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	<updated>2026-10-22T20:08:29Z</updated>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmayitakeyourcard&amp;diff=31933</id>
		<title>Gamehelpmayitakeyourcard</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmayitakeyourcard&amp;diff=31933"/>
		<updated>2026-10-21T00:58:04Z</updated>

		<summary type="html">&lt;p&gt;Dogeared: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--&lt;br /&gt;
  BGA game help page for &amp;quot;May I (take your card)?&amp;quot; (MediaWiki markup).&lt;br /&gt;
  On the BGA documentation wiki this lives on the page  Gamehelpmayitakeyourcard&lt;br /&gt;
  (https://en.doc.boardgamearena.com/Gamehelpmayitakeyourcard). Paste everything below this comment into that page.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;May I (take your card)?&#039;&#039;&#039; is a seven-round contract rummy game for 3 to 8 players. In each round you must first lay down that round&#039;s &#039;&#039;&#039;contract&#039;&#039;&#039; (a set combination of books and runs) before you can add cards to the table. Penalty points are counted for the cards left in your hand when somebody goes out. &#039;&#039;&#039;The lowest total score after seven rounds wins.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The cards carry four letters, &#039;&#039;&#039;M, A, Y and I&#039;&#039;&#039;, numbered 1 to 13, and any time on your own turn you can lay down a &#039;&#039;&#039;MAYI meld&#039;&#039;&#039; for an immediate &#039;&#039;&#039;−10 points&#039;&#039;&#039;. Key terms are explained in the glossary at the end.&lt;br /&gt;
&lt;br /&gt;
== The cards ==&lt;br /&gt;
* Two decks, one &#039;&#039;&#039;white&#039;&#039;&#039; and one &#039;&#039;&#039;black&#039;&#039;&#039;, of 4 letters × 13 numbers (1–13), plus one wild card &#039;&#039;&#039;?&#039;&#039;&#039; per deck: 106 cards. With 7 or 8 players a third deck is added. Deck color only tells the decks apart and has no other meaning.&lt;br /&gt;
* A &#039;&#039;&#039;?&#039;&#039;&#039; (wild) can stand for any card in a book or a run.&lt;br /&gt;
* There are no face cards and no aces.&lt;br /&gt;
&lt;br /&gt;
== Rounds and contracts ==&lt;br /&gt;
Each round you are dealt exactly as many cards as that round&#039;s contract needs (3 per book, 4 per run), so after drawing you hold the contract plus one card to discard; one card is turned up to start the discard pile and the rest form the stock. The player after the dealer goes first, and the deal rotates every round.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Round !! Contract (lay down exactly this) !! Cards dealt&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 books || 6&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 book + 1 run || 7&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 2 runs || 8&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 3 books || 9&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 2 books + 1 run || 10&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1 book + 2 runs || 11&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 3 runs (no final discard) || 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Books and runs ===&lt;br /&gt;
* &#039;&#039;&#039;Book&#039;&#039;&#039;: 3 or more cards of the &#039;&#039;&#039;same number&#039;&#039;&#039; (any letters).&lt;br /&gt;
* &#039;&#039;&#039;Run&#039;&#039;&#039;: 4 or more cards of the &#039;&#039;&#039;same letter&#039;&#039;&#039; in consecutive numbers. The 1 is low only: 1-2-3-4 is a run, 12-13-1-2 is not (no wrapping).&lt;br /&gt;
* &#039;&#039;&#039;Wild cards&#039;&#039;&#039;: a meld needs at least two natural cards, and wild cards may never outnumber the natural cards in a meld.&lt;br /&gt;
&lt;br /&gt;
== Your turn ==&lt;br /&gt;
&#039;&#039;&#039;1.&#039;&#039;&#039; &#039;&#039;&#039;Draw&#039;&#039;&#039;: click the stock (take its top card) or the discard pile (take its top card); both glow green when it is time to draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2.&#039;&#039;&#039; &#039;&#039;&#039;Lay down your contract&#039;&#039;&#039; (once per round, all of its melds at the same time, after drawing). Once your contract is down you may also &#039;&#039;&#039;lay off&#039;&#039;&#039; cards on any meld on the table, yours or your opponents&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3.&#039;&#039;&#039; &#039;&#039;&#039;Discard&#039;&#039;&#039; one card to end your turn.&lt;br /&gt;
&lt;br /&gt;
=== Laying down the contract ===&lt;br /&gt;
Select the cards and lay them down all at once. The melds must match the round&#039;s contract exactly (for example in round 2: one book and one run). You may add more cards to your own melds after you have laid down, on the same turn or later.&lt;br /&gt;
&lt;br /&gt;
=== Laying off ===&lt;br /&gt;
After your contract is down, you can add cards to any book (a card of the same number) or to either end of any run (the next number up or down, same letter). A wild card can be added too as long as wilds do not outnumber naturals in the meld. You can lay off as many cards as you can on your turn.&lt;br /&gt;
&lt;br /&gt;
=== Going out ===&lt;br /&gt;
You go out when your contract is down and your hand is empty. Normally this is done by discarding your last card. In round 7 there is no final discard: you must meld or lay off your last card. If you hold a single card that you cannot play in round 7, you pass the turn.&lt;br /&gt;
The round ends immediately and you score 0 for it.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;May I?&amp;quot; ==&lt;br /&gt;
If the active player does &#039;&#039;&#039;not&#039;&#039;&#039; take the discard and draws from the stock instead, the other players may call &#039;&#039;&#039;&amp;quot;May I?&amp;quot;&#039;&#039;&#039; to take that discard.&lt;br /&gt;
* The buyer takes the discard &#039;&#039;&#039;plus one penalty card&#039;&#039;&#039; from the stock, so their hand grows by 2.&lt;br /&gt;
* The player who discarded that card cannot buy it back.&lt;br /&gt;
* If several players want it, the one closest to the active player in turn order (clockwise) has priority, and the window closes as soon as everybody before a claimant has passed.&lt;br /&gt;
* Each player may buy at most &#039;&#039;&#039;3 times per round&#039;&#039;&#039;.&lt;br /&gt;
* The active player then continues their turn as normal (they have drawn from the stock).&lt;br /&gt;
&lt;br /&gt;
== The MAYI meld (−10 points) ==&lt;br /&gt;
At any time during &#039;&#039;&#039;your own turn&#039;&#039;&#039; (before or after drawing, even before your contract is down) you may lay down four cards, one each of &#039;&#039;&#039;M, A, Y and I&#039;&#039;&#039; (no wild cards), as either:&lt;br /&gt;
* a &#039;&#039;&#039;book&#039;&#039;&#039;: all four the same number, for example 7M 7A 7Y 7I; or&lt;br /&gt;
* a &#039;&#039;&#039;run&#039;&#039;&#039;: one each of M, A, Y, I with four consecutive numbers in any order, for example 4M 5A 6Y 7I or 4M 3A 6Y 5I.&lt;br /&gt;
&lt;br /&gt;
You immediately score &#039;&#039;&#039;−10&#039;&#039;&#039;. A MAYI meld does not count toward your contract and no cards can be added to it. &#039;&#039;&#039;If your contract is not down yet, you immediately draw 4 replacement cards from the stock&#039;&#039;&#039;, so your hand size and your chance of making the round&#039;s contract are unchanged. Once your contract is down there are no replacement cards, which helps you go out. You can lay as many MAYI melds as you can make.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
When a player goes out, every other player counts the cards left in their hand:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Card !! Penalty points&lt;br /&gt;
|-&lt;br /&gt;
| ? (wild) || 15&lt;br /&gt;
|-&lt;br /&gt;
| 1 to 9 || face value (a 1 is 1 point)&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 11, 12, 13 || 10 each&lt;br /&gt;
|}&lt;br /&gt;
The player who went out scores 0. MAYI melds subtract 10 points each, as they are laid. After round 7, the player with the &#039;&#039;&#039;lowest total score wins&#039;&#039;&#039;. Ties are broken in favor of the player who went out in more rounds.&lt;br /&gt;
&lt;br /&gt;
If the stock runs out, the discard pile (except its top card) is shuffled to make a new stock. If it runs out a second time in the same round, the round ends and everyone counts their hand.&lt;br /&gt;
&lt;br /&gt;
== Interface tips ==&lt;br /&gt;
* &#039;&#039;&#039;Select cards&#039;&#039;&#039; by clicking them. To lay down the contract, press &#039;&#039;Lay down contract&#039;&#039;: every card you have staged (&#039;&#039;Stage selected&#039;&#039;; click a staged card to unstage it) plus every card you have selected is sent together, and the game works out which cards form which meld. How you grouped the staged cards does not matter, and nothing is checked until you lay down.&lt;br /&gt;
* Once your contract is down, select one or more cards and click a meld on the table (highlighted in green) to add them to it.&lt;br /&gt;
* Use the &#039;&#039;?&#039;&#039; button next to your hand for a summary of the contracts and penalty points.&lt;br /&gt;
* The dropdown beside &amp;quot;My hand&amp;quot; sorts your cards by suit, MAYI, book, run, or book and run. Your most recently drawn card is highlighted.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
&#039;&#039;&#039;Active player&#039;&#039;&#039;: The player whose turn it is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Book&#039;&#039;&#039;: 3 or more cards of the same number, in any letters (wilds may stand in).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Buy (a &amp;quot;May I?&amp;quot;)&#039;&#039;&#039;: Taking the top discard out of turn by calling &amp;quot;May I?&amp;quot;. The buyer also takes one penalty card from the stock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contract&#039;&#039;&#039;: The combination of melds you must lay down in a round before you may lay off cards, for example &amp;quot;1 book + 1 run&amp;quot;. It is different in each of the seven rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dealer&#039;&#039;&#039;: The player who deals the round. The deal passes along one player each round, and the player after the dealer goes first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discard pile&#039;&#039;&#039;: The face-up pile that starts with one card turned over at the beginning of the round. You end your turn by discarding onto it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Going out&#039;&#039;&#039;: Emptying your hand after your contract is down. The round ends at once and you score 0 for it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hand&#039;&#039;&#039;: The cards you hold that are not yet on the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lay down&#039;&#039;&#039;: Putting all the melds of your contract on the table at once, face up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lay off&#039;&#039;&#039;: After your contract is down, adding a card from your hand to a meld already on the table (any player&#039;s).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Letter&#039;&#039;&#039;: The M, A, Y or I on a card. Letters take the place of suits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MAYI meld&#039;&#039;&#039;: Four cards, one each of M, A, Y and I (no wilds), either all the same number or four consecutive numbers in any order. Scores −10 and does not count toward the contract.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meld&#039;&#039;&#039;: Any group of cards laid on the table: a book, a run or a MAYI meld.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Natural&#039;&#039;&#039;: A card that is not a wild. Every book and run needs at least two, and wilds may never outnumber them in a meld.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penalty card&#039;&#039;&#039;: The extra card from the stock that a buyer must take along with the discard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penalty points&#039;&#039;&#039;: Points you score for the cards left in your hand when another player goes out. Lower is better.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replacement cards&#039;&#039;&#039;: The 4 cards you draw from the stock when you lay a MAYI meld before your contract is down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round&#039;&#039;&#039;: One deal, played until someone goes out (or the stock runs out twice). A game has seven rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Run&#039;&#039;&#039;: 4 or more cards of the same letter in consecutive numbers. The 1 is low only, with no wrapping from 13 to 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stock&#039;&#039;&#039;: The face-down draw pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wild (?)&#039;&#039;&#039;: A card that can stand for any card in a book or run. In a run it takes the number of the position it occupies.&lt;/div&gt;</summary>
		<author><name>Dogeared</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmayitakeyourcard&amp;diff=31932</id>
		<title>Gamehelpmayitakeyourcard</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmayitakeyourcard&amp;diff=31932"/>
		<updated>2026-10-21T00:55:38Z</updated>

		<summary type="html">&lt;p&gt;Dogeared: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--&lt;br /&gt;
  BGA game help page for &amp;quot;May I (take your card)?&amp;quot; (MediaWiki markup).&lt;br /&gt;
  On the BGA documentation wiki this lives on the page  Gamehelpmayitakeyourcard&lt;br /&gt;
  (https://en.doc.boardgamearena.com/Gamehelpmayitakeyourcard). Paste everything below this comment into that page.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;May I (take your card)?&#039;&#039;&#039; is a seven-round contract rummy game for 3 to 8 players. In each round you must first lay down that round&#039;s &#039;&#039;&#039;contract&#039;&#039;&#039; (a set combination of books and runs) before you can add cards to the table. Penalty points are counted for the cards left in your hand when somebody goes out. &#039;&#039;&#039;The lowest total score after seven rounds wins.&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
The cards carry four letters, &#039;&#039;&#039;M, A, Y and I&#039;&#039;&#039;, numbered 1 to 13, and any time on your own turn you can lay down a &#039;&#039;&#039;MAYI meld&#039;&#039;&#039; for an immediate &#039;&#039;&#039;−10 points&#039;&#039;&#039;. Key terms are explained in the glossary at the end.&lt;br /&gt;
 &lt;br /&gt;
== The cards ==&lt;br /&gt;
* Two decks, one &#039;&#039;&#039;white&#039;&#039;&#039; and one &#039;&#039;&#039;black&#039;&#039;&#039;, of 4 letters × 13 numbers (1–13), plus one wild card &#039;&#039;&#039;?&#039;&#039;&#039; per deck: 106 cards. With 7 or 8 players a third deck is added. Deck color only tells the decks apart and has no other meaning.&lt;br /&gt;
* A &#039;&#039;&#039;?&#039;&#039;&#039; (wild) can stand for any card in a book or a run.&lt;br /&gt;
* There are no face cards and no aces.&lt;br /&gt;
 &lt;br /&gt;
== Rounds and contracts ==&lt;br /&gt;
Each round you are dealt exactly as many cards as that round&#039;s contract needs (3 per book, 4 per run), so after drawing you hold the contract plus one card to discard; one card is turned up to start the discard pile and the rest form the stock. The player after the dealer goes first, and the deal rotates every round.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Round !! Contract (lay down exactly this) !! Cards dealt&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 books || 6&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 book + 1 run || 7&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 2 runs || 8&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 3 books || 9&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 2 books + 1 run || 10&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1 book + 2 runs || 11&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 3 runs (no final discard) || 12&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
=== Books and runs ===&lt;br /&gt;
* &#039;&#039;&#039;Book&#039;&#039;&#039;: 3 or more cards of the &#039;&#039;&#039;same number&#039;&#039;&#039; (any letters).&lt;br /&gt;
* &#039;&#039;&#039;Run&#039;&#039;&#039;: 4 or more cards of the &#039;&#039;&#039;same letter&#039;&#039;&#039; in consecutive numbers. The 1 is low only: 1-2-3-4 is a run, 12-13-1-2 is not (no wrapping).&lt;br /&gt;
* &#039;&#039;&#039;Wild cards&#039;&#039;&#039;: a meld needs at least two natural cards, and wild cards may never outnumber the natural cards in a meld.&lt;br /&gt;
 &lt;br /&gt;
== Your turn ==&lt;br /&gt;
&#039;&#039;&#039;1.&#039;&#039;&#039; &#039;&#039;&#039;Draw&#039;&#039;&#039;: click the stock (take its top card) or the discard pile (take its top card); both glow green when it is time to draw.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;2.&#039;&#039;&#039; &#039;&#039;&#039;Lay down your contract&#039;&#039;&#039; (once per round, all of its melds at the same time, after drawing). Once your contract is down you may also &#039;&#039;&#039;lay off&#039;&#039;&#039; cards on any meld on the table, yours or your opponents&#039;.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;3.&#039;&#039;&#039; &#039;&#039;&#039;Discard&#039;&#039;&#039; one card to end your turn.&lt;br /&gt;
 &lt;br /&gt;
=== Laying down the contract ===&lt;br /&gt;
Select the cards and lay them down all at once. The melds must match the round&#039;s contract exactly (for example in round 2: one book and one run). You may add more cards to your own melds after you have laid down, on the same turn or later.&lt;br /&gt;
 &lt;br /&gt;
=== Laying off ===&lt;br /&gt;
After your contract is down, you can add cards to any book (a card of the same number) or to either end of any run (the next number up or down, same letter). A wild card can be added too as long as wilds do not outnumber naturals in the meld. You can lay off as many cards as you can on your turn.&lt;br /&gt;
 &lt;br /&gt;
=== Going out ===&lt;br /&gt;
You go out when your contract is down and your hand is empty. Normally this is done by discarding your last card. In round 7 there is no final discard: you must meld or lay off your last card. If you hold a single card that you cannot play in round 7, you pass the turn.&lt;br /&gt;
The round ends immediately and you score 0 for it.&lt;br /&gt;
 &lt;br /&gt;
== &amp;quot;May I?&amp;quot; ==&lt;br /&gt;
If the active player does &#039;&#039;&#039;not&#039;&#039;&#039; take the discard and draws from the stock instead, the other players may call &#039;&#039;&#039;&amp;quot;May I?&amp;quot;&#039;&#039;&#039; to take that discard.&lt;br /&gt;
* The buyer takes the discard &#039;&#039;&#039;plus one penalty card&#039;&#039;&#039; from the stock, so their hand grows by 2.&lt;br /&gt;
* The player who discarded that card cannot buy it back.&lt;br /&gt;
* If several players want it, the one closest to the active player in turn order (clockwise) has priority, and the window closes as soon as everybody before a claimant has passed.&lt;br /&gt;
* Each player may buy at most &#039;&#039;&#039;3 times per round&#039;&#039;&#039;.&lt;br /&gt;
* The active player then continues their turn as normal (they have drawn from the stock).&lt;br /&gt;
 &lt;br /&gt;
== The MAYI meld (−10 points) ==&lt;br /&gt;
At any time during &#039;&#039;&#039;your own turn&#039;&#039;&#039; (before or after drawing, even before your contract is down) you may lay down four cards, one each of &#039;&#039;&#039;M, A, Y and I&#039;&#039;&#039; (no wild cards), as either:&lt;br /&gt;
* a &#039;&#039;&#039;book&#039;&#039;&#039;: all four the same number, for example 7M 7A 7Y 7I; or&lt;br /&gt;
* a &#039;&#039;&#039;run&#039;&#039;&#039;: one each of M, A, Y, I with four consecutive numbers in any order, for example 4M 5A 6Y 7I or 4M 3A 6Y 5I.&lt;br /&gt;
 &lt;br /&gt;
You immediately score &#039;&#039;&#039;−10&#039;&#039;&#039;. A MAYI meld does not count toward your contract and no cards can be added to it. &#039;&#039;&#039;If your contract is not down yet, you immediately draw 4 replacement cards from the stock&#039;&#039;&#039;, so your hand size and your chance of making the round&#039;s contract are unchanged. Once your contract is down there are no replacement cards, which helps you go out. You can lay as many MAYI melds as you can make.&lt;br /&gt;
 &lt;br /&gt;
== Scoring ==&lt;br /&gt;
When a player goes out, every other player counts the cards left in their hand:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Card !! Penalty points&lt;br /&gt;
|-&lt;br /&gt;
| ? (wild) || 15&lt;br /&gt;
|-&lt;br /&gt;
| 1 to 9 || face value (a 1 is 1 point)&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 11, 12, 13 || 10 each&lt;br /&gt;
|}&lt;br /&gt;
The player who went out scores 0. MAYI melds subtract 10 points each, as they are laid. After round 7, the player with the &#039;&#039;&#039;lowest total score wins&#039;&#039;&#039;. Ties are broken in favor of the player who went out in more rounds.&lt;br /&gt;
 &lt;br /&gt;
If the stock runs out, the discard pile (except its top card) is shuffled to make a new stock. If it runs out a second time in the same round, the round ends and everyone counts their hand.&lt;br /&gt;
 &lt;br /&gt;
== Interface tips ==&lt;br /&gt;
* &#039;&#039;&#039;Select cards&#039;&#039;&#039; by clicking them. To lay down the contract, press &#039;&#039;Lay down contract&#039;&#039;: every card you have staged (&#039;&#039;Stage selected&#039;&#039;; click a staged card to unstage it) plus every card you have selected is sent together, and the game works out which cards form which meld. How you grouped the staged cards does not matter, and nothing is checked until you lay down.&lt;br /&gt;
* Once your contract is down, select one or more cards and click a meld on the table (highlighted in green) to add them to it.&lt;br /&gt;
* Use the &#039;&#039;?&#039;&#039; button next to your hand for a summary of the contracts and penalty points.&lt;br /&gt;
* The dropdown beside &amp;quot;My hand&amp;quot; sorts your cards by suit, MAYI, book, run, or book and run. Your most recently drawn card is highlighted.&lt;br /&gt;
 &lt;br /&gt;
== Glossary ==&lt;br /&gt;
&#039;&#039;&#039;Active player&#039;&#039;&#039;: The player whose turn it is.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Book&#039;&#039;&#039;: 3 or more cards of the same number, in any letters (wilds may stand in).&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Buy (a &amp;quot;May I?&amp;quot;)&#039;&#039;&#039;: Taking the top discard out of turn by calling &amp;quot;May I?&amp;quot;. The buyer also takes one penalty card from the stock.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Contract&#039;&#039;&#039;: The combination of melds you must lay down in a round before you may lay off cards, for example &amp;quot;1 book + 1 run&amp;quot;. It is different in each of the seven rounds.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Dealer&#039;&#039;&#039;: The player who deals the round. The deal passes along one player each round, and the player after the dealer goes first.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Discard pile&#039;&#039;&#039;: The face-up pile that starts with one card turned over at the beginning of the round. You end your turn by discarding onto it.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Going out&#039;&#039;&#039;: Emptying your hand after your contract is down. The round ends at once and you score 0 for it.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Hand&#039;&#039;&#039;: The cards you hold that are not yet on the table.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Lay down&#039;&#039;&#039;: Putting all the melds of your contract on the table at once, face up.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Lay off&#039;&#039;&#039;: After your contract is down, adding a card from your hand to a meld already on the table (any player&#039;s).&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Letter&#039;&#039;&#039;: The M, A, Y or I on a card. Letters take the place of suits.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;MAYI meld&#039;&#039;&#039;: Four cards, one each of M, A, Y and I (no wilds), either all the same number or four consecutive numbers in any order. Scores −10 and does not count toward the contract.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Meld&#039;&#039;&#039;: Any group of cards laid on the table: a book, a run or a MAYI meld.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Natural&#039;&#039;&#039;: A card that is not a wild. Every book and run needs at least two, and wilds may never outnumber them in a meld.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty card&#039;&#039;&#039;: The extra card from the stock that a buyer must take along with the discard.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty points&#039;&#039;&#039;: Points you score for the cards left in your hand when another player goes out. Lower is better.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Replacement cards&#039;&#039;&#039;: The 4 cards you draw from the stock when you lay a MAYI meld before your contract is down.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Round&#039;&#039;&#039;: One deal, played until someone goes out (or the stock runs out twice). A game has seven rounds.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Run&#039;&#039;&#039;: 4 or more cards of the same letter in consecutive numbers. The 1 is low only, with no wrapping from 13 to 1.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Stock&#039;&#039;&#039;: The face-down draw pile.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Wild (?)&#039;&#039;&#039;: A card that can stand for any card in a book or run. In a run it takes the number of the position it occupies.&lt;/div&gt;</summary>
		<author><name>Dogeared</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmayitakeyourcard&amp;diff=31931</id>
		<title>Gamehelpmayitakeyourcard</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmayitakeyourcard&amp;diff=31931"/>
		<updated>2026-10-21T00:38:53Z</updated>

		<summary type="html">&lt;p&gt;Dogeared: Created page with &amp;quot;&amp;lt;!--   Official rules of &amp;quot;May I (take your card)?&amp;quot; in MediaWiki markup (same content as MayITakeYourCard-Rules.pdf).   Publish on the BGA documentation wiki page for the game (e.g. Gamehelpmayitakeyourcard): paste everything below this comment. --&amp;gt; == Overview == &amp;#039;&amp;#039;&amp;#039;May I (take your card)?&amp;#039;&amp;#039;&amp;#039; is a seven-round contract rummy game for 3 to 8 players. In each round you must first lay down that round&amp;#039;s &amp;#039;&amp;#039;&amp;#039;contract&amp;#039;&amp;#039;&amp;#039; (a set combination of books and runs) before you can add c...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--&lt;br /&gt;
  Official rules of &amp;quot;May I (take your card)?&amp;quot; in MediaWiki markup (same content as MayITakeYourCard-Rules.pdf).&lt;br /&gt;
  Publish on the BGA documentation wiki page for the game (e.g. Gamehelpmayitakeyourcard): paste everything below this comment.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;May I (take your card)?&#039;&#039;&#039; is a seven-round contract rummy game for 3 to 8 players. In each round you must first lay down that round&#039;s &#039;&#039;&#039;contract&#039;&#039;&#039; (a set combination of books and runs) before you can add cards to the table. Penalty points are counted for the cards left in your hand when somebody goes out. &#039;&#039;&#039;The lowest total score after seven rounds wins.&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
The cards carry four letters, &#039;&#039;&#039;M, A, Y and I&#039;&#039;&#039;, numbered 1 to 13, and any time on your own turn you can lay down a &#039;&#039;&#039;MAYI meld&#039;&#039;&#039; for an immediate &#039;&#039;&#039;−10 points&#039;&#039;&#039;. Key terms are explained in the glossary at the end.&lt;br /&gt;
 &lt;br /&gt;
== The cards ==&lt;br /&gt;
* Two decks, one &#039;&#039;&#039;white&#039;&#039;&#039; and one &#039;&#039;&#039;black&#039;&#039;&#039;, of 4 letters × 13 numbers (1–13), plus one wild card &#039;&#039;&#039;?&#039;&#039;&#039; per deck: 106 cards. With 7 or 8 players a third deck is added. Deck color only tells the decks apart and has no other meaning.&lt;br /&gt;
* A &#039;&#039;&#039;?&#039;&#039;&#039; (wild) can stand for any card in a book or a run.&lt;br /&gt;
* There are no face cards and no aces.&lt;br /&gt;
 &lt;br /&gt;
== Rounds and contracts ==&lt;br /&gt;
Each round you are dealt exactly as many cards as that round&#039;s contract needs (3 per book, 4 per run), so after drawing you hold the contract plus one card to discard; one card is turned up to start the discard pile and the rest form the stock. The player after the dealer goes first, and the deal rotates every round.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Round !! Contract (lay down exactly this) !! Cards dealt&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 books || 6&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 book + 1 run || 7&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 2 runs || 8&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 3 books || 9&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 2 books + 1 run || 10&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1 book + 2 runs || 11&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 3 runs (no final discard) || 12&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
=== Books and runs ===&lt;br /&gt;
* &#039;&#039;&#039;Book&#039;&#039;&#039;: 3 or more cards of the &#039;&#039;&#039;same number&#039;&#039;&#039; (any letters).&lt;br /&gt;
* &#039;&#039;&#039;Run&#039;&#039;&#039;: 4 or more cards of the &#039;&#039;&#039;same letter&#039;&#039;&#039; in consecutive numbers. The 1 is low only: 1-2-3-4 is a run, 12-13-1-2 is not (no wrapping).&lt;br /&gt;
* &#039;&#039;&#039;Wild cards&#039;&#039;&#039;: every meld needs at least two natural (non-wild) cards, and wild cards may never outnumber the natural cards in a meld. In a run the wild takes the number of the position it occupies.&lt;br /&gt;
 &lt;br /&gt;
== Your turn ==&lt;br /&gt;
# &#039;&#039;&#039;Draw&#039;&#039;&#039; the top card of the stock or the top card of the discard pile.&lt;br /&gt;
# &#039;&#039;&#039;Lay down your contract&#039;&#039;&#039; (once per round, all of its melds at the same time). Once your contract is down you may also &#039;&#039;&#039;lay off&#039;&#039;&#039; cards on any meld on the table, yours or your opponents&#039;.&lt;br /&gt;
# &#039;&#039;&#039;Discard&#039;&#039;&#039; one card to end your turn.&lt;br /&gt;
 &lt;br /&gt;
=== Laying down the contract ===&lt;br /&gt;
Lay down all the melds of the contract at once; they must match the round&#039;s contract exactly (in round 2: one book and one run). You can add more cards to melds after your contract is down, on the same turn or on later turns. Until your contract is down you may not add cards to any meld on the table.&lt;br /&gt;
 &lt;br /&gt;
=== Laying off ===&lt;br /&gt;
After your contract is down, you can add cards to any book (a card of the same number) or to either end of any run (the next number up or down, same letter). A wild card can be added too as long as wilds do not outnumber naturals in the meld. You can lay off as many cards as you can on your turn.&lt;br /&gt;
 &lt;br /&gt;
=== Going out ===&lt;br /&gt;
You go out when your contract is down and your hand is empty. Normally this is done by discarding your last card. In round 7 there is no final discard: you must meld or lay off your last card. If you hold a single card that you cannot play in round 7, you pass the turn.&lt;br /&gt;
The round ends immediately and you score 0 for it.&lt;br /&gt;
 &lt;br /&gt;
== &amp;quot;May I?&amp;quot; ==&lt;br /&gt;
If the active player does &#039;&#039;&#039;not&#039;&#039;&#039; take the discard and draws from the stock instead, the other players may call &#039;&#039;&#039;&amp;quot;May I?&amp;quot;&#039;&#039;&#039; to take that discard.&lt;br /&gt;
* The buyer takes the discard &#039;&#039;&#039;plus one penalty card&#039;&#039;&#039; from the stock, so their hand grows by 2.&lt;br /&gt;
* The player who discarded that card cannot buy it back.&lt;br /&gt;
* If several players want it, the one closest to the active player in turn order (clockwise) has priority, and the window closes as soon as everybody before a claimant has passed.&lt;br /&gt;
* Each player may buy at most &#039;&#039;&#039;3 times per round&#039;&#039;&#039;.&lt;br /&gt;
* The active player then continues their turn as normal (they have drawn from the stock).&lt;br /&gt;
 &lt;br /&gt;
== The MAYI meld (−10 points) ==&lt;br /&gt;
At any time during &#039;&#039;&#039;your own turn&#039;&#039;&#039; (before or after drawing, even before your contract is down) you may lay down four cards, one each of &#039;&#039;&#039;M, A, Y and I&#039;&#039;&#039; (no wild cards), as either:&lt;br /&gt;
* a &#039;&#039;&#039;book&#039;&#039;&#039;: all four the same number, for example 7M 7A 7Y 7I; or&lt;br /&gt;
* a &#039;&#039;&#039;run&#039;&#039;&#039;: one each of M, A, Y, I with four consecutive numbers in any order, for example 4M 5A 6Y 7I or 4M 3A 6Y 5I.&lt;br /&gt;
 &lt;br /&gt;
You immediately score &#039;&#039;&#039;−10&#039;&#039;&#039;. A MAYI meld does not count toward your contract and no cards can be added to it. &#039;&#039;&#039;If your contract is not down yet, you immediately draw 4 replacement cards from the stock&#039;&#039;&#039;, so your hand size and your chance of making the round&#039;s contract are unchanged. Once your contract is down there are no replacement cards, which helps you go out. You can lay as many MAYI melds as you can make.&lt;br /&gt;
 &lt;br /&gt;
== Scoring ==&lt;br /&gt;
When a player goes out, every other player counts the cards left in their hand:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Card !! Penalty points&lt;br /&gt;
|-&lt;br /&gt;
| ? (wild) || 15&lt;br /&gt;
|-&lt;br /&gt;
| 1 to 9 || face value (a 1 is 1 point)&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 11, 12, 13 || 10 each&lt;br /&gt;
|}&lt;br /&gt;
The player who went out scores 0. MAYI melds subtract 10 points each, as they are laid. After round 7, the player with the &#039;&#039;&#039;lowest total score wins&#039;&#039;&#039;. Ties are broken in favor of the player who went out in more rounds.&lt;br /&gt;
 &lt;br /&gt;
If the stock runs out, the discard pile (except its top card) is shuffled to make a new stock. If it runs out a second time in the same round, the round ends and everyone counts their hand.&lt;br /&gt;
 &lt;br /&gt;
== Glossary ==&lt;br /&gt;
; Active player : The player whose turn it is.&lt;br /&gt;
; Book : 3 or more cards of the same number, in any letters (wilds may stand in).&lt;br /&gt;
; Buy (a &amp;quot;May I?&amp;quot;) : Taking the top discard out of turn by calling &amp;quot;May I?&amp;quot;. The buyer also takes one penalty card from the stock.&lt;br /&gt;
; Contract : The combination of melds you must lay down in a round before you may lay off cards, for example &amp;quot;1 book + 1 run&amp;quot;. It is different in each of the seven rounds.&lt;br /&gt;
; Dealer : The player who deals the round. The deal passes along one player each round, and the player after the dealer goes first.&lt;br /&gt;
; Discard pile : The face-up pile that starts with one card turned over at the beginning of the round. You end your turn by discarding onto it.&lt;br /&gt;
; Going out : Emptying your hand after your contract is down. The round ends at once and you score 0 for it.&lt;br /&gt;
; Hand : The cards you hold that are not yet on the table.&lt;br /&gt;
; Lay down : Putting all the melds of your contract on the table at once, face up.&lt;br /&gt;
; Lay off : After your contract is down, adding a card from your hand to a meld already on the table (any player&#039;s).&lt;br /&gt;
; Letter : The M, A, Y or I on a card. Letters take the place of suits.&lt;br /&gt;
; MAYI meld : Four cards, one each of M, A, Y and I (no wilds), either all the same number or four consecutive numbers in any order. Scores −10 and does not count toward the contract.&lt;br /&gt;
; Meld : Any group of cards laid on the table: a book, a run or a MAYI meld.&lt;br /&gt;
; Natural : A card that is not a wild. Every book and run needs at least two, and wilds may never outnumber them in a meld.&lt;br /&gt;
; Penalty card : The extra card from the stock that a buyer must take along with the discard.&lt;br /&gt;
; Penalty points : Points you score for the cards left in your hand when another player goes out. Lower is better.&lt;br /&gt;
; Replacement cards : The 4 cards you draw from the stock when you lay a MAYI meld before your contract is down.&lt;br /&gt;
; Round : One deal, played until someone goes out (or the stock runs out twice). A game has seven rounds.&lt;br /&gt;
; Run : 4 or more cards of the same letter in consecutive numbers. The 1 is low only, with no wrapping from 13 to 1.&lt;br /&gt;
; Stock : The face-down draw pile.&lt;br /&gt;
; Wild (?) : A card that can stand for any card in a book or run. In a run it takes the number of the position it occupies.&lt;/div&gt;</summary>
		<author><name>Dogeared</name></author>
	</entry>
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