Rules

Get out with 42 points or more.

Then empty your hand before the other players. Lower score is better across rounds.

Goal of the game

Usechoo 42 uses two standard decks and four jokers. Players build valid melds, get out with 42 points or more in one turn, then play onto the table until one player discards their final card.

The winner of a round scores 0. Other players score penalty points from cards left in hand. A player who is not out when the round ends receives 100 points.

Usechoo 42 rules at a glance

The two phases

Most turns become easier once players know which phase they are in.

1. Get out

Before you are out, your job is to draw, build valid melds from your hand, and get out with 42 points or more in one turn.

You cannot add to the existing board yet.

2. Empty your hand

After you are out, you may add cards to existing rows or groups, play new melds, exchange represented jokers, and work toward discarding your final card.

Lower leftover points are better if someone else finishes first.

Runs

A run is at least 3 consecutive cards in the same suit. Ace can be low in A-2-3 or high in Q-K-A. K-A-2 is not valid.

Groups

A group is at least 3 cards of the same rank with different suits. Duplicate suits are not allowed. Jokers may replace missing cards.

Card values

2-9 count as their number. 10, Jack, Queen, King, and most Aces count as 10. Ace counts as 1 only in low runs. Joker counts as the card it replaces.

After you are out

You may play new melds, add cards to existing melds, and exchange jokers with the exact real card they represent.

Valid and invalid meld examples

Important table rules

  • Before you are out, you cannot interact with the existing board.
  • If you take the top discard before getting out, that exact card must be used this turn.
  • At the end of a turn, discard exactly one card.
  • Existing board melds may not be rearranged, split, or rebuilt.