🃏 Rummy Card Game Rules
Master the classic melding game with our comprehensive guide
Rummy is a classic card game where players try to form sets and runs of cards. The objective is to be the first to meld all your cards and “go out” with the lowest score.
Key Concepts:
- • Sets: 3+ cards of same rank (e.g., 7♠ 7♥ 7♣)
- • Runs: 3+ consecutive cards same suit (e.g., 4♠ 5♠ 6♠)
- • Meld: Place valid sets/runs on table
- • Lay Off: Add cards to existing melds
Winning:
- • First to meld all cards wins the round
- • Score penalty points for remaining cards
- • Play to agreed target (usually 100 or 500)
- • Lowest total score wins overall
Equipment:
- • Standard 52-card deck
- • 2 decks for 5+ players
- • Score pad or digital tracker
Deal:
- • 2 players: 10 cards each
- • 3-4 players: 7 cards each
- • 5-6 players: 6 cards each
- • Place remaining cards face-down (stock)
- • Turn top card face-up (discard pile)
Player Order:
- • Deal rotates clockwise each round
- • Player left of dealer starts
- • Play continues clockwise
First Turn:
- • Cannot pick up first discard
- • Must draw from stock pile
- • Then discard normally
Turn Sequence:
Draw
Pick up either the top card from the stock pile OR the top card from the discard pile
Meld (Optional)
Place valid sets or runs face-up on the table, or add cards to existing melds
Discard
Place one card face-up on the discard pile (cannot be the same card you just drew)
Valid Melds:
Sets (Same Rank)
- • 3♠ 3♥ 3♣ (minimum 3 cards)
- • K♠ K♥ K♣ K♦ (all four suits)
- • A♠ A♥ A♣ (Aces can be any rank)
Runs (Same Suit)
- • 4♠ 5♠ 6♠ (minimum 3 cards)
- • 9♥ 10♥ J♥ Q♥ K♥ (longer runs)
- • A♣ 2♣ 3♣ (Ace low only)
Important Rules:
- • Ace is always low (A-2-3 valid, Q-K-A invalid)
- • Cannot use same card in multiple melds
- • Must have at least 3 cards in each meld
- • Can add to opponents' melds (lay off)
Round Scoring:
When a player goes out, all other players score penalty points for cards remaining in their hand:
Card Values:
- Ace1 point
- 2-9Face value
- 10, Jack, Queen, King10 points
Special Situations:
- • Going Out: 0 points
- • Going Rummy: Others score double
- • Melded Cards: Don't count
- • Hand Cards: Full penalty value
Going Rummy Bonus:
If you meld all your cards at once without having melded before (going “rummy”), all other players score double points for their remaining cards.
Game Scoring:
- • Play multiple rounds until someone reaches the target score
- • Common targets: 100 points (short game) or 500 points (long game)
- • Player with LOWEST total score wins
- • Keep running totals after each round
Good Strategies:
- • Keep cards that can form multiple melds
- • Watch what opponents pick from discard
- • Hold consecutive cards of same suit
- • Meld early to reduce penalty risk
- • Keep low-value cards when possible
- • Remember discarded cards
Avoid These Mistakes:
- • Hoarding high-value cards too long
- • Discarding cards opponents might need
- • Waiting too long to meld
- • Ignoring what opponents are collecting
- • Breaking up potential melds carelessly
- • Not laying off when you can
Gin Rummy
More strategic variant where you don't meld until going out. Features “knocking” when unmatched cards total 10 or less.
Oklahoma Rummy
The first upcard determines the maximum points you can have to knock. Adds more strategy and variety to each hand.
Contract Rummy
Play with specific contracts each round (like “2 sets” or “1 set + 1 run”). Great for adding structure and variety.