Tonk

    How to Play Tonk

    Tonk is a five-card knock-rummy for 2–4 people 2 is the usual pair table, and 3 is a real table — everyone for themselves. You deal one 52, five cards each. Spread 3+ sets or runs, knock, or auto-win on a 50 deal.

    This page is kitchen-table Tonk. Southern knock-rummy at the table, not a gambling primer. Short enough to deal tonight. This is not gin rummy. Gin is two people, 10 cards, knock at 10 deadwood, hold the hand. This is not 31. 31 is three cards, one suit, lives, and everyone else gets another turn after a knock. Not Rummy 500 (7 or 13 cards, fish the discard, race to 500). Three is a real table, not a leftover. Two is the usual pair. Pick it from tonight with 2 players, tonight with 3, or tonight with 4.

    What you need

    Sit, pick a dealer, agree on the house

    Sit where you can see the discard and reach the stock. Cut for the first deal, or point at someone. After each hand, the deal moves clockwise.

    Say these out loud before the first card:

    1. One 52. Five each. No jokers. No partners. Rest is the stock. One discard up.
    2. Look for a 50-tonk right after the deal. Ace = 11, face = 10, pip = face. If the five cards total 50, show now — you win the hand. If two people both have 50, first to show wins.
    3. Draw, spread, lay off, discard. Stock or the top discard — no fishing buried cards. Spreads are 3+ of a kind or 3+ same-suit consecutive. Ace low in runs (A-2-3), not high, not around. Lay off on anyone's spread.
    4. After you discard you may knock. No extra turn for anyone else. Remaining unmelded: ace 1, face 10, pip face. Strictly lowest wins. Tied or not lowest: knocker is caught and loses. Empty the hand and you win without knocking. Not gin. Not 31. Not Rummy 500.

    Deal 5 each, a stock, and one discard

    Shuffle the 52. Deal clockwise: five cards each. Put the rest of the pack face-down in the middle. That is the stock. Turn the next card face-up beside it. That is the discard.

    Two people: 10 cards dealt, 42 in the stock, one of those turned up. Three people: 15 dealt. Four people: 20 dealt. If someone has the wrong count, throw it in and deal again.

    Look at your hand before anyone draws. Left of the dealer plays first — unless someone just showed a 50-tonk.

    The 50-tonk on the deal

    Add the five cards with ace = 11, face = 10, pip = face value. If the five total 50, that is a tonk. Show immediately. You win the hand. Nobody draws. Nobody knocks.

    If two people both have 50, first to show wins that hand. Do not wait. Ace is 11 only for this deal check. After play starts, leftover ace is 1.

    Tonk deal-check for a first game night
    WhatValue on the deal
    Ace11 — deal check only
    King, queen, jack10
    Pip 2–10Face value
    Five cards total 50Tonk. Show now. You win the hand.
    Two people both at 50First to show wins.

    Example: A♣ K♣ Q♣ J♣ 9♣ is 11+10+10+10+9 = 50. Show. Tonk. You win. A♥ A♦ K♥ Q♥ J♥ is 11+11+10+10+10 = 52. Not 50. Play.

    Spreads: sets, runs, and layoffs

    You put spreads on the table. Two legal kinds:

    Ace is low in runs, not high, not around. A-2-3 of diamonds is a run. Queen-king-ace is not. King-ace-2 is not.

    You may lay off on anyone's spread — yours or theirs. A fourth king onto three kings already down. A 4 of spades onto someone's ace-2-3 of spades.

    This is the opposite of gin rummy. In gin you hold the hand until a knock at 10. Here the table is public, five cards, and you may knock any remaining count.

    Your turn: draw, spread, discard, maybe knock

    Play goes clockwise. On your turn:

    1. Draw one from the stock, or take the top discard. Do not fish buried cards. That is Rummy 500.
    2. Spread if you want — new sets, new runs, or layoffs on anyone's piles. You may table more than one spread in a turn.
    3. Discard one card face-up, unless you emptied the hand. That ends the draw half of the turn.
    4. After you discard, you may knock. Everyone else gets no extra turn tonight. Show remaining unmelded. Compare.

    When the stock is gone, play on with what is in hand until someone knocks or empties. Do not reshape the discard into a new stock.

    Count, knock, caught, empty the hand

    Remaining unmelded cards are your count. After the deal check, values change for the ace:

    Tonk remaining-count for a first game night
    WhatValue after the deal
    Ace1 — not 11. 11 was the deal-check only.
    King, queen, jack10
    Pip 2–10Face value
    Spread cards already on the tableDo not count
    Knock: strictly lowest remainingWins the hand
    Knocker tied or not lowest (caught)Knocker loses. Lowest among the others wins.
    Empty the handWin without knocking

    Knock only after you discard. Nobody else draws. Everyone shows what is still in hand — not the spreads already down. Strictly lowest remaining wins the hand. If you are tied or someone is lower, you are caught: you lose the hand. The lowest remaining among the others wins.

    If you table the last cards and nothing is left — with or without a final discard — you win without knocking. Nobody compares counts.

    No pad. Win the hand. If you want a rematch night, first to 3 hands is tonight's optional house. You do not race to 100. That is gin. You do not spend lives. That is 31.

    Walk through one first-night hand

    Three people — a real table. You are West. East dealt. Five each. The discard is 4♥.

    You hold A♣ K♣ Q♣ J♣ 9♣. Deal check: ace is 11. 11+10+10+10+9 = 50. Show now. Tonk. You win the hand. Nobody draws. Deal again if you are playing first to 3.

    Next hand. You hold 7♥ 7♦ 7♣ 5♠ 2♠. Deal check: 7+7+7+5+2 = 28. Not 50. North and East are not 50 either. Play.

    You draw 7♠ from the stock. Spread four 7s. Discard 2♠. One card left: 5♠. You knock. North shows leftover 9. East leftover 12. You have 5 remaining. Strictly lowest. You win the hand.

    Later you knock with 8 remaining. North also has 8. East has 12. You are tied — caught. You lose the hand. North wins. Knock when you think you are strictly lowest, not tied.

    Another hand you draw into 5♥-6♥-7♥ with two cards already tabled as a layoff. You spread the run. Nothing left. No discard. You win without knocking. Nobody compared counts. Nobody wrote on paper. Nobody held ten cards and waited for 10 deadwood. Nobody scored one suit in three cards.

    Night-one habits

    You know enough to deal. Keep this page beside the table. Two people is the tonight pick. Three people is a tonight pick. Four people is a tonight pick. There is no Tonk trainer on CardPractice — this how-to is the product. If you wanted 10 cards, a knock at 10, and no spreading on the table, that is gin rummy. If you wanted three cards, one suit, and lives, that is 31. If you wanted 7 or 13 cards and to fish the discard, that is Rummy 500.

    Frequently asked questions

    Is Tonk the same as gin rummy?

    No. Gin is two people, 10 cards each, knock at 10 deadwood, and you hold the melds until someone knocks. Tonk is 2–4, five cards, spreads go on the table, you may knock any remaining count, and a 50 on the deal is an auto-win. Not gin.

    Is Tonk the same as 31?

    No. 31 is three cards, one-suit 31, knock, then everyone else gets one more turn, lives. Tonk is five cards, sets and runs on the table, knock after you discard with no extra turn, win the hand. A 50-tonk is the deal auto-win, not a one-suit 31.

    Is Tonk the same as Rummy 500?

    No. Rummy 500 deals 13 at 2 or 7 at 3+, you fish buried discards, and you race a pad to 500. Tonk deals five, you take only the top discard — no fishing — and you win the hand. Not a pad race.

    Can three people play Tonk?

    Yes. Three is a real table. Same 52, same five cards, same spreads, same knock, same 50-tonk. No dummy, no partner, no sitting out. Two is the usual pair table. Four is a full table. Five is not tonight's Tonk.

    What is a 50-tonk?

    Right after the deal, add the five cards: ace = 11, face = 10, pip = face value. If the five total 50, show immediately — that is a tonk, you win the hand. If two people both have 50, first to show wins. Ace is 11 only for this deal check. After play starts, ace is 1.

    What is a knock?

    After you discard you may knock. Everyone else gets no extra turn tonight. Show remaining unmelded cards. Strictly lowest remaining wins the hand. If the knocker is tied or not lowest, the knocker loses — caught. If you empty the hand by spreading out, you win without knocking.

    Ace high or low?

    Ace is low in runs: A-2-3 of a suit is a run. Queen-king-ace is not. Ace does not wrap. On the deal check only, ace counts 11 toward 50. After that, leftover ace is 1.

    Does CardPractice have a Tonk trainer?

    No. This page is the kitchen-table how-to. Open Tonight, pick how many people, and deal.

    Deal it tonight.

    No Tonk trainer on this site. Print this page, deal five each, check for a 50-tonk, then spread, knock, or empty the hand — win the hand.