Card Game Rules

Rummy game · Game 100 of 388 ♠

Rummy

The classic draw-and-discard game – collect sets and runs, lay them down and be the first to empty your hand.

Players
2–6
Duration
30 min
Age
7+
Difficulty
easy
Cards
52 cards, no jokers
Skill – Luck
SkillLuck
Everyone for themselves – Lots of interaction
Everyone for themselvesLots of interaction
Simple – Complex
SimpleComplex
Quick – Long
QuickLong

Mood relaxedlearned in 5 minutes

No. 7 in The 10 card games everyone should knowNo. 10 in Learn in five minutes

Collections: First games · Games for two · Games for three · Games for four · Games for five · Games for six or more · Games for kids

Quick rules

  • Goal: get rid of all your cards first by melding sets and runs.
  • Set: 3–4 of a rank. Run: 3+ in suit, Ace low (A-2-3, not Q-K-A or K-A-2).
  • Deal: 10 each (2 players), 7 (3–4), 6 (5–6). One card face up starts the discard pile; rest = stock.
  • Turn: the dealer's left starts. Draw (stock or discard) – meld – lay off on any meld – discard one (not the card just taken from the pile).
  • Out: last card gone by melding, laying off or discarding; the hand ends at once.
  • Score: the player who went out scores all cards in the others' hands; rummy (all in one turn) doubles.

Cheat sheet

Card values

Card Points
K Q J 10
10–2 face value
Ace 1

Rules to remember

  • Scoring: only the player who goes out scores – every card left in the other hands, even ones that would meld.
  • Example: K♠ 4♦ and A♣ 9♥ 9♠ left = 33; rummy 66.
  • Rummy: whole hand down in one turn, nothing melded or laid off before.
  • Melds stay put – no taking back or moving cards.
  • Stock empty: next player doesn't want the top discard? Shuffle the discard pile as a new stock.
  • Game: first to the agreed target (e.g. 100). The deal passes left.

Score pad

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Full rules

  1. Overview
  2. Melds
  3. Setup
  4. Playing a turn
  5. Going out
  6. Scoring
  7. Winning the game
  8. Tips for beginners
  9. Variants

Overview

Rummy is the simplest member of a huge family of card games. You collect cards that belong together – three or four of the same rank, or several in a row of the same suit – and lay them face up on the table. The first player to get rid of all their cards wins the hand and scores points for the cards the others are still holding. Several hands make a game; the first player to reach the agreed target wins.

  • Players: 2–6, each playing for themselves. Best with 2–4.
  • You need: one standard 52-card deck without jokers, and paper and pencil for scoring.

Melds

A meld is a group of at least three cards that belong together. There are two kinds:

  • Set (also group or book): 3 or 4 cards of the same rank, e.g. 7♠ 7♥ 7♣ or K♠ K♥ K♦ K♣.
  • Run (also sequence): 3 or more cards of the same suit in order, e.g. 4♣ 5♣ 6♣ or 8♥ 9♥ 10♥ J♥.

The cards rank A 2 3 4 5 6 7 8 9 10 J Q K. The Ace is always low: A-2-3 is a run, but Q-K-A and K-A-2 are not.

Setup

  1. Dealer: choose the first dealer at random. After each hand, the deal passes to the left.
  2. Deal: the dealer shuffles and deals the cards face down, one at a time, clockwise. How many each player gets depends on the number of players:
Players Cards each
2 10
3–4 7
5–6 6
  1. Discard pile: the next card is turned face up in the middle. This starts the discard pile.
  2. Stock: the rest of the deck goes face down next to it. This is the stock (draw pile).

Pick up your cards and sort them – the others must not see them. This is your hand.

Playing a turn

The player to the dealer's left starts; then play goes clockwise. Every turn has these steps:

  1. Draw one card: either the top card of the stock (you don't see it before you take it) or the top card of the discard pile.
  2. Meld (optional): lay any sets or runs from your hand face up in front of you.
  3. Lay off (optional): add cards from your hand to any meld on the table – yours or another player's – as long as it is still a correct set or run. To 4♣ 5♣ 6♣ you could add the 3♣ or the 7♣.
  4. Discard one card face up onto the discard pile. This ends your turn.

If you took the top discard, you may not discard that same card in the same turn. You may discard it later.

Melds stay on the table for the rest of the hand. You may not take them back or move cards from one meld to another.

Example: Anna holds 5♥ 6♥ and sees the 7♥ on the discard pile. She takes it and lays down the run 5♥ 6♥ 7♥. Ben has already melded three Jacks, so she lays off her J♦ there too. Then she discards the 2♣ to end her turn.

Stock2♣2♣♣Discardpile5♥6♥7♥7♥♥Anna's runJ♠J♥J♣J♦J♦JBen's set + J♦
Rummy – the table after Anna's turn in the example

Going out

As soon as a player has got rid of all their cards – by melding, laying off or discarding the last one – they go out and the hand ends at once. The others may not meld or lay off any more cards.

Going rummy: if you go out by laying down your whole hand in a single turn, and you have not melded or laid off anything before in this hand, you have gone rummy – your score for the hand is doubled.

Empty stock: if the stock runs out and the next player doesn't want the top discard, take the discard pile, shuffle it and turn it face down as a new stock. Play continues.

Scoring

Only the player who went out scores. They get the value of all the cards left in the other players' hands – even cards that would make a meld count, as they are still in the hand:

Card Points
K, Q, J 10
10 to 2 face value
Ace 1

Example: Carla goes out. Anna still holds K♠ 4♦ (10 + 4 = 14), Ben holds A♣ 9♥ 9♠ (1 + 9 + 9 = 19). Carla scores 14 + 19 = 33 points. Had she gone rummy, she would score 66.

Winning the game

Agree on a target score before you start, for example 100. Keep a running total for every player; the first to reach the target at the end of a hand wins (the highest total, if two players reach it in the same hand). Alternatively, play an agreed number of hands and the highest total wins.

Tips for beginners

  • Get rid of high cards that don't fit anything – a stray King costs 10 points if someone else goes out.
  • Watch the discard pile. What your neighbour picks up tells you what they collect – don't discard cards they need.
  • Check every meld on the table before you discard. A card that fits someone's run can be laid off instead.
  • Don't wait too long to meld. Holding everything back for a rummy is tempting, but if someone goes out first, all those cards count against you.

Variants

All optional – agree before playing.

  • One meld per turn: in the version described on pagat.com, you may lay down only one set or run per turn (laying off is unlimited).
  • Rummy bonus: instead of doubling, going rummy earns a bonus of 10 points.
  • Laying off only after melding: you may lay off on other players' melds only once you have melded yourself.
  • Ace high or low: Q-K-A is also a run. Then an Ace left in hand costs 15 points.
  • Last discard: to go out, you must end with a discard – you may not meld your last card.
  • Unshuffled stock: the discard pile is turned over without shuffling when the stock runs out.
  • Block Rummy: the discard pile is not reused. If the stock is empty and the next player doesn't want the discard, the hand ends: the player with the lowest hand scores the differences between their hand and each other hand.
  • Penalty scoring: everyone except the player who went out scores their hand as penalty points. When someone reaches 100, the lowest total wins.

Background & history

  • Family: Rummy game (draw-and-discard, melding)
  • Origin: North America, early 20th century; probably descended from the Mexican game Conquian
  • Also known as: Basic Rummy, Straight Rummy, Rum; Block Rummy (when the stock is not reused)
  • Related games: Conquian, Rummy (Rommé), Gin Rummy, Rummy 500, Kalooki, Canasta

This is the plain, basic form of rummy from which the many richer versions grew. Its exact origins are unclear. According to Wikipedia, R. F. Foster's Foster's Complete Hoyle derived rummy from Conquian, a Mexican game played with a 40-card Spanish pack. The games historian David Parlett regards Conquian, first attested in the 1850s, as the ancestor of all rummy games, and sees similar draw-and-discard principles in Chinese card games such as Khanhoo. Where the name comes from is also uncertain: explanations offered include the British slang word rum ("odd, strange") and the drink.

According to Parlett, as cited by Wikipedia, the names "Rhum" and "Rhummy" were in use in the USA by about 1905. The game soon split into two branches. In one, melds are laid out on the table during play and anyone may add to them – the branch of this game, of the German family favourite Rummy (Rommé) with its jokers and 40-point opening, and of Canasta. In the other, the cards stay hidden in the hand until a player ends the hand, as in Gin Rummy.

The basic game has no fixed rulebook, and card-game books differ on details: whether you may lay down one meld or several per turn, whether the Ace may also be high, and what happens when the stock runs out. According to pagat.com, the discard pile is usually shuffled to form a new stock today; in Block Rummy, it isn't reused at all and the hand ends instead.

Sources