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Baloot rules

How Kemlet scores Baloot: San and Hukm, the buyer, the last trick, kaboot, projects and doubling.

San and Hukm

  • The last trick adds 10 abnat to whoever takes it.
  • In San, abnat round to the nearest ten (a 5 rounds up), then divide by 10 and double.
  • In Hukm, abnat divide by 10 to the nearest point, and a half rounds down.
  • For example, 65 abnat score 14 in San and 6 in Hukm.
  • The other team scores the rest of 26 in San or 16 in Hukm.
Totals San Hukm
Card abnat, without the last trick 120 152
Last trick +10 +10
Round points 26 16
Kaboot 44 25

The buyer

  • The buyer is the team that bought the San or the Hukm.
  • The buyer has to score more than half the round: more than 13 in San or 8 in Hukm.
  • If not, the buyer scores 0 and the other team takes the full 26 or 16 plus both teams' projects.

Kaboot

  • A team that takes every trick (kaboot) scores 44 in San or 25 in Hukm plus its projects, and the other team scores 0.

Projects

  • Each project counts for the team that holds it.
  • Baloot always stays with its holder, even when the buyer loses, and is never multiplied.
Project San Hukm
Sara 4 2
Fifty 10 5
Hundred 20 10
Four hundred 40 Not allowed
Baloot Not allowed 2

Doubling

  • The multiplier applies to the round points and the projects, except Baloot.
  • In San, only Double (×2) is allowed, and only when one team is over 100 and the other under 100.
  • With Gahwa, the team ahead on that round wins the whole match; on a tie, the buyer wins.
Double Multiplier
×1 ×1
Double ×2
Triple ×3
Four ×4
Gahwa ×1, and the winner of the round wins the match

Winning

  • The target is 152.
  • The first team to reach 152 or more wins. If more than one gets there on the same hand, the highest wins; a tie plays another hand.

Kemlet keeps score for you in the app, with exactly these rules.

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