Tonk
The Fast-Paced Knock Rummy Game
What is Tonk?
Tonk (also called Tunk) is a fast-paced rummy-style card game popular in urban communities. The goal is simple: get your hand value as low as possible by forming spreads (melds), then knock when you think you have the lowest hand.
Games are quick - often just a few minutes - making Tonk perfect for casual play or betting rounds. The combination of skill and timing makes it addictively fun!
Knock: End the round when you think you have the lowest hand value
Tonk Out: Meld ALL your cards in one turn for an instant win (and double stakes!)
Setup & Deal
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Gather 2-6 PlayersTonk works best with 2-4 players but can accommodate up to 6.
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Determine Stakes (Optional)Tonk is often played for small stakes. Agree on the bet per hand before starting.
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Deal 5 Cards EachDeal 5 cards to each player, one at a time. (Some variations use 7 cards.)
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Create Stock & DiscardPlace remaining cards face-down as the stock. Flip the top card face-up to start the discard pile.
Special Opening Hands
Before the first player's turn, check your dealt hand for these instant wins:
If dealt 50 points exactly (like K-K-K-10-10), declare "Tonk!" immediately and collect double stakes from everyone!
Taking Your Turn
On your turn, you have several options:
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Option 1: KnockIf you think you have the lowest hand, knock BEFORE drawing. This ends the round immediately.
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Option 2: Draw & PlayDraw one card from either:
- The top of the stock pile (face-down)
- The top of the discard pile (face-up)
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Lay Down Spreads (Optional)After drawing, you may lay down spreads (melds) face-up on the table.
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Hit Others' Spreads (Optional)Add cards from your hand to ANY spread on the table - yours or opponents'!
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DiscardEnd your turn by discarding one card face-up on the discard pile.
You must knock BEFORE drawing. Once you pick up a card, you've committed to playing that turn.
Understanding Spreads
Sets (Books)
3 or 4 cards of the same rank:
Runs (Sequences)
3 or more consecutive cards in the same suit:
Once you lay down a spread, those cards are OUT of your hand. They don't count toward your hand value when someone knocks!
Knocking & Ending the Round
How to Knock
At the START of your turn (before drawing), tap the table and say "Knock!" Everyone reveals their hands and totals their remaining cards.
Knock Outcomes
Tonking Out
If you get rid of ALL your cards by laying down spreads and hitting, you "Tonk Out" - an instant win worth double stakes!
Knocking is risky! If anyone ties or beats you, you pay DOUBLE. Only knock when you're confident!
Card Point Values
Aces and 2s are your friends. A hand of A-A-2-2-3 is only 9 points - very strong for knocking!
Counting Your Hand
Your hand value = total points of cards still in your hand (not in spreads).
The highest 5-card hand is 50 points (K-K-K-10-10). This is also an instant winning "Tonk" hand if dealt!
Stakes & Payouts
Tonk is often played for small amounts - $0.25, $0.50, or $1 per hand. Games move fast, so stakes add up quickly!
Example Round
Alice won from Bob and Carol but got "caught" by Dave. In some variations, getting caught means Alice pays everyone - house rules vary!
When to Knock
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Know the AverageA 5-card hand averages about 25-30 points. Knock when you're WELL below this - ideally 15 or less.
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Watch Opponents' SpreadsIf opponents are laying down lots of spreads, their hands are getting low. Consider knocking before they do!
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Count the DiscardsTrack what's been discarded. If you see lots of low cards go by, remaining hands are likely high.
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Early vs. LateEarly knocking is riskier but can catch opponents off guard. Late in the game, hands get lower - be more conservative.
Under 15 points = Strong knock. 15-20 = Decent. Over 20 = Risky unless you know opponents are struggling.
Spread Strategy
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High Card Spreads FirstPrioritize spreading face cards (10 points each). Getting rid of K-K-K removes 30 points instantly!
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Hold Low Card SpreadsSometimes hold low spreads (like 2-2-2) to deny opponents the chance to hit on them.
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Hit AggressivelyAlways hit on existing spreads when you can - it costs you nothing and reduces your hand!
Drawing Strategy
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Take Low DiscardsIf a low card (A, 2, 3) is on the discard pile, strongly consider taking it - even if you can't immediately use it.
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Complete Spreads from DiscardsIf the discard completes a spread, definitely take it! Getting rid of cards is the goal.
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Draw Blind When AheadIf your hand is already good, drawing from stock hides your progress from opponents.
Common Mistakes
Knocking with 25+ points is asking to get caught. Patience! One more turn might drop your hand significantly.
You can add cards to ANY spread on the table. Don't forget to hit on opponents' spreads!
Face cards are heavy (10 points each). If you can't spread them soon, consider discarding to reduce your risk.
Watch what others draw and discard. If someone keeps drawing without spreading, they might have a low hand already!
Popular Variations
Deal 7 cards instead of 5 for a longer game.
- More opportunity for spreads
- Opening Tonk is 49 or 50 points
- Games last slightly longer
- Popular in some regions
Additional automatic winning hands when dealt:
- 50 points - Automatic Tonk (standard)
- 49 points - Automatic Tonk
- 11 points - Automatic Tonk (very lucky!)
- All pay double stakes
Players can only lay down new spreads - no adding to existing ones.
- Makes the game faster
- Harder to empty your hand
- More knocking, less Tonking Out
2s can substitute for any card in spreads.
- Much easier to form spreads
- 2s are worth 20 points when NOT in a spread
- Changes strategy significantly
- Get rid of 2s fast or use them!
When someone gets "caught" (knocked but didn't have lowest):
- Knocker pays EVERYONE (not just the catcher)
- Makes knocking much riskier
- Encourages more conservative play
- Higher stakes variation
Tonking Out (emptying your hand) pays triple instead of double:
- Bigger reward for going out completely
- Players take more risks to Tonk Out
- Opening 50-hand still pays double only