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Which game should I learn first?

For new players · all nine games · Updated November 12, 2026

नेपालीमा पढ्नुहोस्

Nine games is a lot to face at once. The good news is that they share ideas. Learn them in a sensible order and each game teaches you something the next one needs. This page gives that order, says how hard each game is, and helps you pick by the time and the people you have.

The short answer

Warm up with a five-minute game if you like, then start properly with Jhyap. It uses five cards, the goal is clear, and one round shows you most of the rules. After that, learn Fallaas and Kitti together, then Callbreak, and leave Marriage for last.

All nine at a glance

GamePlayersHow hard to learnWhat it teaches
Jhandaa Burja2 to 10Very easyNothing to study; pure fun with dice
Gullaam Chor2 to 8Very easyMatching ranks
Jutpatti2 to 5Very easyDraw, pair, discard
Fallaas2 to 5EasyThe three-card hand ranking
Jhyap2 to 5EasySets, runs and judging risk
Kitti2 to 5MediumArranging a hand
Baagh Chaal2MediumPlanning moves on a board
Callbreak4MediumTricks, trump and bidding
Marriage2 to 5HardEverything above, with scoring

Step one: games you can play in five minutes

Jhandaa Burja, Gullaam Chor and Jutpatti need almost no explaining. Pick symbols and watch the dice. Draw a card and see if it makes a pair. They are useful for one reason beyond fun: they get you used to the screen, the buttons and the pace of a table before the rules get heavier.

Step two: Jhyap

Jhyap is the best first real game. You hold five cards and try to make their total small. On each turn you throw cards and draw one. When your hand is ten or less, you may call and end the round.

Two ideas from Jhyap come back in almost every other card game. The first is the set: cards of the same rank. The second is the run: cards in a row in one suit. Jhyap also teaches judgement, because a call fails if someone else is as low or lower. Our story on when to call goes deeper.

Step three: Fallaas, then Kitti

Fallaas deals three cards to each player and the best hand wins. Its only lesson is the ranking: trail, suited run, run, flush, pair, high card. Play a few rounds until you can name a hand at a glance.

Then move to Kitti, which uses the very same ranking three times over. You get nine cards and arrange them into three hands. Because you already know which hand beats which, you can put all your attention on the arranging.

Step four: Callbreak

Callbreak is a different kind of game. Four players each play one card, and the best card wins the trick. Spades beat every other suit. Before play you say how many tricks you will win, and your score depends on keeping that promise.

It takes a few games to bid well, and that is normal. Count your aces, kings and spades, and call a little lower than you hope. The story on Callbreak bidding has a worked example.

Step five: Marriage

Marriage is the big one: three decks, twenty-one cards each, wild cards and a scoring system with its own vocabulary. It is much easier once you know sets and runs from Jhyap and have learned to arrange a hand in Kitti.

Give it a few sessions. Play against the computer, keep the guide open, and read the points ledger after every round. Our list of five beginner mistakes will save you some of the usual trouble.

Any time: Baagh Chaal

Baagh Chaal is not a card game, so it fits anywhere in the order. It is a board game for two, with tigers on one side and goats on the other. Try it when you want a quiet game of thought with one other person.

Choose by the people you have

How to practise

  1. Read the guide for one game. It takes about five minutes.
  2. Play that game against the computer until a full game feels comfortable.
  3. Then open a table and invite a friend or a family member.

If the words at the table are new to you, the card words glossary explains them. Every game on EverestBuzz is points only: no money, bets or prizes.

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