A running scorecard with the scoring most people have never read: losers go negative by their racks, the winner banks the lot, and a stranded joker costs thirty.
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Fourteen tiles each from a 106-tile pool — two copies of 1 through 13 in four colours, plus two jokers. On your turn, lay valid melds from your rack: groups (same number, different colours) or runs (consecutive numbers, one colour), always three tiles or longer. Can't (or won't) play? Draw a tile and pass.
Your first play must be an initial meld worth 30+ points from your own rack alone — no building on the table until you've bought in. After that, the table opens up: you may rearrange anything, splitting runs and stealing thirds, provided every set on the table is valid again when your turn ends. That manipulation is the whole game.
When someone empties their rack, the others sum their remaining tiles at face value — 30 for a stranded joker — and score it as minus. The winner scores the total of everyone's losses as plus, making each round zero-sum. Play an agreed number of rounds; highest running total wins. The joker rule is the sharp edge: a joker on your rack at the wrong moment outweighs an entire bad round of small tiles.
What counts toward the initial 30? Only tiles from your own rack, in valid melds, in one turn. A joker counts as the tile it stands for.
Can you take a joker from the table? Yes — replace it with the tile it represents from your rack, then use it in a new meld the same turn.
What if the pool runs out? Play continues without drawing; if nobody can move, the lowest rack wins the round.