COST OF LIVING WITH A TWIST NTC Tables Set Draw 2, 1 Can Out, No PU, allow wilds, No Timer, disable bots, points 5000 Things are always going UP!!! And so is the COST OF LIVING!!!. But NOW we add a TWIST!!! 1st Hand: 4's must be in the INITIAL MELD. You may use wilds and jokers and any other cards to meld, but 4's must be in the INITIAL MELD. 2nd Hand: 5's must be in the INITIAL MELD. You may use wilds and jokers and any other cards to meld, but 5's must be in the INITIAL MELD. TWIST: If you did not meld 4's in the first hand, you are still at the beginning and must STILL meld 4's. You may not advance to melding 5's until you have completed melding the original 4's. Your Opp will move on to melding the 5's if she has successfully completed melding her 4's. 3rd Hand: 6's must be in the INITIAL MELD. You may use wilds and jokers and any other cards to meld, but 6's must be in the INITIAL MELD. TWIST: You may ONLY move on to melding 6's if you have successfully melded your 4's and 5's. Continue this way thru the entire deck until the game is over. REMEMBER: DON'T EVER TOUCH THE PILE. REMEMBER: Your OPP may be on a different meld than you are, on each hand. If BOTH players meld the required move, then they BOTH move up in the next hand. If only ONE player melds the required card, then only THAT player will move up to the next number in the next hand.