Back to All Guides
🂡

Tonk

The Fast-Paced Knock Rummy Game

👥 2-6 Players 🃏 52-Card Deck ⏱️ 5-15 Minutes 📊 Easy
🎯
Objective
Lowest hand value wins
🃏
Key Action
Knock or Tonk Out
🏁
Round Ends
When someone knocks
Game Speed
Very Fast!

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!

🃏
Two Ways to Win

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

  1. Gather 2-6 Players
    Tonk works best with 2-4 players but can accommodate up to 6.
  2. Determine Stakes (Optional)
    Tonk is often played for small stakes. Agree on the bet per hand before starting.
  3. Deal 5 Cards Each
    Deal 5 cards to each player, one at a time. (Some variations use 7 cards.)
  4. Create Stock & Discard
    Place 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:

Opening Hand Specials
Hand totals exactly 50 Instant win! (Double stakes)
Hand totals exactly 49 or 11 Instant win! (Some variations)
💡
Automatic Tonk

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:

  1. Option 1: Knock
    If you think you have the lowest hand, knock BEFORE drawing. This ends the round immediately.
  2. Option 2: Draw & Play
    Draw one card from either:
    • The top of the stock pile (face-down)
    • The top of the discard pile (face-up)
  3. Lay Down Spreads (Optional)
    After drawing, you may lay down spreads (melds) face-up on the table.
  4. Hit Others' Spreads (Optional)
    Add cards from your hand to ANY spread on the table - yours or opponents'!
  5. Discard
    End your turn by discarding one card face-up on the discard pile.
⚠️
Knock First!

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:

8
8
8
Valid set: Three 8s = Removes 24 points from your hand!

Runs (Sequences)

3 or more consecutive cards in the same suit:

4
5
6
Valid run: 4-5-6 of Clubs = Removes 15 points from your hand!
📝
Cards in Spreads Don't Count

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

When You Knock...
Your hand is lowest You win! Collect from everyone
Someone ties your hand You lose! Pay them double
Someone beats your hand You lose! Pay them double

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!

💰
Caught Knocking High

Knocking is risky! If anyone ties or beats you, you pay DOUBLE. Only knock when you're confident!

Card Point Values

Card Values (Lower is Better!)
Face Cards (K, Q, J) 10 points each
Ace 1 point
Number Cards (2-10) Face value
💡
Low Cards are Gold!

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).

Example Hand Count
King (K♠) 10
Seven (7♥) 7
Five (5♦) 5
Ace (A♣) 1
Three (3♠) 3
Total Hand Value 26 points
📝
Maximum Possible Hand

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

Standard Payouts
Win by knocking Collect 1x stake from each player
Win by Tonking Out Collect 2x stake from each player
Opening hand = 50 Collect 2x stake from each player
Caught (knock failed) Pay 2x stake to catcher
🎲
Common Stakes

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

Round Result ($1 Stakes)
Alice knocks with 12 points
Bob has 18 points Pays Alice $1
Carol has 23 points Pays Alice $1
Dave has 9 points (LOWER!) Alice pays Dave $2
Alice's Result Wins $2, pays $2 = Break even

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

  1. Know the Average
    A 5-card hand averages about 25-30 points. Knock when you're WELL below this - ideally 15 or less.
  2. Watch Opponents' Spreads
    If opponents are laying down lots of spreads, their hands are getting low. Consider knocking before they do!
  3. Count the Discards
    Track what's been discarded. If you see lots of low cards go by, remaining hands are likely high.
  4. Early vs. Late
    Early knocking is riskier but can catch opponents off guard. Late in the game, hands get lower - be more conservative.
🎯
Safe Knock Range

Under 15 points = Strong knock. 15-20 = Decent. Over 20 = Risky unless you know opponents are struggling.

Spread Strategy

  1. High Card Spreads First
    Prioritize spreading face cards (10 points each). Getting rid of K-K-K removes 30 points instantly!
  2. Hold Low Card Spreads
    Sometimes hold low spreads (like 2-2-2) to deny opponents the chance to hit on them.
  3. Hit Aggressively
    Always hit on existing spreads when you can - it costs you nothing and reduces your hand!

Drawing Strategy

  1. Take Low Discards
    If a low card (A, 2, 3) is on the discard pile, strongly consider taking it - even if you can't immediately use it.
  2. Complete Spreads from Discards
    If the discard completes a spread, definitely take it! Getting rid of cards is the goal.
  3. Draw Blind When Ahead
    If your hand is already good, drawing from stock hides your progress from opponents.

Common Mistakes

Knocking Too High

Knocking with 25+ points is asking to get caught. Patience! One more turn might drop your hand significantly.

Forgetting to Hit

You can add cards to ANY spread on the table. Don't forget to hit on opponents' spreads!

Holding Face Cards

Face cards are heavy (10 points each). If you can't spread them soon, consider discarding to reduce your risk.

Ignoring Opponents

Watch what others draw and discard. If someone keeps drawing without spreading, they might have a low hand already!

Popular Variations

7-Card Tonk

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
49-11 Opening Rule

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
No Hitting Rule

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
Deuces Wild

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!
Pay All on Catch

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
Trip Tonk (Triple Stakes)

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