There is no single rulebook for Karata, and anyone who tells you otherwise has only played in one place. The core is stable everywhere — match by suit or rank, empty your hand, do not finish on a special — but almost every detail around it is negotiable, and the negotiation usually happens loudly, halfway through the first round. This is a survey of the variations you are most likely to meet, and a note on which ones this game lets you switch on.
Agree the rules before the first card
The single most useful habit in Karata: settle the house rules before the deal, not after somebody plays a Joker. The questions worth asking are always the same. Does a Joker stack with 2s? Can you plug a 7? Do you have to declare Kadi Moja to win? Does the round end, or is it elimination? Thirty seconds of agreement saves an argument that can end the game.
The declaration: strict or forgiving
The most-argued rule in the game. In the strict version, if you play your second-to-last card without saying Kadi Moja, you are penalised — commonly by drawing a card, so your win evaporates. In the forgiving version the declaration is a courtesy and you simply win when your cards run out. Strict is the older, more common table rule. Forgiving is far more usual online, where there is no table to shout across and a moment's lag can cost you a round you had earned. This game defaults to forgiving, with strict available as 'must call to win'.
How much a Joker draws
Five is the most common figure, and the one this game uses. But you will meet tables that play a Joker as 7, as 10, or as 'draw until you find a Joker'. The higher the number, the more the game becomes about the Joker and the less about everything else. Five is high enough to be feared and low enough that a bad draw is not automatically fatal.
Whether the stack can be answered at all
Some tables only allow a 2 to be answered by a 2, and a Joker by a Joker — never mixed. Others, including this game, let 2s and Jokers stack together into a single running total. Mixing makes for bigger, more dramatic stacks and more decisions. Keeping them separate makes the game gentler and shorter. Both are perfectly normal; just decide before you start.
The 7: skip, plug, or draw
Almost everyone agrees a 7 skips. The disagreement is what the skipped player may do about it. The plug — playing your own 7 to pass the skip along — is standard in much of the country and is what this game implements. Some tables do not allow it at all; the skip simply lands. A smaller number play the 7 as a draw-one instead of a skip, which is a different card entirely.
The 8 in a two-player game
With three or more players an 8 reverses direction and nobody argues. With two players there is nothing to reverse, and tables split. The common reading — and this game's — is that reversing with two players returns the turn to you, so an 8 means 'again'. Other tables treat an 8 as a plain skip, which with two players amounts to the same thing in effect but not in feel. A few treat it as dead, with no effect at all.
What a Jack may demand
Everyone allows demanding a suit. Beyond that it varies: some tables let you demand a rank, some 'a special card' (this game's second option), some allow a Jack to demand nothing at all and simply act as a wild. A related variation worth knowing: on some tables a Jack cannot be played on a Jack, which stops long wild chains. This game allows it, and allows a Jack to bridge a group of cards on top of it.
Cards dealt
Five is standard for small tables, and this game deals five — dropping to three once you have five or more players so the draw pile lasts the round. Seven-card deals are common where people want longer rounds, and three-card deals turn the game into something fast and brutal. The rule of thumb: fewer cards means more rounds, more luck, and more shouting.
Hiding a card
The bluff variation — concealing one card so your count looks lower — is a genuine regional tradition rather than an invention, but it is far from universal and it is contentious. Tables that play it treat calling a bluff as part of the game; tables that do not consider it cheating outright. This game supports it as cheat mode, and requires every player to opt in before a round can start. That is the only sane way to handle a rule people feel strongly about.