Player across from you is on your team. If either of you win, both of you win.
Can take both last and second to last tile on discard. People still need to make calls.
Array all discards in an orderly grid. When a tile is placed in a row, table can call either most recent discard or the tile "above" it.
Hand size drops to 10, only 3 sets of 3 + 1 pair
Hand size expands to 19. Requires 2 sets.
Runs of greater than 3 are valid, but be careful - you still need exactly 14 tiles and one pair. Runs cannot be extended after being revealed.
Any player can call any other player's discard for a run. Pungs still take precedence.
Pairs can be called and revealed from discard like pungs. 14 tiles still required, so player needs to win with either 1, 4, or 7 pairs.
Next player no longer needs to be able to use nor reveal tiles that they draw from discard. However, unused draws are lowest priority, beneath runs, pungs, kongs, and a winning call. If grab is contested, the used run/pung must be revealed. Picking from discard does not count as self draw for revealed pung-> kong.
Similar to Don't Use but anyone can grab a discard at any time. Priority is first to call, but a fast call for a run or pung can override.
Rather than 3-3-3-3-2 for a winning hand, it's 2-2-2-2-2-2-2. Both pairs and runs of 2 are valid. Pairs and runs can be called.
Team prisoners dilemma ~~ (incentivise team betrayal )
Opponents - if the person opposite you wins, you lose double. Try to stop them!