Play To Play Rummy

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Rummy requires two sets of French playing Cards of 52 cards each. They have a neutral pattern printed on the backside and pips, images and symbols in the front. The pip values range from two to ten, according to the number printed on each card. The Ace is special: It scores one if played before the pips. The objective of Gin Rummy is to collect cards into melds and have as little deadwood as possible at the end of a game. The game is scored based on how much deadwood you have at the end of each game. A game can span several rounds, it's over when one player reaches 100 points.

If you want to learn how to play Rummy, you’ve come to the right place!

Rummy is a rather simple game. The most popular variant of rummy that everybody probably knows is Kalooki 51, but there are a lot of other variants of Rummy(Gin is a rather popular rummy game as well). If you are interested in learning rules to the most popular rummy games just check out the card games rules section and find the game that interests you. If you would like to play online, you can check out Online Rummy here.

For those of you that already know the rules of the game that intrests you and want to find strategy tips on how to play rummy, keep reading. Below you can find basic strategy tips, or you can have a look at articles on specific topics.

How play rummy card game

Basic tips on how to play Rummy well…

Here I’ll present you with some basic tips on how to play rummy with an edge over your opposition. These tips will help you with all variations of rummy…

So lets get started…

1.MELD FORMING

Obviously the whole point of the game is to form melds, but how do you go about doing it? The most important thing to know is which potential melds to break in case you don’t have any deadwood(cards that don’t connect). To know that you first have to be familiar with different potential melds and what odds they have to improve.

2 card potential melds:
Gutshots, example: 4s6s(1 card to improve, 2 if there are 2 decks in play)
Sets and runs, example: QQ or 4s5s(2 cards to improve, 4 if there are 2 decks in play)

3 card potential melds:
Angle, example: 6d6s7s(4 cards to improve, 8 if there are 2 decks in play)
3 card gutshots, example: 9sJsKs(2 cards to improve, 4 if there are 2 decks in play)

4 card potential melds:
Z, example: 4s5s5d6d(6 cards to improve, 12 if there are 2 decks in play)
Cube, example: 9sTs9dTd(8 cards to improve, 16 if there are 2 decks in play)

The strength of a potential meld is determent with how many cards can improve it into an actual meld, these cards are also called outs. So in case of no deadwood break the ones that have the worst chance to improve.

Now that that is settled, there is one more thing you can do to better your odds of winning. Make sure you follow the discarded cards as much as you can. That way you will know how many outs that improve your potential melds are still out there.

This is important, because, for example, you could be holding an Angle that is actually weaker than one of your potential sets due to discards of your opponents, and if you know this you can make the right decision and break the Angle instead of your potential set.

2.DISCARDING

What cards should you discard? The general rule would be to discard the highest deadwood you have. The reasoning behind this is that in case someone wins you are going to get as little penalty points as possible. However there are a couple of exceptions…

First would be if one of your opponents is close to winning and you have absolutely no chance to win. In that case you should make it a priority to dump high cards even if they could potentially form a meld(use the discard pile to take low cards). Do this wisely, because you could do more harm than good.

Second exception is for games where you need a certain amount of points to open up(like kalookie 51). If you are in a situation where you have a lot of melds, but they are very low and you can’t open you should discard lower deadwood so that you give yourself a better chance of winning straight off the bat.

Remember, these exceptions are exactly that, exceptions. If you stick to the general rule you’ll be fine. Also always watch what your opponents are doing and try to discard cards that won’t help them.

3.SPECULATING AND TIPPING OF OPPONENTS

By speculating I mean taking a card from the discard pile to make a potential meld. This is usually not a good idea because of two things. First, you warn your opponents that you are trying to form a certain meld so they will be reluctant to discard another card that you need. Second, you lose the opportunity to create a meld by getting the right card from the deck.

But still, speculating is OK if you don’t already have any potential melds or you are playing against players that don’t really follow the action. Otherwise just stick to the general rule of thumb and pick cards from the discard pile only if they complete one of your melds.

4.TO OPEN OR NOT TO OPEN(for kalooki)

This is a good question, but there’s really no definitive answer, if you open too fast you give your opponents a better chance to win, but if you wait too long someone might win and you are left with all your cards(read: you get a shit load of penalty points).

My best advice to you on this topic would be to follow your opponents game as much as you can and try to figure out how far along they are. When you see that someone is close to winning, open up right away and dump those penalty points! On the other hand if everybody still has all their cards you can keep cool and just form melds in your hand.

Special articles on rummy strategy

Here is a list of Rummy strategy articles that will teach you how to play Rummy well:

Remember, this is an ongoing list, so subscribe via RSS or subscribe to Card Games Planet newsletter to stay up-to-date with newly added articles.

I hope you learned something about how to play Rummy, enjoy!

Other People Read:

The rules of rummy are complex, yet manageable. If you are new to Rummy or if you want to brush up on your knowledge, everything is neatly explained here.
The aim in Rummy is to play your cards as melds. A round ends when a player discards their last card onto the discard pile. Now the scores are determined: Each player sums up the scores of each card left in their hand and lists them as penalty points. The winner gains the sum of everybody’s negative scores as positive points. The next round begins until the maximum number of rounds is reached or one of the players hits 500 negative points. The player with the highest score is the winner of the table!

The Deck: 2×52 Cards and 6 Jokers

Rummy is played with 110 cards: 104 = 2 x 52 French playing cards + 6 Jokers.
Each card holds a certain score which matters for playing the first meld (at least three cards with a minimum score of 30 points in total) as well as for determining the scores of each player at the end of a round.

  • The pip cards score points according to their depicted number – from two to ten.
  • The face- or picture cards (Jack, Queen, King) each score 10 points.
  • The Ace scores one point when melded in a sequence “Ace-2-3-4…” but eleven points when it follows a King, for example, “Queen-King-Ace”. An Ace in the hand scores eleven points as well.
  • The Joker has varying values: When melding it takes on the value of the card it replaces. A joker in the hands scores 20 points.

Shuffling, dealing and round it goes

Correct shuffling and dealing are none of your worries at the virtual tables at the Rummy Palace: An algorithm takes care of it. Each player receives 13 cards. One card is revealed as the discard pile. The leftover cards are the stock.
The game goes clockwise. The first player, randomly chosen, checks their cards and plays their first turn:

  • They must draw a card from the stock or the discard pile.
  • They can play their first meld, if possible, and play further melds afterwards.
  • They must discard one card from their hand onto the discard pile.

Now it’s the next player’s turn:

How To Play Rummy For Beginners

  • They draw a card from the stock or pick up the card just discarded by the previous player.
  • They can play their first meld, if possible, and continue with playing melds, laying off cards by adding them to existing melds, and swapping Jokers.
  • Finally, they discard one card.

Melds can only be played or added to during the own turn. Possible melds are explained in the following section.

Playing melds: Sets and Sequences

Rummy knows two types of melds – sets and sequences.

Sets, or groups, consist of at least three cards of the same rank. Sets can be composed of all types of cards – pip cards (2 to 10), face cards (Jack, Queen, King) and Aces. Each suit (Clubs, Spades, Diamonds, and Hearts) can only appear once, so a maximum of four cards per set is possible.

Sequences, or runs, consist of three or more subsequent cards of one suit. The following order is in force: Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King, Ace. The Ace has two possible positions but each card, including the Ace, can only appear once in a sequence. A maximum of 13 cards per sequence is possible. This is especially relevant when playing with the custom rule “Cyclic Laying”.

The first meld must fulfill additional requirements: Each player’s first combination of cards during a round must score at least 30 points. At least three cards must be played. This can be achieved by playing a set of three 10s, Jacks, Queens, Kings or Aces of different suits. Playing sequences is also an option, for example, “10-Jack-Queen-King”, “Jack-Queen-King-Ace” or “7-8-9-10-Jack”.

HEADS UP: An Ace in a sequence scores eleven points when following a King, for example, “Jack-Queen-King-Ace”, but only one point when followed by pips, for example, “Ace-2-3-…”

After playing the first meld the player can use their turn to play any number of melds possible. Cards can also be added to existing melds, referred to as laying off. Details follow further below.

A particular case: Going Rummy

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Sometimes you are lucky and receive perfectly matching cards. Seize the chance while no other players have any melds: When you end the round by melding all your hand cards within one turn, you are going Rummy. That doubles the opponents’ penalty points as well as your gained points!

The Joker enters the game

When melding, the jolly minstrel gets a chance: Jokers replace a card missing in a meld.

  • Example for a Sequence: “Jack-Queen-Joker-Ace” => The Joker replaces the King.
  • Example for a Set: ”4 of Clubs-4 of Spades-Joker” => The Joker replaces the third 4 (either of Diamonds or Hearts).

The Joker entirely imitates the replaced card, including the score. Replacing a King the Joker scores ten points, replacing a 4 it scores four points. Keep this in mind when composing your first meld.

It is possible to play two consecutive Jokers if they don’t outnumber the natural cards and the Jokers’ position is obvious.

Play To Play Rummy
  • A set of four is possible: “3 of Hearts-3 of Diamonds-Joker-Joker” => The Jokers replace 3 of Clubs and 3 of Spades.
  • A sequence including two Jokers works as well. For example: “9 of Hearts-Joker-Joker-Queen of Hearts” => The Jokers replace 10 of Hearts and Jack of Hearts.

Laying off

After playing the first meld, a player can add one or more cards from their hand to any existing melds. If there is a set of three Kings, the fourth King can be added to this set. Likewise, a sequence can be extended. For example, “7-8-9-10” can be extended by the 6 or the Jack of the matching suit.

Swapping Jokers

During their turn, a player can also remove Jokers from existing melds, if they can replace it with the missing card. The gained Joker must be melded during the same turn!

Knocking

This is an interesting variation, popular among Rummy fans. If this rule applies must be declared before the game starts. At the Rummy Palace, it can be activated choosing from the custom rules.

Knocking is permitted only after playing the first meld. It enables you to pick up cards discarded by your fellow players outside of your turn.

If you see a card that could help you to form and play a meld, you knock and receive it. But there is a price to pay: Draw another card from the stock. To play your newly received cards you must wait until it is your turn.

After knocking the game continues in its’ usual order. Should another player finish the game before the person who knocked could play any of their new cards, it is bad luck: Now there are even more cards to build up penalty points.

Rummy!

Play To Play Rummy

When a player melded, swapped or laid off all their cards and discarded the last one onto the discard pile, they exclaim: Rummy! They won the round.
The other players now each sum up the scores of the cards left in their hands. The scores are calculated as initially described: The score of the pip cards matches the number depicted on them, face cards score ten, the Ace scores eleven and the Joker tops them all with 20 points. Each player receives their hand’s score as penalty points. But the winner gains the sum of all scores.
And now that everything is clear – feel free to go ahead and try it out!