Here you'll find the official game rules for the popular game Tile Rummy.
Different releases of the game included slightly different game rules. All these variations are described below.
Tile rummy uses 106 tiles, including two jokers, which are tiles bearing smiley faces. The remaining tiles are numbered (1-13) and divided evenly into four colors red, yellow, black, and blue. Each tile matches exactly one other in color and number. The number on the tile denotes its point value. 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.
What Are The Rules Of Rummy Game
All game rules and variations are also supported in the download game RRRummy. With RRRummy, you can play the same type of games, solo against the computer, or together with friends and relatives.
- Rummy is a family of card games, but the rules here are for the most basic of the rummy games and a good introduction to the concept for the entire family. It's a popular card game that's fun for all ages. It's perfect for two to six players. All you need to play is a deck of cards.
- The basics of rummy. At the core, rummy rules are practically the same across all the different versions of rummy. So, don't worry, you don't have to learn the rummy game rules afresh every time you pick up a new version of rummy. Let us look at the ground rummy game rules and in the process, you'll also become familiar with many rummy terms.
You can download RRRummy from this site.
Start of the game
The game is played with 106 numbered tiles. Tiles are numbered 1-13 in four different colors, each tile appearing twice; and there are two Jokers.
All tiles are shuffled and placed on the table, face down. Each player takes one tile; the player who has the highest value, gets the first turn.
Then these tiles are put back onto the table, and each player takes 14 tiles. The remaining tiles will form the stock.
Playing your tiles
You play your tiles in melds (groups) on the table, in two possible ways:
You play a run if you play three of more tiles of the same color, with numbers in sequence, like 456 or 910111213.
A 1 is only valid in front of a 2, and never after a 13. So this is not valid: 12131.
You play a set if you play three or four tiles with the same number, in different colors, like 777 or 1111.
All colors must be different, so this is not valid: 444.
In each turn, you may take tiles that are already on the table and combine them with your own tiles to form new melds. At the end of your turn, however, all tiles on the table must be part of valid runs or sets again.
It is not allowed to take tiles that were on the table at the start of your turn, and put them back into your hand.
Using Jokers
Jokers are wildcard tiles that can represent any other tile. You play Jokers in the same way as you would play the tile they stand for, for example: 4*6 or 77*7.
Many releases of the game box contain rules that impose special restrictions on the use of Jokers.
All these restrictions are also supported in the computer download game RRRummy.
What Are The Rules Of Rummy
In the most lenient variation, you may use and rearrange Jokers in any way you like, without any restriction other than that each tile must end up being part of a valid meld.
Games in RRRummy that use this rule: Pup Rummy, Easy Rummy
A popular variation is that you must replace the Joker with the matching tile, before you can use it anywhere else.
In a set of three, the Joker can be replaced by any of the missing colors, e.g. in 22* you can release the Joker with either a 2 or a 2.
Most of the times the previous rule is used, there is an additional restricton that the matching tile must come from your hand. You cannot replace the Joker by a tile that was already on the table.
Games in RRRummy that use this rule: RRRummy, Tiles 50, Dutch Rummy
Often the game is played with the additional rule that you cannot take away tiles from a meld that contains a Joker, unless you replace the Joker by its matching tile first.
Games in RRRummy that use this rule: RRRummy, Tiles 50
When you have replaced a Joker with the matching tile, an additional optional restriction lets you only use it in a new meld with your own tiles. So with this rule, you cannot add a Joker to an existing meld.
Games in RRRummy that use this rule: Tiles 50
Your turn ends
When you have played all the tiles you can (or want to), you say 'Done!'. Then the player at your left will get the turn.
If you didn't play any of your tiles in your turn, then you have to draw another tile from the stock. Your turn still ends, so if you can play that new tile, you will have to wait until your next turn to play it.
Your first melds
Before you can play anything else in a game, you must play one or more new melds with a total of 30 or more. For example: 91011, or 333356*.
Jokers in these melds count as the tile they stand for.
Only when you have played a total of 30 or more in new melds, you may add tiles to other melds or rearrange tiles that are on the table. If you can play new melds but they don't add up to 30, then you have to draw another tile from the stock and wait for your next turn.
Once you have played 30 or more in new melds, then in subsequent turns you can play anything you like.
In some editions, the rules mention a minimum of 50, not 30.
Games in RRRummy that use this rule: Tiles 50
Penalty for invalid moves
The Rules Of Rummy 500
When you end your turn and not all tiles are part of a valid meld, or when you did something else invalid, for example add a tile to another meld before having played your initial 30 points, then you have to put back all tiles to where they were at the start of your turn. Then you have to draw three tiles from the stock, and your turn ends.
Winning the game
When you have played all your tiles in valid melds, so you have no tiles left, then you win the game.
All players add up the numbers of their tiles, whereby Jokers count as 30. The winner of the game adds to his or her score the total of all tiles of the other players; the other players each subtract their individual total from their score.
Before starting to play, players have to agree whether they play a set number of games, or for a given amount of time, or until one player reaches a target score. The winner of the match is the player who has the highest score.
The timer
Not included in the box, but available as an optional extra, is an egg timer.
When you play with a timer, each player only gets 2 minutes to complete their turn. When your 2 minutes are up before all tiles are part of a valid meld (again), then you have to put back all tiles where they were and you have to draw three penalty tiles from the stock.
In RRRummy, you can play any game with an optional timer, varying from 20 seconds to 2 minutes.
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]
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.
When you play with a timer, each player only gets 2 minutes to complete their turn. When your 2 minutes are up before all tiles are part of a valid meld (again), then you have to put back all tiles where they were and you have to draw three penalty tiles from the stock.
In RRRummy, you can play any game with an optional timer, varying from 20 seconds to 2 minutes.
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]
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.
What Are The Official Rules Of Rummy
- Michigan
- Poch
- Rummoli
- Three In One
- Tripoli or TRIPOLEY (a trademarked version)[5]
- Michigan Rummy
- Royal Rummy
How To Play Rummy Rules
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]
How To Score Gin
- ^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.