The objective of rummy card game is to arrange the 13 cards in valid sets and sequences. To win the game you need to make minimum 2 sequences, out of which one needs to be pure sequence and rest can be any valid sequence or sets. Without a pure sequence you cannot make a valid rummy declaration. This is one of the most important rummy rules.
- Rummy works better than Gin Rummy when there are more than two players. A pleasing feature of the game is that it is so simple to play and has many variations. K (high), Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A. (In many forms of Rummy, the ace may rank either high or low.) The Deal.
- Card Values/Scoring Score points by laying down and laying off cards as in regular Rummy, in matched number sets of 3 or 4, and in sequences of 3 or more cards of the same suit. For example, three or four 7s can be laid or a sequence of 3, 4, 5 of diamonds can be laid. When any player gets rid of all of their cards, the play immediately ends.
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Types of Rummy
Rummy games first appeared in the early twentieth century, and are probably derived from the Mexican game Conquian. This page describes basic rummy, also known in the card game literature as Straight Rummy. For other types of rummy, and related games, see the rummy index page. Note that many people use the name Rummy to refer to the game called 500 Rummy on this site, in which more than one card can be taken from the discard pile, and points are scored for cards melded.
Basic Rummy
The game is best played with two to four players, but up to six can take part. Either a fixed number of deals are played, or the game is played to a target score. The number of deals or the target score needs to be agreed before beginning to play.
The Deck
One standard deck of 52 cards is used. Cards in each suit rank, from low to high:
Ace 2 3 4 5 6 7 8 9 10 Jack Queen King
The Deal
The first dealer is chosen randomly, and the turn to deal alternates if there are two players, and rotates clockwise if there are more than two. In a two player game, each player is dealt a hand of ten cards. Seven cards each are dealt if there are three or four players, and when five or six play each player gets six cards. The cards are dealt one at a time, and after the deal, the next card is placed face up on the table to start the discard pile, and the remainder of the deck is placed face down beside it to form the stock. The players look at and sort their cards.
Object of the Game
The object of the game is to dispose of all the cards in your hand. There are three ways to get rid of cards: melding, laying off, and discarding.
- Melding is taking a combination of cards from your hand, and placing it face up in front of you on the table, where it stays. There are two kinds of combination which can be melded: sequences (also known as runs) and groups (also known as sets or books).
- a sequence or run consists of three or more cards of the same suit in consecutive order, such as 4, 5, 6 or 8, 9, 10, J.
- a group, set or book is three or four cards of the same rank, such as 7, 7, 7.
- Laying off is adding a card or cards from your hand to a meld already on the table. Thecards added to a meld must make another valid meld. For example to the 4, 5, 6you could add the 3 or the 7. You are not permitted to rearrange the melds in the process.For example, 2, 2, 2, 2 and 3, 4, 5 have been melded,you are not permitted to move the 2 from the group to the sequence, so as to lay off the A.
- Discarding is playing a card from your hand on top of the discard pile. You get rid of one card this way at the end of each turn.
Play
If there are two players, they take alternate turns starting with the non dealer. If there are more than two players, they take turns in clockwise rotation, beginning with the player to dealer's left.
Each turn consists of the following parts:
- The Draw. You must begin by taking one card from either the top of the Stock pile or the top card on the discard pile, and adding it to your hand. The discard pile is face up, so you can see in advance what you are getting. The stock is face down, so if you choose to draw from the stock you do not see the card until after you have committed yourself to take it. If you draw from the stock, you add the card to your hand without showing it to the other players.
- Melding. If you have a valid group or sequence in your hand, you may lay one such combination face up on the table in front of you. You cannot meld more than one combination in a turn (but see House Rules). Melding is optional; you are not obliged to meld just because you can.
- Laying off. This is also optional. If you wish, you may add cards to groups or sequences previously melded by yourself or others. There is no limit to the number of cards a player may lay off in one turn.
- The Discard At the end of your turn, one card must be discarded from your hand and placed on top of the discard pile face up. If you began your turn by picking up the top card of the discard pile you are not allowed to end that turn by discarding the same card, leaving the pile unchanged - you must discard a different card. You may however pick up the discard on one turn and discard that same card at a later turn. If you draw a card from the stock, it can be discarded on the same turn if you wish.
Is steve wynn jewish. If the stock pile has run out and the next player does not want to take the discard, the discard pile is turned over, without shuffling, to form a new stock, and play continues - but see the variations section for a discussion of alternatives and problems that can arise.
A player wins an individual hand by either melding, laying off, or discarding all of his or her cards. Getting rid of your last card in one of these ways is called going out. As soon as someone goes out, play ceases. There can be no further melding or laying off, even if the other players have valid combinations in their hands.
Scoring
When a player goes out, the other players add up the value of all the cards still remaining in their hands, as follows:
- Face cards (K,Q,J) are worth 10 points each
- Aces are worth 1 point each
- Number Cards are worth their face value - for example a six is worth 6 points, a four is 4 points, and so on.
The total value of all the cards in the hands of the other players is added to the winner's cumulative score.
The game continues with further deals until a player reaches the points target that was decided before the game began, or until the agreed number of deals has been played.
Optional House Rules.
These optional rules should be discussed and decided by the players before the beginning of the first deal.
Multiple Melds
- Some people play that you can lay down as many melds as you desire in each turn.
- Most people allow a player who has not previously melded or laid off any cards to earn a special bonus if they can go out in a single turn by melding or laying off theirentire hand. This is called going rummy, and the score for the hand isdoubled, or in some versions the winner gets a bonus of 10 points.
Laying off
Some play that you may not lay off any cards on other players' melds until you have laid down at least one meld of your own.
Ace High or Low
In the standard game, aces are low. A-2-3 is a valid run but Q-K-A is not. However, some play that aces can be counted as high or low, so that Q-K-A is also a valid run. When playing with this rule, aces are given the higher value of 15 points instead of 1 point, reflecting their greater usefulness.
A few players go further and allow 'round the corner' runs with an ace in the middle (K-A-2), but this is unusual.
Last discard
Some people play that in order to go out, you must end your turn by discarding your last card. You are not allowed to meld all your cards, leaving nothing to discard.
End of the Stock
Some play that when the stock has run out and the next player does not want the discard, the discard pile is shuffled before reusing it as a stock. This is the version now given in most books. If there is no shuffle, players who can memorise the order of cards in the discard pile will clearly have an advantage.
It is just about possible, though very unlikely, that a repetitive situation could occur where each player is holding on to cards wanted by the others. Each player draws from the stock and discards the card they just drew. In this case, recycling the discard pile as a new stock, whether shuffled or not, will not help. If the players are stubborn, the game could be endless. To avoid this, it may be a good idea to limit the number of times that the discard pile can be reused as a new stock. I suggest that after the stock becomes exhausted for the third time, the play should end if the next player does not want to take the discard. Alternatively, you could agree that the discard pile gets reused only once and the play ends when the stock is used up for the second time.
In the version known as Block Rummy, the discard pile is not reused at all. If the stock has run out and the next player does not want to take the discard, the game ends at that point. Everyone scores the value of the cards remaining in their hands.
If the game ends without anyone going out, all players count the value of the cards remaining in their hands. The winner is the player with least points, and scores the sum of the differences between this and the points in each other player's hand. Example: A has 6; B has 15; C has 7; D has 21. A is the winner and scores 25 = (9 + 1 + 15). If two or more players tie for lowest, they share the winnings equally.
Official Rummy Rules
Players are allowed, at their turn, to count the number of cards remaining in the face down stock if they wish. As a courtesy (to save others having to count as well), a player who counts the stock should correctly announce to the other players how many stock cards remain.
Scoring
Some play that instead of the winner scoring points, each of the losers score penalty points according to the cards left in their hand. If the game ends without a winner then everyone scores their cards as penalty points. When someone reaches 100 or more, the player with the lowest score wins.
Some play that each loser pays the winner according to the number of points in their hand (or the difference between their score and the winner's score if no one went out). This method is appropriate when playing for money. The session would last for a set number of hands rather than be played to a target score.
Wrotham Rummy
Daryl Brown describes the following variant payed in Wrotham, Kent, UK. A 55-card pack is used, including three jokers which are used as wild cards. A joker can be used as a substitute for any card needed to melded a set or run. A player who holds the card that a melded joker represents can, during her turn, exchange the real card for the joker.
Six deals are played. Eight cards are dealt to the starting player and seven to each other player. On the first turn the starting player does not draw, but just discards a card (or melds and discards). In the first three rounds players meld and lay off as usual, but in the last three rounds, players may not meld any cards until they are able to lay down all seven at once.
Other Rummy WWW pages
Randy Rasa's Rummy-Games.com has rules for various rummy games, as well as reviews of many rummy software packages and on-line servers.
In several card game books the British author George Hervey published rules for basic Rummy and a variant that amounts to Knock Rummy under the name Colonel. You can read the rules of Colonel on Howard Fosdick's page (archive copy).
Rummy.ch is a German language site offering rules for many rummy games, strategy articles, reviews of online rummy sites and a forum.
In the early 2000's the Deutsche Skatverband organised Rommé events and championships and published Rommé tournament rules.
There are rules in French on Jean-François Bustarret's Rami page.
For other types of rummy see the Rummy Games index page.
Rummy software and on line games
At Game Duell you can play Rommé (German) or Rami (French) online for fun or real money: they offer a variant using two decks and 6 jokers, in which a player's first meld must be worth at least 40 points.
German Rommé, with two decks, 6 jokers and a minimum of 40 points for the initial meld, can also be played at online sunnygames.de.
A Rummy program for Windows (a two-player game against the computer with 10 cards dealt to each player) is available from Card Games Galore.
The Rummy program from Special K Software supports ten Rummy variants, which you can play against computer opponents.
You can play Rummy online against the computer or against live opponents at VIP Games.
Windows software for Italian Rummy (Ramino) is available from Alberosa.
Antonio Ferraioli has written a Rummy (Ramino) app for iPhone or iPad.
A version of Basic Rummy can be played online at CardzMania.
Rummy can be played online at TrapApps.
Gameslush.com offers an online Rummy game against live opponents or computer players.
Sylvain Labbe's Free Card Games includes Net.Rummy, an online Rummy program with customisable rules for play against live opponents. It can be used both on desktop computers and on mobile devices of several types.
Origin | United States |
---|---|
Age range | All |
Cards | (52) Varies on game type |
Deck | French |
Play | Clockwise |
Playing time | 15 min. |
Random chance | Medium |
Related games | |
Conquian, mahjong, desmoche, marriage |
Rummy is a group of matching-card games notable for similar gameplay based on matching cards of the same rank or sequence and same suit. The basic goal in any form of rummy is to build melds which consist of sets, three or four of a kind of the same rank; or runs, three or more cards in sequence, of the same suit. If a player discards a card, making a run in the discard pile, it may not be taken up without taking all cards below the top one. The Mexican game of Conquian is considered by games scholar David Parlett to be ancestral to all rummy games, which itself is derived from a Chinese game called Khanhoo.[1] The rummy principle of drawing and discarding with a view to melding appears in Chinese card games at least in the early 19th century, and perhaps as early as the 18th century.[2]
Rummy games are popular in India. It is likely that Indian rummy is an extension of gin rummy and 500 rum, which originated from the United States.
General features of rummy-style games[edit]
Deal[edit]
Depending on the variation, each player receives a certain number of cards from either a standard deck of 52 cards, more than one deck or a special deck of cards used for specific games. The un-dealt cards are placed in a face down stack in the middle, which is known as the stock. In most variations, a single card is turned face up next to the stock where players discard or shed cards, and this is known as the discard pile. In 10 Cards Rummy, which is often played with two, three or four players, each player gets ten cards. In rummy games with five players, each player is given six cards. In 500 Rummy, each player is given seven cards. In Indian Rummy, 13 cards are dealt to each player.
Melds[edit]
A meld can either be a set (also known as a book) or a run. A set consists of at least three cards of the same rank, for example 4♥4♦4♠ or K♥K♦K♠K♣. A run consists of at least three consecutive cards of the same suit J♣Q♣K♣ or 4♥5♥6♥7♥. Very few variations allow runs that have mixed suits. In a few variations of rummy, other patterns may be allowed. In some variations the melds (sets and runs) must be 3 or 4 cards, while other variations allow larger melds through the use of longer runs, for example: 8♠9♠10♠J♠Q♠ or, if multiple decks or wild cards are used, 5♦5♦5♥5♠5♠ or Q♥Q♦JkrQ♣. Wild cards (such as a joker) may be used to represent any card in a meld. The number of wild cards in a meld may be restricted.
Gameplay[edit]
Depending on the variation of the game, players take turns adding and shedding cards from their hands. There are numerous and quite different ways of doing this though it usually involves picking a card from the stock and discarding a card to the discard pile. In some variations melds are revealed to all players by placing them face up on the table, in other variations each player keeps their hand hidden until the show. Some variations permit picking up the entire discard pile. A few variations permit stealing cards from their opponents melds.
Show[edit]
In most variations a player must put all of their cards into at least two melds (though they may be allowed to shed one card to the discard pile before showing). Once the player has melded all their cards they reveal their entire hand and the player submits their hand to validation. All other players reveal their melds and deadweight. The action of submitting the cards is called Showing.
Scoring[edit]
After a successful show, the winner or all players score their hand. In most variations numbered cards have certain assigned points and the royal cards (J-Q-K) have assigned points and the A often has a different point value. Scoring often involves each player adding up points in their melded cards (sets and runs) and deducting points from cards that have not been melded. The winner may also receive a bonus for winning. Some special or difficult melds may also give extra points to a hand. A player may have a negative score if their unmelded cards total more than their melded ones. Usually play continues until one player passes a threshold, for example 1,000 points.
Basic rummy[edit]
There are many variations of the card game. Basic rummy is also called sai rummy. Another type is called Sanka rummy. The version of rummy prevalent in India is called Indian rummy. They all share a common set of features found in the basic game. A standard deck of 52 cards is used. The cards rank from 2 (low) to A (high). Rummy can be played to a certain score, or to a fixed number of deals. All rummy games are about card-melding, i.e., forming valid combinations of sequences and/or sets. Players pick and discard a card on their turns to achieve the goal. The one who successfully melds his/her cards before all others, is the winner in that game of rummy.[3]
Shuffle and deal[edit]
Each player draws a card. The player with the lowest card deals first. The deal then proceeds clockwise. The player on the dealer's right cuts (this is optional).
The number of cards dealt depends on the number of players. If there are two players, each player gets ten cards. In three or four player games, seven cards are dealt to each player. Five or six players may also play, in which case each player receives six cards.
Number of players | Number of cards dealt |
---|---|
2 players | 10 cards |
3 or 4 players | 7 cards |
5 or 6 players | 6 cards |
Starting with the player to the dealer's left, cards are dealt clockwise, face down, one at a time. The dealer then puts the rest of the deck, face down, between the players. This forms the stock pile. A single card is then drawn and placed face up next to the stack. This is called the discard pile.
Playing[edit]
Play begins with the player on the dealer's left and proceeds clockwise. On their turn, each player draws the top card from the stock or the discard pile. The player may then meld or lay off, which are both optional, before discarding a single card to the top of the discard pile to end their turn.
Melding[edit]
If a player has three cards of the same suit in a sequence (called a sequence or a run), they may meld by laying these cards, face up, in front of them. If they have at least three cards of the same value, they may meld a group (also called a set or a book). Aces can be played as high or low or both, for example Q♠K♠A♠, A♠2♠3♠ and K♠A♠2♠ are legal. Melding is optional. A player may choose, for reasons of strategy, not to meld on a particular turn. The most important reason is to be able to declare 'Rummy' later in the game. If a run lies in the discard pile, such as 2-3-4, you cannot call rummy without taking all cards below the top card of said run.
Laying off[edit]
A player may also choose to 'lay off' some cards on an existing meld. This means that if a player can add to a sequence or a group that is in front of them or any of the other players, they may do so. Another variation is that they cannot 'lay off' unless they have already played a set of 3 or a run. For example: if another player had a sequence consisting of A♥2♥3♥ in front of them, the player would be able to add the 4♥, or 4♥5♥, and so on, thereby continuing the sequence. Some variations allow players to play the K♥ and wrap around.
Discarding[edit]
Finally, after any melds or lay offs, the player must discard a single card to the discard pile, face up. If the player drew from the discard pile instead of the stock on this turn, they may not replace the same card on top of the discard pile but must discard a different card.
Exhausting the stock[edit]
If, while playing, the stock runs out, the next player may choose to draw from the discard pile or to turn the discard pile over to form a new stock. The discard pile is not shuffled in the process. After forming the new stock, the top card is drawn to form the new discard pile, just like after the deal. The player can call rummy if a point is discarded into the discard pile. They cannot however call rummy if the card becomes a point while in the discard pile.
Going out[edit]
When a player has gotten rid of all of their cards, they win the hand. There are two variations. Either the player must discard the last remaining card in their hand on the last turn, or they need not. Playing with this rule makes ending a hand slightly more difficult.
For example, if a player has only 7♦8♦ left in their hand, and they draw 9♦ (forming a sequence), then whether they win the hand or not depends on if they are playing the discard rule variation. If they are playing this variation, they can not win the hand at this point, because they have to finish the turn by discarding one of the three cards in their hand, causing them to no longer have a sequence. However, if the player is allowed to lay off this sequence without a final discard, then the game ends when the player lays down the sequence. And a player can lay down cards afterwards. A player may win if rummy is discarded as the last card. You may also pick up from the discard pile and discard only if it is with a different card. The player that goes out first gets an extra 10 points.
Declaring rummy[edit]
If a player is able to meld all of their cards at once, they may say 'Rummy' on their turn and go out. To declare rummy, a player must not have melded or laid off any cards prior during the hand. If playing with the discard rule, they must also discard after melding. If a player goes rummy when a card can be played, that player is out for that turn. Game players are still in game but the hand goes dead. Playing for rummy is more risky, but it carries the reward of double the score. Each player must wait until their second turn to go out. If there is a rummy lying in the pile, the player who called 'rummy' can play that card while the player who laid the rummy must then draw 2 cards from the stock pile or pick up the entire discarded pile. In a closed discard joker, A player can Declare the card at his first attempt itself. Here the point system follows the same as above.
Laying off
Some play that you may not lay off any cards on other players' melds until you have laid down at least one meld of your own.
Ace High or Low
In the standard game, aces are low. A-2-3 is a valid run but Q-K-A is not. However, some play that aces can be counted as high or low, so that Q-K-A is also a valid run. When playing with this rule, aces are given the higher value of 15 points instead of 1 point, reflecting their greater usefulness.
A few players go further and allow 'round the corner' runs with an ace in the middle (K-A-2), but this is unusual.
Last discard
Some people play that in order to go out, you must end your turn by discarding your last card. You are not allowed to meld all your cards, leaving nothing to discard.
End of the Stock
Some play that when the stock has run out and the next player does not want the discard, the discard pile is shuffled before reusing it as a stock. This is the version now given in most books. If there is no shuffle, players who can memorise the order of cards in the discard pile will clearly have an advantage.
It is just about possible, though very unlikely, that a repetitive situation could occur where each player is holding on to cards wanted by the others. Each player draws from the stock and discards the card they just drew. In this case, recycling the discard pile as a new stock, whether shuffled or not, will not help. If the players are stubborn, the game could be endless. To avoid this, it may be a good idea to limit the number of times that the discard pile can be reused as a new stock. I suggest that after the stock becomes exhausted for the third time, the play should end if the next player does not want to take the discard. Alternatively, you could agree that the discard pile gets reused only once and the play ends when the stock is used up for the second time.
In the version known as Block Rummy, the discard pile is not reused at all. If the stock has run out and the next player does not want to take the discard, the game ends at that point. Everyone scores the value of the cards remaining in their hands.
If the game ends without anyone going out, all players count the value of the cards remaining in their hands. The winner is the player with least points, and scores the sum of the differences between this and the points in each other player's hand. Example: A has 6; B has 15; C has 7; D has 21. A is the winner and scores 25 = (9 + 1 + 15). If two or more players tie for lowest, they share the winnings equally.
Official Rummy Rules
Players are allowed, at their turn, to count the number of cards remaining in the face down stock if they wish. As a courtesy (to save others having to count as well), a player who counts the stock should correctly announce to the other players how many stock cards remain.
Scoring
Some play that instead of the winner scoring points, each of the losers score penalty points according to the cards left in their hand. If the game ends without a winner then everyone scores their cards as penalty points. When someone reaches 100 or more, the player with the lowest score wins.
Some play that each loser pays the winner according to the number of points in their hand (or the difference between their score and the winner's score if no one went out). This method is appropriate when playing for money. The session would last for a set number of hands rather than be played to a target score.
Wrotham Rummy
Daryl Brown describes the following variant payed in Wrotham, Kent, UK. A 55-card pack is used, including three jokers which are used as wild cards. A joker can be used as a substitute for any card needed to melded a set or run. A player who holds the card that a melded joker represents can, during her turn, exchange the real card for the joker.
Six deals are played. Eight cards are dealt to the starting player and seven to each other player. On the first turn the starting player does not draw, but just discards a card (or melds and discards). In the first three rounds players meld and lay off as usual, but in the last three rounds, players may not meld any cards until they are able to lay down all seven at once.
Other Rummy WWW pages
Randy Rasa's Rummy-Games.com has rules for various rummy games, as well as reviews of many rummy software packages and on-line servers.
In several card game books the British author George Hervey published rules for basic Rummy and a variant that amounts to Knock Rummy under the name Colonel. You can read the rules of Colonel on Howard Fosdick's page (archive copy).
Rummy.ch is a German language site offering rules for many rummy games, strategy articles, reviews of online rummy sites and a forum.
In the early 2000's the Deutsche Skatverband organised Rommé events and championships and published Rommé tournament rules.
There are rules in French on Jean-François Bustarret's Rami page.
For other types of rummy see the Rummy Games index page.
Rummy software and on line games
At Game Duell you can play Rommé (German) or Rami (French) online for fun or real money: they offer a variant using two decks and 6 jokers, in which a player's first meld must be worth at least 40 points.
German Rommé, with two decks, 6 jokers and a minimum of 40 points for the initial meld, can also be played at online sunnygames.de.
A Rummy program for Windows (a two-player game against the computer with 10 cards dealt to each player) is available from Card Games Galore.
The Rummy program from Special K Software supports ten Rummy variants, which you can play against computer opponents.
You can play Rummy online against the computer or against live opponents at VIP Games.
Windows software for Italian Rummy (Ramino) is available from Alberosa.
Antonio Ferraioli has written a Rummy (Ramino) app for iPhone or iPad.
A version of Basic Rummy can be played online at CardzMania.
Rummy can be played online at TrapApps.
Gameslush.com offers an online Rummy game against live opponents or computer players.
Sylvain Labbe's Free Card Games includes Net.Rummy, an online Rummy program with customisable rules for play against live opponents. It can be used both on desktop computers and on mobile devices of several types.
Origin | United States |
---|---|
Age range | All |
Cards | (52) Varies on game type |
Deck | French |
Play | Clockwise |
Playing time | 15 min. |
Random chance | Medium |
Related games | |
Conquian, mahjong, desmoche, marriage |
Rummy is a group of matching-card games notable for similar gameplay based on matching cards of the same rank or sequence and same suit. The basic goal in any form of rummy is to build melds which consist of sets, three or four of a kind of the same rank; or runs, three or more cards in sequence, of the same suit. If a player discards a card, making a run in the discard pile, it may not be taken up without taking all cards below the top one. The Mexican game of Conquian is considered by games scholar David Parlett to be ancestral to all rummy games, which itself is derived from a Chinese game called Khanhoo.[1] The rummy principle of drawing and discarding with a view to melding appears in Chinese card games at least in the early 19th century, and perhaps as early as the 18th century.[2]
Rummy games are popular in India. It is likely that Indian rummy is an extension of gin rummy and 500 rum, which originated from the United States.
General features of rummy-style games[edit]
Deal[edit]
Depending on the variation, each player receives a certain number of cards from either a standard deck of 52 cards, more than one deck or a special deck of cards used for specific games. The un-dealt cards are placed in a face down stack in the middle, which is known as the stock. In most variations, a single card is turned face up next to the stock where players discard or shed cards, and this is known as the discard pile. In 10 Cards Rummy, which is often played with two, three or four players, each player gets ten cards. In rummy games with five players, each player is given six cards. In 500 Rummy, each player is given seven cards. In Indian Rummy, 13 cards are dealt to each player.
Melds[edit]
A meld can either be a set (also known as a book) or a run. A set consists of at least three cards of the same rank, for example 4♥4♦4♠ or K♥K♦K♠K♣. A run consists of at least three consecutive cards of the same suit J♣Q♣K♣ or 4♥5♥6♥7♥. Very few variations allow runs that have mixed suits. In a few variations of rummy, other patterns may be allowed. In some variations the melds (sets and runs) must be 3 or 4 cards, while other variations allow larger melds through the use of longer runs, for example: 8♠9♠10♠J♠Q♠ or, if multiple decks or wild cards are used, 5♦5♦5♥5♠5♠ or Q♥Q♦JkrQ♣. Wild cards (such as a joker) may be used to represent any card in a meld. The number of wild cards in a meld may be restricted.
Gameplay[edit]
Depending on the variation of the game, players take turns adding and shedding cards from their hands. There are numerous and quite different ways of doing this though it usually involves picking a card from the stock and discarding a card to the discard pile. In some variations melds are revealed to all players by placing them face up on the table, in other variations each player keeps their hand hidden until the show. Some variations permit picking up the entire discard pile. A few variations permit stealing cards from their opponents melds.
Show[edit]
In most variations a player must put all of their cards into at least two melds (though they may be allowed to shed one card to the discard pile before showing). Once the player has melded all their cards they reveal their entire hand and the player submits their hand to validation. All other players reveal their melds and deadweight. The action of submitting the cards is called Showing.
Scoring[edit]
After a successful show, the winner or all players score their hand. In most variations numbered cards have certain assigned points and the royal cards (J-Q-K) have assigned points and the A often has a different point value. Scoring often involves each player adding up points in their melded cards (sets and runs) and deducting points from cards that have not been melded. The winner may also receive a bonus for winning. Some special or difficult melds may also give extra points to a hand. A player may have a negative score if their unmelded cards total more than their melded ones. Usually play continues until one player passes a threshold, for example 1,000 points.
Basic rummy[edit]
There are many variations of the card game. Basic rummy is also called sai rummy. Another type is called Sanka rummy. The version of rummy prevalent in India is called Indian rummy. They all share a common set of features found in the basic game. A standard deck of 52 cards is used. The cards rank from 2 (low) to A (high). Rummy can be played to a certain score, or to a fixed number of deals. All rummy games are about card-melding, i.e., forming valid combinations of sequences and/or sets. Players pick and discard a card on their turns to achieve the goal. The one who successfully melds his/her cards before all others, is the winner in that game of rummy.[3]
Shuffle and deal[edit]
Each player draws a card. The player with the lowest card deals first. The deal then proceeds clockwise. The player on the dealer's right cuts (this is optional).
The number of cards dealt depends on the number of players. If there are two players, each player gets ten cards. In three or four player games, seven cards are dealt to each player. Five or six players may also play, in which case each player receives six cards.
Number of players | Number of cards dealt |
---|---|
2 players | 10 cards |
3 or 4 players | 7 cards |
5 or 6 players | 6 cards |
Starting with the player to the dealer's left, cards are dealt clockwise, face down, one at a time. The dealer then puts the rest of the deck, face down, between the players. This forms the stock pile. A single card is then drawn and placed face up next to the stack. This is called the discard pile.
Playing[edit]
Play begins with the player on the dealer's left and proceeds clockwise. On their turn, each player draws the top card from the stock or the discard pile. The player may then meld or lay off, which are both optional, before discarding a single card to the top of the discard pile to end their turn.
Melding[edit]
If a player has three cards of the same suit in a sequence (called a sequence or a run), they may meld by laying these cards, face up, in front of them. If they have at least three cards of the same value, they may meld a group (also called a set or a book). Aces can be played as high or low or both, for example Q♠K♠A♠, A♠2♠3♠ and K♠A♠2♠ are legal. Melding is optional. A player may choose, for reasons of strategy, not to meld on a particular turn. The most important reason is to be able to declare 'Rummy' later in the game. If a run lies in the discard pile, such as 2-3-4, you cannot call rummy without taking all cards below the top card of said run.
Laying off[edit]
A player may also choose to 'lay off' some cards on an existing meld. This means that if a player can add to a sequence or a group that is in front of them or any of the other players, they may do so. Another variation is that they cannot 'lay off' unless they have already played a set of 3 or a run. For example: if another player had a sequence consisting of A♥2♥3♥ in front of them, the player would be able to add the 4♥, or 4♥5♥, and so on, thereby continuing the sequence. Some variations allow players to play the K♥ and wrap around.
Discarding[edit]
Finally, after any melds or lay offs, the player must discard a single card to the discard pile, face up. If the player drew from the discard pile instead of the stock on this turn, they may not replace the same card on top of the discard pile but must discard a different card.
Exhausting the stock[edit]
If, while playing, the stock runs out, the next player may choose to draw from the discard pile or to turn the discard pile over to form a new stock. The discard pile is not shuffled in the process. After forming the new stock, the top card is drawn to form the new discard pile, just like after the deal. The player can call rummy if a point is discarded into the discard pile. They cannot however call rummy if the card becomes a point while in the discard pile.
Going out[edit]
When a player has gotten rid of all of their cards, they win the hand. There are two variations. Either the player must discard the last remaining card in their hand on the last turn, or they need not. Playing with this rule makes ending a hand slightly more difficult.
For example, if a player has only 7♦8♦ left in their hand, and they draw 9♦ (forming a sequence), then whether they win the hand or not depends on if they are playing the discard rule variation. If they are playing this variation, they can not win the hand at this point, because they have to finish the turn by discarding one of the three cards in their hand, causing them to no longer have a sequence. However, if the player is allowed to lay off this sequence without a final discard, then the game ends when the player lays down the sequence. And a player can lay down cards afterwards. A player may win if rummy is discarded as the last card. You may also pick up from the discard pile and discard only if it is with a different card. The player that goes out first gets an extra 10 points.
Declaring rummy[edit]
If a player is able to meld all of their cards at once, they may say 'Rummy' on their turn and go out. To declare rummy, a player must not have melded or laid off any cards prior during the hand. If playing with the discard rule, they must also discard after melding. If a player goes rummy when a card can be played, that player is out for that turn. Game players are still in game but the hand goes dead. Playing for rummy is more risky, but it carries the reward of double the score. Each player must wait until their second turn to go out. If there is a rummy lying in the pile, the player who called 'rummy' can play that card while the player who laid the rummy must then draw 2 cards from the stock pile or pick up the entire discarded pile. In a closed discard joker, A player can Declare the card at his first attempt itself. Here the point system follows the same as above.
Scoring[edit]
After a player goes out, the hand ends, and the players count up their cards. Any cards left in each player's hand are counted up and added to the winner's score. The face cards count as 10 each, number cards as their face value, and aces as one. There are many variations. Common ones include counting an ace as 11 or 15.
Variations[edit]
Basic Rummy Rules
In some instances, jokers are used as wildcards and can represent any card value when melding.[4] They can be used in sets or runs but can not be replaced when 'melded', nor can a player lay off a card to replace it by themselves or their opponent. Jokers are not counted during the scoring.
In other variations, such as rummy 500 and treppenrommé, discards are placed so that all the cards are visible. At the beginning of his or her turn, a player may take any card from the discard pile, so long as they also pick up all the cards that are on top of it, and the last card picked up is played immediately. If only picking up the top card, the player must keep it and discard a different card from their hand.
In a variation called block or tile rummy, players do not continue after going through the pack once – if no players are out, they all lose the points in their hands after the pack has been gone through once. Round the corner rummy, also called continuity rummy, is a variant where an ace may be simultaneously high and low to 'wrap around' in a run, as in the following meld: Q-K-A-2.
Related card games[edit]
There are a large number of games derived from rummy. Although in North America the word rummy is often used as a stand-in for the specific game gin rummy, the term is applicable to a large family of games, including canasta, mahjong and rummikub.
Melding family[edit]
The most basic form where play continues until the stock is exhausted or a player achieves a specific number of points. Different cards (and melds in some games) are worth specific points. In some variations, the first meld must meet minimum point requirements or the final meld must include a discard. Some of these are played for four players in partnerships of two. In most variations, players may extensively add to or even rearrange their cards.
- 5000 Rum
- Cuajo
- Indonesian rummy (remi)
- Red three rummy
- Speed Rummy
Contract family[edit]
In contract rummy, players are either assigned specific objectives (known or unknown to the other players) or decides their own objectives and announces them before play begins. Players are awarded and or penalized extra points depending on if they successfully meet their objectives.
Shedding games[edit]
In these games, players play until they have a minimal number of points or cards in their unmelded hand.
Canasta family[edit]
Canasta games usually involve partnerships using two or more decks with many wild cards. There are many rules and restrictions on first melds, final melds and taking the deck. Seven or eight of a kinds (canasta) score high.
- Samba
Knock rummy[edit]
In knock rummy, players usually reveal their entire hand at the end of the game. In most variations, a player may signal (through knock or a specific kind of discard) that s/he has a valid hand. In some variations, the other players get one final turn before the reveal.
Variations with non-Western cards or special equipment[edit]
Rummoli games[edit]
Rummoli games use Western cards, but require a special board or modified table with various squares with specific cards drawn on them. In each round, players put tokens in the squares. If a player lays down a card matching a square, they collect the tokens therein. Most versions allow multiple players to meld straights in sequence and do not use three- or four-of-a-kinds. Some versions include poker-like elements.
- Michigan
- Poch
- Rummoli
- Three In One
- Tripoli or TRIPOLEY (a trademarked version)[5]
- Michigan Rummy
- Royal Rummy
Unique cards[edit]
Several companies produce special card sets which often include special cards not seen in other rummoli variations. Some variations resemble the card game Crazy Eights. Most of these games are suitable for children and Safari Pals is an educational game.
Chinese cards[edit]
There are two different kinds of Chinese decks used for rummy-like games. The rules of each variation vary greatly.
- Quan dui
Tiles[edit]
Tile rummy games usually include tiles of only three suits along with special tiles unseen in card games. Mahjong, a game with elaborate rules and different scoring systems, is played in East Asia with numerous variations played in different countries. Rummikub and other international tile variations have rules similar to meld and knock rummy.
References[edit]
Basic Rules Rummy 500
- ^Parlett, David (1978). The Penguin Book of Card Games. ISBN978-0-14-103787-5.
- ^'Parlett's Historic Card Games: Gin Rummy – David Parlett'.
- ^'Basic Rummy Guide'.
- ^'Rules of Rummy'. Pagat. Retrieved 27 December 2015.
- ^McLeod, John (2016-11-03). 'Rules of Card Games: Tripoli'. www.pagat.com. Retrieved 2019-12-31.