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Kalo logo yellow on beige

Game

Overview

Kalo is played individually among three to six players. The aim is to empty your hand as fast as possible in a round and collect points to win the game. Play goes counter-clockwise.

Before you play

// Components

You need a Kalo card set, a board to keep score, and two to five more lovely people to play with. Depending on the player count, remove cards: with three players one 7, with five a 7 and an 8, with six all four 7s. Deal the remaining cards out evenly.

// Opening

Whoever receives the Kalo must announce it. The player to their right opens the round. Until then you may sort your hand in any order; afterwards the order can no longer be changed.

// Ranks

The card ranks are: 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K, A, 2. You may play one, two, three, or four cards of the same rank.

// The Kalo

The Kalo is the best card. It can be played on any of the other three 2s, and as the only single card it can also be played on a combination. The Kalo always ends a trick immediately.

How to play

// Trick

A trick lasts from the opening play until all the trick's cards are turned onto the discard pile. The player who leads chooses the combination. Each following player must play the same number of cards of strictly higher rank, or pass. You may pass in a trick and then play again later.

// Winning a trick

A player wins a trick when everyone after them passes. They then turn all the cards onto the discard pile and play the next combination of their choice.

// Scoring a round

A round ends for each person when they play their last card. The first person with no cards writes down the total number of players as points on the board, each next one a point less. If a person's last play is passed around by everyone, the player to their right inherits the lead. Should all remaining players be blocked by effects they cannot perform, they each score one point.

// Example trick

P1 plays two eights (8, 8). P2 passes. P3 plays (K, K). P4 passes. P1 plays (2, 2). P2 plays the Kalo. P2 wins the trick, turns the cards over, and leads next.

Card effects

The four lowest-ranked cards (3-6) have effects that must be carried out when played — as many times as there are cards in the combination. If the effects cannot be carried out, you must pass or play a legal combination.

// 3

Give one card from your own hand face down to another player.

// 4

Look at the discard pile and take one card from it onto your hand.

// 5

Look at the discard pile and give one card from it face down to another player.

// 6

Take one card face down from another player's hand.

When you receive a new card during play, it is taken into your hand by the code of honour: fan out your hand and insert the card clearly and slowly so everyone can see the position. This is meant to reward Kalo players who want to memorise card positions in order to steal them later with a 6.

Winning

The game is over as soon as the first person reaches at least the maximum score: 5 × the number of players. In Kalo everyone plays for themselves, but regular glances at the board pay off. You must not betray the game — for example by revealing your hand cards or cards on the discard pile.