These are Sahrat’s default rules. Where tables differ from one majlis to another, the difference is a table option, and every option is free.
1The idea
Each player has four marbles in their base. The cards in your hand move them, and the aim is to bring all four home. In partners, the first team to bring all eight home wins.
2Players
- Four in partners: two against two, your partner across from you.
- Two players: one against one, one colour each (four marbles).
3The board
- The track has 76 squares (19 per quarter); each colour has a start square and a home column of 4.
- Marbles move forward in seat order.
4The deal
- One 52-card deck, no jokers.
- Four players: five cards, then four, then four: the whole deck.
- Two players: 5, then 4, 4, 4, 4, then 5.
- The player after the dealer starts, and the dealer moves on with each deck.
5The cards
| Card | What it does |
|---|---|
| Ace | Bring a marble out, or move 1 or 11 |
| King («الشايب») | Bring a marble out, or move 13 knocking out every marble it passes or lands on, your team’s included. It cannot pass a marble sitting on its own start |
| Queen | Move 12 |
| Jack | Swap one of your marbles with an opponent’s or your partner’s on the track (not in a base, not home, not on its own start) |
| Ten | Move 10, or burn a random card from the next player’s hand |
| Seven | Move 7 with one marble, or split it between two of yours. Each part knocks out what it lands on; passing does not |
| Five | Move any marble on the track 5: yours, your partner’s or an opponent’s (not one on its own start) |
| Four | Move 4 backwards. Going back from your start lands you four squares before your home column: the classic short cut |
| 2, 3, 6, 8, 9 | Move forward by their value |
6Knocking out, and the start square
- Land on a marble and it goes back to its base, even your partner’s. You may not land on your own.
- A marble on its own start square is protected: nobody can pass it, knock it out, swap it or move it, and not even its owner can pass it.
- Bringing a marble out onto your start sends another colour sitting there back to its base. You cannot come out while your own marble is on your start.
- You may pass your own marbles.
7Home
- You enter your home column from the square before your start.
- The count must land you exactly on a free home square; you cannot jump a marble inside home. Marbles already in home may move on inside it.
8Burning
- You must play if you can. Burning a card is allowed only with no legal move.
- With no legal move, burn a card of your choice. If time runs out, the game burns your least useful card.
9When you have finished
Once all four of your marbles are home, your cards move your partner’s marbles (an Ace or King brings your partner’s out).
10Winning
The team that brings all eight marbles home wins. With two players: the first to bring their four home.
11At the table
- 15 seconds a turn; when time runs out the game plays for you. Your seat is kept for 60 seconds if you lose your connection.
- Bots only at free tables, labelled «لاعب آلي» (bot).
- At coin tables (table coins are earned by playing, never sold), the winning partners split what is left after the 10% table fee equally. Example: four players at 100: pot 400, fee 40, 180 each. A partner who leaves gets nothing.
- There is chat for the whole table, and a team chat for you and your partner.
12A fair shuffle
The shuffle comes from a secret fixed before the first card, and your hand stays hidden during play. When the match ends the secret is revealed, and you can check every shuffle on the «تحقق» (Verify) page.