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Marriage points, one round at a time

November 10, 2026 · EverestBuzz Network

Finishing a Marriage round and earning the most points are different things. The ledger combines effective maal with game fees, then balances the finisher against the other players. Here is a complete five-player settlement using the EverestBuzz house profile, with every result checked to sum to zero.

Set up the example

Call the seats Player 1 through Player 5. Player 1 finishes on the groups route. Players 2 and 3 have opened on groups, Player 4 has opened on pairs, and Player 5 remains unopened. Choose Murder and Alter at 5. There is no pairs-finisher bonus because the finisher used groups.

Let tiplu be the seven of hearts. The six and eight of hearts are its same-suit neighbours. The seven of diamonds is Alter because it has the same rank and colour in the other suit. The hidden stock tiplu itself is separate from the copies held by players.

Player 1 holds one six, seven and eight of hearts as a marriage worth 10. Player 2 holds one further seven of hearts, worth 3. Player 3 holds one further six of hearts, worth 2. Player 4 has one seven of diamonds, worth 5. Player 5 has one further eight of hearts, with raw maal 2. All other cards add no maal, and this example has no declared dealt triples.

Use the exact maal values

One or two loose tiplu cards score 3 or 7; three score 12. One, two or three copies of either neighbour score 2, 5 or 10. One marriage scores 10, two score 30 and three score 60. The engine counts marriages first, then scores the remaining loose cards.

Alter is 5 per card when enabled, or 0 under the alternative setting. Declared dealt triples count once at their special values: 5 ordinary, 10 ordinary joker-rank, 20 neighbour and 30 tiplu. Avoid adding loose-card points again for those same declared cards.

Calculate Murder settlement

Only opened players keep their own maal. Murder removes Player 5's unopened 2, leaving effective maal of 10, 3, 2, 5 and 0. Total effective maal is 20. Opened groups non-finishers pay 3, the opened pairs player pays no base fee, and the unopened player pays 10.

For every non-finisher: net = 5 × effective maal − 20 − game fee. The finisher receives the opposite of the combined non-finisher results.

SeatEffective maalFeeNet calculation
Player 1, finisher100Balance = +46
Player 2, opened groups3315 − 20 − 3 = −8
Player 3, opened groups2310 − 20 − 3 = −13
Player 4, opened pairs5025 − 20 = +5
Player 5, unopened0100 − 20 − 10 = −30

The check is 46 − 8 − 13 + 5 − 30 = 0. Player 4 gains points despite not finishing. Player 1 balances the table rather than applying the non-finisher formula to their own row.

What Kidnap changes

With Kidnap, transfer Player 5's raw 2 to the finisher. Effective maal becomes 12, 3, 2, 5 and 0, with total 22. Fees stay the same. The non-finishers score −10, −15, +3 and −32. Their sum is −54, so the finisher gets +54. Again, 54 − 10 − 15 + 3 − 32 = 0.

If a pairs player finishes, add 5 to every opponent's fee before calculating. Recompute from the actual table settings rather than reusing this example unchanged. Read the Marriage guide for opening and finishing rules. All these amounts are game points only, with no money, bets or prizes.