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How to play Jhyap (Dhumbal)

2–5 players · 52 cards · Updated November 10, 2026

Jhyap (Dhumbal) is about reducing the value of your hand and choosing when to call. A small hand gives you the right to call, while another player's smaller or equal hand can still bust you. EverestBuzz uses the scoring below, so read the tie rule before your first round.

What you need

Two to five players use one standard 52-card deck. Everyone starts with five cards. One card starts the face-up discard pile, and the rest form the draw deck. Dealing and turns move to the right. The player to the dealer's right begins. Against the computer a game runs for five rounds. A friends' table plays three rounds. The dealer moves one seat to the right after each round.

Card values

CardHand value
Ace1
2 through 10The printed number
Jack11
Queen12
King13

Add every card still in your hand. A king and an ace total 14. Three low cards such as an ace, a two and a four total 7. Face cards retain their full rank value in this game. Keeping fewer cards helps only when their total is low enough.

How a turn works

  1. At the start of your turn, check whether you want to call Jhyap. You may call only when your hand totals 10 or less, before throwing or drawing.
  2. If you continue, throw one legal selection: one card, two or more of the same rank, or a run of at least three consecutive cards in one suit.
  3. For a run, aces are low only. A-2-3 in hearts works. Q-K-A does not, and cards of different suits cannot form a run.
  4. Draw one card from the deck or take the top card the previous player left. The card you just threw is not your pickup option. Your thrown cards remain for the next player.
  5. Finish the draw and pass the turn to the right. Recount your hand so you know whether calling will be an option when your turn returns.

When throwing several cards, their order matters: the last card placed becomes the top one the next player may take. If the deck empties, older discards are shuffled into a new deck while the just-thrown cards and available pickup card are kept aside.

How a round ends and Scoring

Calling ends the round and everyone shows their hand. If your hand is strictly lower than every other hand, each opponent gives you points equal to their own total. With three hands of 6, 14 and 20, a successful call by the player holding 6 produces +34, −14 and −20. Those changes sum to zero.

If anyone ties or beats your total, you are busted. You pay the sum of every hand, including yours, to one qualifying opponent. With hands of 6, 6 and 20, the caller loses 32 and the other player holding 6 gains 32. The third player scores zero. If several opponents qualify, the lowest hand receives the payment. Equal lowest hands are resolved in turn order, starting immediately after the caller.

Add each round's signed points to the running totals. After the final round, the highest total wins. Players tied on that total share the win. A lower hand is useful during a round; the final scoreboard rewards the higher accumulated point total.

House-rule choices at EverestBuzz tables

This guide describes the fixed ten-point call limit and rank-value scoring in the EverestBuzz engine. It does not offer a choice to treat every face card as ten or allow a high ace in runs. Check this profile with your group before transferring habits from another table.

Beginner tips

Browse the other game guides when you want another table. Jhyap (Dhumbal) here is points only: no money, bets or prizes.

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