Jackaroo (جكارو) is the Gulf's favourite board-and-card race game: playing cards drive marbles around a shared track. These are the full Jackaroo card game rules exactly as played on Karooty, where you can play free in your browser.
On your turn you play one card from your hand and make the move it allows. If none of your cards gives you any legal move, you must burn a card instead — discard it with no effect and pass the turn. You never simply skip for free. Play then passes to your right (counter-clockwise around the table — the opposite way to the marbles). The player to the dealer's right leads every hand of that dealer's cycle, so the lead rotates with the deal.
| Card | What it does |
|---|---|
| A | Bring a marble out of your base onto your start square, or move a marble 1 or 11 steps. |
| 2, 3 | Move 2 or 3 steps forward. |
| 4 | Move 4 steps backward (track only — never inside the goal). |
| 5 | The wildcard: move any marble on the track — yours, your partner's or an opponent's — 5 steps forward (except another player's marble protected on its own start square). See "The 5 wildcard" below. |
| 6 | Move 6 steps forward. |
| 7 | Move 7 steps, or split the 7 between two marbles (each part at least 1). |
| 8, 9 | Move 8 or 9 steps forward. |
| 10 | Move 10 steps, or make the next player blindly discard one card and lose their turn. |
| J | Swap one of your marbles with any other marble on the open track (rival or partner — never one of your own, never a marble protected on its base). |
| Q | Move 12 steps forward. |
| K | Bring a marble out of your base, or move 13 steps as the plough: every marble it passes or lands on — friend or foe — is sent home. |
An Ace or King brings a marble out of your base onto your start square on the track. A 5 never brings a marble out, and a Jack only does at tables that switch on the Jack out of home house rule (it is off by default).
If an opponent's marble is sitting on your start square, it gets captured and sent back to its base. If your partner's marble is there, it is sent back to its base too — friendly fire, exactly like landing on your partner on the track. Only your own marble on the square blocks you until it moves.
A marble standing on its own start square is protected from everyone else: no marble may pass it, land on it, capture it or swap with it, and no other player's 5 can move it. Its owner can still move it off with a normal move, a 5 included. Even the King's plough stops dead at it (that King move is simply illegal).
King plough (13): the marble charges 13 steps and every marble in its path — passed or landed on, friend or foe — goes back to its base. Only a base-protected marble stops it.
The 5 wildcard: moves any marble on the track 5 forward, except another player's marble protected on its own start square (your own marble on your start square moves off it with a 5, like with any normal move), and it can't pass a protected marble. Pushing an opponent's marble never takes it into their goal — it is shoved straight past their goal entrance along the track, forcing another lap. Whoever's marble sits on the landing square is captured, friend or foe — your own marble included.
The 7 split: divide the 7 steps between two marbles (6+1, 5+2, 4+3 …) or spend all 7 on one. Each part follows normal movement rules. If your part puts your last marble into the goal, the remainder may be spent on your partner's marble.
The 10 skip: instead of moving 10, you may target the next player: pick one of their cards blindly — they discard it and lose their turn.
Jack swap: exchange the positions of one of your track marbles and any other track marble. Marbles in a base, a goal, or protected on their start square can't be swapped.
Once all 4 of your marbles are in your goal, your cards now move your partner's marbles. The game ends when a team gets all 8 of its marbles into their goals — that team wins.
No. When a 5 pushes a marble that isn't on your team, it travels along the open track only and is pushed straight past its own goal entrance — it has to go all the way around again.
You must burn a card: discard one card from your hand with no effect and pass the turn. You never skip a turn without giving up a card.
No. Marbles inside the goal are fully protected from everything — captures, swaps, the 5 wildcard and the King's plough.
You can, but it counts as a capture — your partner's marble is sent back to its base. Your own marbles can't be landed on with a normal move; only the King's plough and the 5 wildcard can hit them, and that sends them home too.
Yes. Your partner's marble is sent back to its base — the same friendly fire as landing on your partner anywhere else. Only your own marble on your start square blocks a bring-out.
On Karooty, Jackaroo uses one standard 52-card deck with no jokers. Each dealer's cycle deals hands of 4, then 4, then 5 cards per player (a 4-4-5 cycle: 13 cards each, the whole deck). After the 5-card hand the deck is reshuffled and the deal passes on.
Turns pass to the right, counter-clockwise around the table, while the marbles race clockwise around the track. The player to the dealer's right leads every hand of that dealer's cycle.