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Rummy

Two decks, Jokers and a 51-point opening meld. Empty your hand first.

GAME GUIDE

How to play Rummy

Rummy uses two decks and four Jokers to build runs and sets. Open with at least 51 points, add to the table’s melds and shed your hand. The winner of the three-deal match is the player with the fewest penalty points.

Melding card game2–4 playersFree · no download

Start a game

  1. Receive thirteen cards from two decks with four Jokers.
  2. Begin each turn by drawing from the stock or the top discard.
  3. Build valid runs and sets; your first opening must total at least 51.
  4. After opening, extend melds and replace Jokers where legal.
  5. Finish the turn by discarding one card. Empty your hand to end a deal.

Runs, sets and opening values

A run has at least three consecutive ranks in one suit. An Ace can be low in A–2–3 or high in Q–K–A, but cannot sit in the middle of a wraparound run. A set has three or four equal ranks in different suits.

A Joker can replace a card, but natural cards must outnumber Jokers in a meld. For opening points, an Ace is 11 except when used low in A–2–3, where it is 1. Tens and face cards are 10; other cards use face value.

Opening and using the table

Your first laydown must total 51 points in one turn. It may contain several melds. You can stage proposed melds before submitting the combined opening.

Before opening, you cannot add cards to other table melds. After opening, you may extend any legal meld on the table, including an opponent’s, and replace a Joker with the exact card it represents. The released Joker returns to your hand.

If you draw the visible discard, you cannot discard that same card again during the turn. Take a card at the start and finish by discarding according to the displayed legal actions.

Penalty points and a rummy finish

When a player empties their hand, the others receive penalties for cards left: a Joker is 25, an Ace 11, Tens and face cards 10, and other ranks face value.

Going out in one turn without an earlier opening is a rummy finish and doubles opponents’ penalties for that deal. After three deals, the lowest total wins. A tie for the lead produces an extra tiebreak deal.

Example: combine opening melds

A set of three Kings is worth 30 and a suited 6–7–8 run is worth 21. Together they reach 51 and can open in one laydown. The Kings alone do not reach the threshold.

A Joker may help complete that run, but it cannot form the majority of a meld. Consider the 25-point risk of leaving it in your hand if another player is close to finishing.

Strategy and useful habits

  • Count the full opening before submitting it.
  • Keep flexible cards that can join more than one possible run.
  • After opening, check every table meld for a legal addition.
  • Do not keep expensive unmatched cards indefinitely.

Common mistakes

  • Using two identical suits in a set.
  • Wrapping a run through K–A–2.
  • Adding to the table before your 51-point opening.
  • Discarding the card just taken from the discard pile.

Questions and answers

Must the opening be one meld?

No. Several valid melds may combine to reach at least 51 in the same turn.

Can I replace a table Joker?

Yes, after opening, using the exact card it represents.

What is a rummy finish?

Going out in one turn without having opened earlier; opponents’ hand penalties are doubled.

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