Play a full game
Take on one to seven computer players. Guided mode points out legal moves; unguided mode leaves you to work it out.
Nines · Williams Rules
Play Williams Rules with friends, practise against computer opponents, or keep score around a real card table. Nines keeps each hand and the current totals together.
The app
Share an online game with friends or practise on your own. When you have a physical deck, use Nines to keep the score.
Take on one to seven computer players. Guided mode points out legal moves; unguided mode leaves you to work it out.
See each player’s total on the left, lowest first. Record each hand, let the blank score identify the closer, and correct a score when someone spots a mistake.
Scan the cards, check every detected rank, then save the total. Manual entry is always there when you would rather do it yourself.
Share a short code and start when everyone is ready. Leave between turns, get an optional turn notification, and replay the moves you missed when you return.
Privacy
Practice and local scorekeeping stay on your device. Online games and card scans use external services.
Choose a nickname for online play. You do not need an account or a contact list.
Nines does not use advertising or behavioural analytics. Service providers can keep operational and security logs.
Online rooms use Cloudflare. Scans send images to OpenRouter and its model provider. Turn notifications are optional.
Online rooms expire after 90 days without a game change. Read the privacy policy for the data each feature uses, retention periods and deletion options.
The rulebook
Nine cards each. The next rank is wild. Get rid of your hand, but save one last card for the discard pile.
This is the Williams Rules version used by the app. If your family has a house rule, agree on it before somebody deals.
Nines is for 2 to 8 players.
Turn over the next card as the indicator. The rank after it is wild: a 9 makes every 10 wild, King makes Ace wild, and Ace makes 2 wild. If the indicator is a printed joker, shuffle it back and turn over another card. Leave the indicator face up and out of play for the whole hand.
Turn over one more card to start the discard pile. The rest become the face-down stock. Choose the first starter at random; play moves clockwise.
Everyone's first turn is draw, then discard. Nobody may lay, fill or swap cards until play comes back to the starting player for their second turn.
After that first round:
You may throw back the card you just took from the discard pile. You may also discard a wild, unless that wild is being held after a swap.
If the stock runs out, leave the top discard face up. Shuffle the rest of the discard pile into a new stock.
Your first set must contain at least 4 cards. Several smaller sets do not add up to one opening. An opening run may be longer than 4 cards, and every card in it may be wild.
A run is a line of consecutive ranks in one suit. Ace may be low or high, so A-2-3 and Q-K-A both work; K-A-2 does not. Once you have opened, a new run may contain as few as 3 cards.
Only one run in each suit may exist across the whole table. Once a suit has been claimed, everyone adds to that run instead of starting another one in the same suit.
A monkey is 3 or 4 cards of the same rank in different suits. Monkeys appear only in two-deck games, and nobody may lay one until all four suit runs are on the table. An opening monkey needs all 4 suits.
Only one monkey of each rank may exist across the table. A 3-card monkey may take its missing suit. After you have opened, you may extend either end of any run or complete any player's monkey.
Printed jokers are always wild. Every card of the rank chosen by the indicator is wild too. A wild may stand in for any card needed by a legal run or monkey. A card of the chosen wild rank may also be played as its own printed rank and suit.
After you have opened, you may replace a wild in any table set with the exact natural card it represents. Take that wild into your hand. It stays held until the start of your next turn, so you cannot play or discard it straight away.
The indicator itself stays out of play. It points to the wild rank; it does not become a card in anyone's hand.
Every turn finishes with a discard. You cannot play every remaining card into sets; keep at least one card that can be discarded legally. The hand closes when somebody discards their final card. That player scores 0.
| Cards left in hand | Points each |
|---|---|
| 2 through 9 | Face value |
| 10, Jack, Queen and King | 10 |
| Ace | 11 |
| Printed jokers and cards of the wild rank | 50 |
Add each hand to the running totals. Move the starter one seat clockwise for the next hand. There is no fixed number of hands: when the group ends the session, the lowest total wins. Players tied for the lowest score share the win.
Get the app
Get Nines from the App Store. The Android release is pending. For help, visit Nines support.