How to Play Various Versions of Rummy

Rummy

Rummy is a card game that is played with two to six players and a standard deck of 52 cards. Here’s a brief overview of how to play Rummy:

  1. At the beginning of the game, each player is dealt seven cards face down.
  2. The remaining cards are placed in a pile in the center of the table, and the top card is turned face up next to the pile to start the discard pile.
  3. The objective of Rummy is to form “melds” or sets and runs of cards in your hand. A set consists of three or four cards of the same rank, and a run consists of three or more cards of the same suit in sequence.
  4. On your turn, you can either draw a card from the top of the pile or take the top card from the discard pile. You then must discard one card from your hand onto the discard pile.
  5. The game continues with each player taking turns drawing and discarding cards until one player has formed all of their melds and goes out. A player can go out by either laying down all of their melds at once or by discarding their last card.
  6. Once a player goes out, the remaining players count the points of the cards in their hands. Face cards are worth 10 points, aces are worth 1 point, and all other cards are worth their face value. The player who went out earns points equal to the total value of the cards in the other players’ hands.
  7. The game can be played over multiple rounds, and the player with the lowest score at the end of all the rounds wins the game.

Rummy is a fun and engaging card game that requires strategy and skill. There are many variations of Rummy, but the basic rules are easy to learn and can provide hours of entertainment for players of all ages.

American Rummy

American Rummy is a card game that is played with two to six players and a standard deck of 52 cards. It is similar to the game of Rummy, but with some variations in the rules. Here’s a brief overview of how to play American Rummy:

  1. At the beginning of the game, each player is dealt 13 cards face down.
  2. The remaining cards are placed in a pile in the center of the table, and the top card is turned face up next to the pile to start the discard pile.
  3. The objective of American Rummy is to form “melds” or sets and runs of cards in your hand. A set consists of three or more cards of the same rank, and a run consists of three or more cards of the same suit in sequence.
  4. On your turn, you can either draw a card from the top of the pile or take the top card from the discard pile. You then must discard one card from your hand onto the discard pile.
  5. The game continues with each player taking turns drawing and discarding cards until one player has formed all of their melds and goes out. A player can go out by either laying down all of their melds at once or by discarding their last card.
  6. Once a player goes out, the remaining players count the points of the cards in their hands. Face cards are worth 10 points, aces are worth 1 point, and all other cards are worth their face value. The player who went out earns points equal to the total value of the cards in the other players’ hands.
  7. The game can be played over multiple rounds, and the player with the lowest score at the end of all the rounds wins the game.

Rummy 2.0

This game has a few versions of rummy all mixed in.

This version is played with two 52 card decks, you can include up to 8 Joker cards, however most only play with 4 jokers. You can use different colored decks, its not an issue.

You will also need pen and paper, to keep score. Usually a few columns, one for each player and 7 rows for scores of each game and final total will suffice.

Dealing and play sequence is the same except players receive only 11 cards. There is also opportunity for players to “buy” cards during rounds, when it is not there turn. This will be explained further on.

The match is split into 6 games, where the objective is to score the lowest points per game. The winner of each game is the player that discards all their cards first. The winner of the match will be the player with the lowest score total for 6 games.

The players remaining, with cards in their hands, after each game, then have to add up the points and mark down there score for that game.

To be able to put down cards players need to form runs of 4 or more cards of the same suit (such as 4,5,6,7 all of hearts) or sets, 3 or more, of numbers (such as three 5’s, or five 9’s). Also known as melded cards.

Once you have acquired these melds, you may place them face up in front of you and these cards are no longer added to your score, so it is best to get these down asap. Note, players may only start placing these cards after the second rotation of play in that game.

Game Sequence and How to Play

Players are dealt 11 cards face down, the remaining deck is placed face down on the table and the top card exposed.

After the deal, the first player to the left of the dealer begins by first picking up a card from the top of the deck. They may only take the top card of the deck, the exposed card is not allowed to be picked up.

This only applies to the first action. The player then discards a card face up. The next player may choose either the discard or the top card on the deck.

This continues clockwise until we are back to the first player. This is the start of the second rotation and now players may put down cards or buy cards from the discard pile. No buying allowed in the first rotation.

If a player wants to buy a card, they need to say “buy” before the player who’s turn it is picks up any cards, otherwise its too late. If the player who’s turn it is, wants the discard then it is not for sale. If they don’t want it, then the player who bought it, must take it, and also take the card from the top of the face down deck as a penalty. Note: Once a player shouts “buy” they may not change their mind, they are bound to buying it.

Note: Only discarded cards may be bought, and a top card as a penalty.

If 2 or more players all want to buy the discard, then it must automatically go to the player closest to the active player on the left, clockwise.

Putting Down Melded Cards

As mentioned, there are 6 games in a match. Each game will have a required opening hand that any player must have to open with.

For example, the first game, players need to open with a set (3 or more of the same number) first. Once they have placed that down they may place runs down as well. If they were dealt only runs, they will need to try make a set first to open, or risk being found with all their cards in their hand, and a massive score!

Once you have opened by putting down the required opening meld, you may put down any other type of meld and also build onto other players melds that are put down.

Example: another player has four 6’s, you put down your opener, and then can add any 6’s you have to his meld, so as to get rid of more cards.

You may not add cards to other players melds until you have opened with the required opener. You may not discard cards that can be used in melds even if you have not opened yet.

Players must pick up a card before discarding, and must have a discard to finish or win the game.

Joker cards may never be discarded. Cards that can be added to melds are also forbidden from being discarded, regardless of whether or not a player has opened yet.

“Knocking”

There are times when a player cannot discard a card. This may mean they are forced to throw away a card that they actually need, because they are not open yet and cannot add to other melds, and also short a card or two to build an opening meld. They are also not permitted to bluff or lie about not having a discard.

The other situation is that they have only a few cards left and those cards can be added to melds, therefore they must add those to melds, and then “knock” on the table, symbolizing that they cannot discard. However they have not won yet, they will need to wait their turn again and pick up a card, if it is possible to throw it away then they win, however if it belongs to a meld then it must be added and the player knocks again.

The reason for this is that players may not discard cards that can fit onto other melds. Discards have to be cards that clearly cannot be used in melds.

Should another player finish and win the game, while another player has been knocking, then the player who was knocking cannot have a zero score, because only a winner get zero. The knocking player will then have to pick up one card from the deck and add that to their score.

Players are also required to “knock” when they have 1 card left in their hand.

If a player has used a joker in a meld on the table, and another player has the card that fits into that meld, they may replace the joker and use the joker to help them. They may also choose not to take the joker so as to make sure they are not stuck with unnecessary cards to add to points. They may just add the joker to a different meld or location.

The player must also state what card the joker is replacing if it is not otherwise clear. In a run it is usually obvious however in sets, it must be stated what it is replacing and it also needs to be according to suit ranking.

Suits order as follows: Spade, Heart, Diamond, Club.

Example: Player has two ACES, being 1 heart and 1 Club. They add a joker to build the meld. The joker is automatically the ACE of spades. Only a spade ACE can claim the joker.

Rule: When swopping out jokers in sets, you may only take the joker when it completes the set by suit ranking.

For example, a player has 5 ACES in a meld. They are 1 spade, 1 diamond, 2 clubs and a joker. Another player has an ACE of spades, he may add it to the meld but may not take the joker. Only a player with an ACE of hearts may claim the joker. If there we 2 jokers in the meld, then ACE of hearts can take one joker and then ACE of spades can take the second. This is because the first set is now complete by ranking, and the second set can be added too.

Games Opening Melds

As stated players need to acquire a minimum opener meld to be able to add to other melds or put down other types of melds. This is also referred to as being “open”.

The six opener melds are as follows:

Game 1: Set (3 of a kind)

Game 2: Run of 4 or more

Game 3: 1 set and 1 Run of 4

Game 4: 2 sets and 1 Run

Game 5: 2 Runs and 1 set

Game 6: A set of 4 and a run of 7. No buying allowed in this game and players need to finish in one move.

Game tip: After games 3 and 5, tally the scores and find out which players are in the lead and which players may still be able to snatch the game. Adds a little excitement to the final game.

Rules for Game 6 Opening Meld

There is no buying allowed because a player needs to build the opening meld and also put down the opener and discard all in one move. So technically its not an opener but rather a finisher.

Players need to build an opener that requires 11 cards, being a set of 4 and a run of 7 and then also discard a card.

Example: Player has four 6’s and a run from 7 to King, before they pick up, so they have the opener. At their turn they then pick up another 6. They may finish at this point because even though a 6 fits into the run or the set, it is not required and also, there will be no other melds to join it to.

Players also therefore cannot knock. You either finish and win or be one of the players that has all 11 cards and a giant score.

Note: This last game can sometimes last very long, and the pickup deck may run out of cards. In this case, you simply reshuffle all discards, turn the deck face down, and continue.

Jokers and Scoring Values

2’s are wild and four Joker cards are included as a standard, however you can add up to four more. However these extra jokers need to be different looking from the others as they will score much higher value.

It can be quite fun if the special jokers are so different that other players can clearly see who has them during the game. But not a pre-requisite. My family and use the extra brand cards/hand ranking cards that usually accompany a deck.

Card Scoring Values as follows:

Joker: 50 points

2’s: 20 points

Aces: 20

8 up to King: 10 Points

3 up to 7: 5 Points

Special Joker: 100 points.

There are many different variations of Rummy, each with its own unique rules and gameplay. Here are a few of the most popular types of Rummy:

  1. Gin Rummy: Gin Rummy is a two-player game that is played with a standard deck of 52 cards. The objective is to form melds of three or more cards of the same rank or in sequence of the same suit. The game is won by being the first player to reach a certain number of points, which are earned by laying down melds and by deadwood (unmatched cards) left in the hand of the losing player.
  2. Canasta: Canasta is a two to six-player game that is played with two standard decks of cards (including four jokers). The objective is to form melds of three or more cards of the same rank, with bonuses for forming specific types of melds. The game is won by being the first player to reach a certain number of points, which are earned by laying down melds and by deadwood left in the hand of the losing player.
  3. Indian Rummy: Indian Rummy is a variation of the game played in India, which is similar to Gin Rummy. It is typically played with two to six players and two decks of cards, with the objective being to form sequences and sets of cards. The game is won by being the first player to get rid of all of their cards.
  4. Rummikub: Rummikub is a tile-based game that is played with two to four players. The game uses tiles instead of cards, with each tile representing a playing card. The objective is to be the first player to lay down all of your tiles in melds of sets and runs.
  5. Liverpool Rummy: Liverpool Rummy is a multi-player game that is played with three to eight players and three decks of cards. The objective is to be the first player to get rid of all your cards by forming sets and runs.

These are just a few of the many variations of Rummy that are played around the world. Each game has its own unique rules and strategies, and they all provide hours of entertainment for players of all skill levels.