles the other players' penalties (two of them: ×4, all three: ×8):

  • the winner opened with pairs;
  • the winner's last discard is a joker;
  • the winner went out all at once – opening and going out in the same turn – and nobody else had opened.

A player who was going for pairs pays double as well.

Example: Anna goes out normally: −100. Ben has opened and holds A♠ 9♥ (20): 20. Carla hasn't opened: 100. Had Anna's last discard been a joker, Ben would score 40 and Carla 200.

Winning the game

Agree on the number of rounds before you start – usually 9, 11 or 13. Add up the scores; after the last round the player with the lowest total wins.

Tips for beginners

  • Aim for 51 with high cards. Kings, Queens and Aces reach the threshold fastest – but they also cost the most if someone else goes out first.
  • Go for pairs if you are dealt two or three pairs and small cards: the discards of others often complete them.
  • Watch the discards. Don't throw the player on your right a card that fits their melds.
  • Open in time. 100 points for not having opened is a heavy penalty.
  • Keep an eye on jokers on the table – swapping one out is often the key to going out.

Variants

All optional – agree on them before you start.

  • Higher threshold: instead of 51, open with 71, 81 or 101 points.
  • Rising threshold: at many tables, once a player has opened, the next player must open with at least one point more than the highest opening so far (after an opening of 72, you need 73).
  • Partners (eşli): 2 against 2, partners sitting opposite. As soon as one partner goes out, the round ends for the team; the other partner's hand counts as penalty. Add the partners' scores together.
  • Joker in the cut: the player who cuts looks at the card at the cut. If it is a joker, they keep it (and get one card less in the deal); otherwise it goes face up to the bottom of the pack.
  • Clockwise: the Turkish Wikipedia deals from the dealer's left and plays clockwise.
  • More pairs: at some tables, six or seven pairs, or five pairs and one meld, are also allowed to open with pairs.

Background & history

  • Family: Rummy game (two decks, opening threshold, laying off)
  • Origin: Turkey; date unknown
  • Also known as: 51, Elli bir, Kağıt Okey ("card Okey")
  • Related games: Okey 101, Kalooki, Rummy, Rommé

Ellibir – "fifty-one" – is the rummy game Turkish players play with ordinary cards. It is named after the minimum value of the first melds a player may lay down. The Turkish Wikipedia describes it as a game of chance that also demands a good memory for the cards played, for four players (also two or three, and as partners) with two 52-card packs and two jokers, played over 9, 11 or 13 rounds. It also mentions thresholds of 71, 75, 81 or 101 instead of 51. Turkish newspapers such as Hürriyet and Sabah describe the game in the same way and add the rule that the threshold rises with every opening.

The game is a card relative of Okey, Turkey's hugely popular rummy with tiles, and especially of Okey 101, in which players also score by melding during play and must reach a minimum count to open. According to pagat.com, both are played with a set of 106 numbered tiles – exactly the number of cards in two packs with two jokers. The newspaper Sabah also discusses the card game under the name "Kağıt Okey" – Okey with paper cards.

Opening with a minimum count and laying off on other players' melds is typical of the European two-pack rummies such as German Rommé (40 points) and British Kalooki (40 points; 51 in its North American form). What sets Ellibir apart is the alternative of opening with five identical pairs, the minus 100 for going out and the doubled penalties for spectacular finishes.

Sources