Rummy Instructions Card Game

Push is related to Contract Rummy in that there are specificrequirements for the initial melds of each round, but there are some importantdifferences: Push is a partnership game, and the draw and discard mechanism isdifferent from the typical Rummy game.

To win at rummy card game, the players have to group cards in valid sequences and sets. In rummy, the cards in each suit rank low to high starting with Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen and King. Ace, Jack, Queen and King each has 10 points. The remaining cards have value equal to their face value. Rummy is one of the most popular classic card games in the world. Often referred to as 'basic rummy” or 'traditional rummy,” or just 'Rum,' it's easy to learn and play once you get the hang of it. Though it's a simple game, playing rummy is exciting and there's a decent amount of skill involved. How to Play Rummy: Rules & More Players and Decks. Dealer gives one card at a time face down, beginning with the player on the left. When two people play, each person gets 10 cards. When three or four people play, each receives seven cards; when five or six play, each receives six cards. The remaining cards are placed face down on the table, forming the stock.

Setup

Players: Push is for four players, two against two in fixed partnerships; asusual, partners sit facing each other.

Cards: 2 standard decks of cards are used, including the 4 Jokers, making it108 cards total.

The Deal: There are 5 rounds in Push, each of which has a differentnumber of cards dealt. Six cards are dealt in the first round, seven in thesecond round, and so on until 10 cards are dealt in the final round.

The first dealer is chosen at random and the turn to deal passes clockwise. Thedealer deals the appropriate number of cards to each player, one at a time. Thenext card is placed face up to start the discard pile, and the remaining undealtcards are placed face down beside it to form the stock. The first face-up cardis not allowed to be a wild card; if the card turned up is a two or joker, thedealer buries it in the stock and turns up a new card to start the discard pile.

Objective: During each round, the object is to get rid of as many cards aspossible from your hand by playing them to the table as melds, also known asSets and Runs. When one player gets rid of all their cards, the cardsremaining in the other team's hands score penalty points. The team with thelower total of penalty points after the fifth round wins the game.

Melds

As in most rummy games, the possible melds are Sets of equal cards and Runsof consecutive cards in the same suit. Wild cards can be used as substitute forany number of cards in a set or run. The minimum size of sets and runs is threecards, but a longer run is required for the initial meld in some rounds.

Sets
A set consists of three or more cards of equal rank - for example threesevens or four queens. Since a double pack of cards is used there are two ofeach card, but a set cannot contain two cards of the same suit. Therefore aset cannot contain more than four cards. However, a player can meld twoseparate sets of the same rank, for example 8-8-8 and 8-8-8.
Runs
A run consists of three or more cards of the same suit in sequence, such as3-4-5-6, or 9-10-J. Aces can be used as ahigh card in a sequence (as in J-Q-K-A) or as a low card (as inA-2-3-4), but not both (K-A-2-3 is not allowed). A player can meldtwo separate runs in the same suit, for example 4-5-6-7 and8-9-10-J, or these eight cards could be melded as a single run:4-5-6-7-8-9-10-J, but once melded, runs cannot be split up or joinedtogether, only extended.
Wild cards

Deuces and jokers are wild and can be used in any set or run to representany desired card. If a meld consists entirely of wild cards or has just onenatural card and the remainder wild, then the player must specify whether itis meant to be a set or a run. In the case of a run, the player must specifyexactly what any wild card represents; in the case of a set it is onlynecessary to specify the rank of the set.

For example, if you put down 6-2-Joker you must say whetherit is a set of sixes or a run in diamonds, and if it is a run you mustspecify whether it is 4-5-6, 5-6-7 or 6-7-8.

A two can also be used as a natural card (i.e. representing itself) in a runsuch as A-2-3-4.

The Contracts (Initial Meld Requirements)

In each round there is a specific meld that must be formed first, before anyother melds can be formed or any cards can be laid off on existing melds on thetable. This is known as the 'basic contract' and forming these melds is called'fulfilling the contract'. Each player must fulfill their own contract, even ifthe player's partner has already formed their own initial melds.

RoundCards DealtBasic Contract
162 sets of three cards
271 set of three, 1 run of four cards
382 runs of four
493 sets of three
5102 runs of five


Game Play

Play commences with the player to the left of the dealer taking a turn andcontinues clockwise until the hand ends.

Players do the following actions when it is their turn:

  1. Draw: There are two options for the draw step of a player's turn:

    1. If the player wants the top card of the discard pile they can draw it andadd it to their hand.
    2. If the player does not want the top card of the discard pile he or shewill take the top card of the stock pile, put it face down on top of thetop card from the discard pile, and then pushes these two cards to theopponent on their left. (Hence the name of the game.) The opponent mustadd these cards to their hand, and then the original player takes the nextcard from the top of the discard pile and adds it to their hand. Becauseof pushing players can sometimes accumulate a large number of cards intheir hands.
  2. Meld and Lay off (optional): After having draw a card the player has theopportunity to meld cards by placing them face up on the table in front ofthe player in valid sets and runs. Before the player can make and arbitrarymelds they must have fulfilled the contract for the round, and they must doit for themselves. If the player's partner has fulfilled the contract it doesnot count for the current player.

    Once the player has formed the meld(s) for the basic contract they can, onthe same or subsequent turns, form additional melds, or lay off cards onexisting melds of their own or those played by their partner of opponents,extending those melds. The extended melds must remain legal combinations.

    While melding the player may rescue wild cards if they have the natural cardin their hand that the wild card is representing by replacing the wild cardwith the natural card. The player must then use the wild card immediately inthe same turn, it can not be held in the hand for later turns. If a two isused as a natural card in a meld such as A-2-3-4 then it can not berescued and reused in this way.

  1. Discard: The final part of each player's turn is to discard one card fromhand face up onto the discard pile.

Depleted Stock

If the stock pile runs out of cards then as soon as a player wishes to draw fromthe stock and there are no cards available then the round is over.

End of Hand

If a player manages to go out by meldding/discarding all of their cards then theround is over. It is allowed to go out by melding and laying off all of thecards, or to meld/lay off all but one card and then discard the final card.

Scoring

As soon as a player goes out, the round is scored. The team of the player whowent out counts nothing for this round (the cards belonging to the partner ofthe player who went out do not count). The two opponents count the total valueof cards remaining in both their hands. If the stock ran out before any player couldgo out then both teams score the penalty points in their hands. The values of theindividual cards are as follows:

CardValue
3-95 points
10-K10 points
Ace15 points
Joker, 220 points


Optional Rules and Variations

The following rules may be added to the standard game if all players agree tothe variation before the first player takes their turn. It’s not an all ornothing deal, the game participants can pick and choose which variations theylike.

  1. 10 cards for all rounds: Some play Push with 10 cards dealt in each round.
  2. Single players: Some play Push without partnerships, and it is possibleto have 5 or 6 players in this way. If there are more than 4 players then adda third deck and its 2 jokers to the game.
  3. Three and Seven: The contract for the 5th round can be replaced with arun of three plus a run of seven.



Ultimate Guide to Rummy (aka 'Rum')

Rummy is one of the most popular classic card games in the world. Often referred to as 'basic rummy” or 'traditional rummy,” or just 'Rum,' it's easy to learn and play once you get the hang of it. Though it's a simple game, playing rummy is exciting and there's a decent amount of skill involved.

How to Play Rummy: Rules & More

Players and Decks

Rummy is played with 2-6 players. It is played with a standard 52-card deck and aces are low.

Dealing

Players take turns dealing when playing a two-player game. When playing with three or more players, whose turn it is to deal rotates clockwise every round. The player who deals first is chosen at random and how many cards dealt to each player depends on the total number of players.

  • 2 players: 10 cards each
  • 3-4 players: 7 cards each
  • 5-6 players: 6 cards each

The dealer deals cards one by one then begins the discard pile by placing the following card face-up in the middle of the table. The dealer then places the rest of the deck face down next to it, forming the stock. Players then are permitted to look at their cards and sort them.

Goal

The goal of Rummy is simple: get rid of all your cards first.

Players can rid their hand of cards in three ways: they can meld, lay off, and discard.

  • To meld, a player takes multiple cards from his or her hand and places them face-up on the table. That combination of cards then stays there. Melding is the quickest way to get rid of cards.
  • Sets (sometimes called groups or books) and runs (sometimes called sequences) are the two valid types of melds in Rummy.
  • A set, book or group is 3 or 4 same-ranking cards.
    • Example: 10 of spades, 10 of diamonds and 10 of hearts
    • Example: 6 of clubs, 6 of spades, 6 of diamonds, and 6 of hearts
  • A run or sequence is 3+ consecutive cards of a matching suit. Consecutive cards of different suits do not constitute a valid sequence.
    • Example: 3 of spades, 4 of spades, and 5 of spades
    • Example: 9 of hearts, 10 of hearts, Jack of hearts, and Queen of hearts.
  • To lay off, add cards in your hand to already-existing melds.
    • Example: To a set of a 10 of spades, 10 of diamonds and 10 of hearts, a player could add a 10 of clubs.
    • Example: To a run of a 3 of spades, 4 of spades, and 5 of spades, a player could add a 2 of spades to the beginning or a 6 of spades to the end.
  • However, players may not rearrange any melds as they lay off.
    • Example: If a set of the 6 of clubs, 6 of spades, 6 of diamonds, and 6 of hearts and a run of the 3 of spades, 4 of spades, and 5 of spades are both on the table, a player couldn't move the 6 of spades from the set to the run in order to lay down a 7 of spades.
  • To discard, put one of your cards in your hand face-up on the discard pile. Players signal the end of every turn by getting rid of a card in this way.

Once a player has laid down all of his or her cards, the other player's cards are totaled up and added to the previous round's total. The rounds continue in this manner until one player reaches or goes over a target score and the rummy game is over. Then, the player with the lowest score wins.

Play

Players take turns, rotating clockwise, starting with the person to the left of the dealer. In a two-player game, players alternate turns.

Each turn includes the following, in this order:

  1. Drawing. Each player must start his or her turn by adding a card to his or her hand. Players can choose to take the first card from the discard pile or the stock pile.
  2. Melding. After beginning his or her turn by drawing a card, a player may lay a valid set or run down if he or she has one. Players can only put down one meld per turn (see Variations of Play). (Melding is optional)
  3. Laying off. After melding, players can add on to runs or sets already melded by any player. Players can lay off as many cards per turn as they'd like. Laying off is optional as well.
  4. Discarding. To signal that his or her turn is over, a player must discard a card from his or her hand to the discard pile. If a player picked up the card from the discard pile at the beginning of his or her turn, that player may not discard the same card in the same turn.

When the stock runs out, the discard pile is shuffled, turned face-down and the top card is turned face up next to it. Play continues. (See Variations of Play for alternate practices)

The round immediately ends when a player gets rid of all cards in his or her hand, or 'goes out.” That player wins the round.

Scoring

Once the round ends with a player going out, total up the other players' cards as follows:

  • Kings, Queens, Jacks, and 10s: 10 points
  • Number cards: face value
  • Aces: 1 point

The total value of the cards left in each losing player's hand is recorded and added to the previous round's total. The points are penalty points.

When any player reaches a previously agreed upon target score (often 100), the player with the lowest score wins. (See Variations of Play for other scoring options)

Strategy

Card Game Rummy Instructions Printable

Here are some tips and tricks for how to win Rummy:

  • Get rid of face cards and other high-value cards. If you can, do so early on in the game. If not, at least do so towards the end when you notice that your opponent is about to run out of cards. This means you'll run your own score up less.
  • Mathematically, it's easier to make a run than it is to get 3 of a kind. So if you're forced to discard either a card that could later form a run or one that could be part of a set, it's better to discard one that could later form a set.
  • Pay attention to what your opponent does. If he or she grabs a 10 of spades from the deck, you can bet that they probably either have a 10 already or are trying to complete a run of spades. Do your best to block them from getting rid of their cards!
  • Keep in mind that a run can have more than 3 cards in a row. Sometimes, the best way to get rid of cards fast is to form a 5- or 6-card run.

These are just the basics. For more in depth strategy of Rummy, check out White Knuckle.

Card

Variations of Rummy

Looking to mix things up a bit? Here are some alternative house rules you can use. Be sure to discuss and decide upon any variations among fellow players before starting a game.

Set Number of Rounds

Instead of playing to a target score, players can decide to play to a set number of rounds. In this case, the player with the least amount of points after the set number of hands is the winner.

More than One Meld

Some play that players are allowed to lay down any number of melds during each turn. This is a very common variation; be sure that all players are on the same page about how many melds can be played during each turn before beginning a game.

Many also give a player bonus points if he or she goes out in one turn or 'going rummy,” as they call it. When a player 'goes rummy,' the hand's score is doubled.

Laying Off Before Melding

Some don't allow a player to lay off cards until he or she has laid down a meld. This is also a very common variation.

Aces High

The standard rules dictate that aces are only low. Hence, a run of Ace, 2, 3 would count, but a run of Queen, King, Ace wouldn't. Some let aces count as either low or high. When this rule is implemented, aces count for 15 points rather than 1 point, since they're more useful.

Even when this rule is implemented, aces can't be both high and low at the same time, such as in a King, Ace, 2 run. (Some allow these sort of runs, but it's rare)

Jokers

Standard Rummy doesn't use jokers. Some play that jokers can be used as wild cards that can replace any other card to form sets and sequences. When this rule is implemented, jokers are valued at 15 points and can be used by other players once they're on the table.

Card Game Rummy Instructions Printable

Discard Last

Some require players to discard a card even at the end of their last turn. Playing with this rule, a player wouldn't be permitted to meld or lay off all of his or her cards since he or she couldn't finish by discarding one.

Reusing Discard Pile

In old rummy rules, the discard pile isn't supposed to be shuffled before being reused as stock. However, this version of play isn't very fair because without a shuffle, any player who can memorize the discarded cards in order will have a clear advantage. Due to this, most card game books now recommend shuffling the pile before continuing play.

In both instances, using the discard pile as new stock over and over has other disadvantages. If each player hoards cards that other players want, each player could draw from the pile and discard the card he or she just drew. Theoretically, this sort of game could go on forever. To avoid that sort of repetition, players might consider limiting how many times they reshuffle the discard pile per round.

The discard pile is never reused In a variation of rummy called block rummy. Once the stock pile runs out, the game is over and all players score their remaining cards.

Scoring

In a common variation of traditional rummy, only the winner scores points after each round. The winner then gets the total number of points from all the cards in the hands of the losing players. When playing this way, the game still ends once a player reaches a target score. The player who reaches it wins the game.

Others play that the winner wins real cash from the losers according to how many points they each have in his or her hand. When playing this way, the game would end after an agreed-upon number of rounds instead of once a certain score is reached.

Glossary of Terms

Block rummy: a variation of rummy in which the discard pile is never reused

Book: 3 or 4 same-ranking cards. Example: 10 of spades, 10 of diamonds and 10 of hearts. One of two types of melds in rummy. Also called a group or set.

Discard: to play a card from your hand on top of the discard pile, signaling the end of a turn.

Gin rummy: a popular version of rummy played with two people. Often confused with traditional rummy.

Go out: To get rid of the last card in your hand, to win and end a round

Go rummy: Going out in a single turn by melding or laying off an entire hand.

Group: 3 or 4 same-ranking cards. Example: 10 of spades, 10 of diamonds and 10 of hearts. One of two types of melds in Rummy. Also called a book or set.

Indian rummy: a popular version of rummy from India played with two decks and wild cards.

Lay off: to add one or more cards from your hand to an already-existing meld

Meld: to place multiple cards from your hand face-up on the table. There are two types of acceptable melds in rummy: sets (also called books and groups) and runs (also called sequences).

Rummy

Rummy 500: a popular version of rummy in which players play to 500 and score according to cards showing and cards in hand

Run: 3+ consecutive cards of a matching suit. Example: 3 of spades, 4 of spades, and 5 of spades. Also called a sequence.

Sequence: 3+ consecutive cards of a matching suit. Example: 3 of spades, 4 of spades, and 5 of spades. Also called a run.

Hot Rum Card Game Rules

Set: 3 or 4 same-ranking cards. Example: 10 of spades, 10 of diamonds and 10 of hearts. One of two types of melds in Rummy. Also called a book or group.

Stock: the face-down pile from which players can draw a card at the beginning of each turn

How To Rummy Card Game

If you get bored here, we have plenty of other games to play! Maybe go play the card game hearts or the card game spades or the card game solitaire!

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