Classic
Rummy
- Players
- 2–6
- Duration
- 10 min
- Difficulty
- 1/3
- Deck
- 52-card deck (no jokers)
Chapter 1 of 5
How to set up
The classic melding game, for 2 to 6 players with a 52-card deck. You draw, lay down sets and runs, add to the melds on the table and discard. The first player to run out of cards collects the points left in everyone else's hand.
Objective
Run out of cards before everyone else by laying your cards down in melds. Whoever does it collects the points of the cards left in their opponents' hands. The highest score at the end of the game wins.
Setup
- Deck
- 52 cards: remove the jokers
- In hand
- 7 each, with 3 or 4 players
- On the table
- discard pile face up in the middle, stock face down next to it
- 2 players
- 10 cards each
- 5–6 players
- 6 cards each
- The target Before starting, agree when the game ends: once everyone has dealt once, or when someone reaches an agreed score, for example 100.
- The deal Pick a dealer at random. They deal the cards clockwise, one at a time.
- The discard pile The next card is turned face up: it starts the discard pile.
There are two kinds of meld:
- Set: three or four cards of the same rank, such as 7♠ 7♥ 7♦.
- Run: three or more cards of the same suit in sequence, such as 4♣ 5♣ 6♣. The A is low only: A♥ 2♥ 3♥ is a run, Q♥ K♥ A♥ is not.
Card order in a run:
Variants to agree on first
- Several melds per turn. You can lay down as many melds as you like in a turn.
- Aces high and low. The A counts as 1 or above the K: Q K A becomes a run too.
- Compulsory last discard. To go out you must discard your last card: you cannot go out by melding or laying off everything.
- Italian Ramino. Two decks and four ★, eight cards each. Your first meld must be worth at least 50 points, a ★ stands for any card and is worth 25. The cards left in your hand count against you, and whoever goes past the agreed score is out.
- Mechanics
Chapter 2 of 5
How to play
- Who starts The player on the dealer's left starts, then play goes clockwise. With two players, the non-dealer starts.
- Draw On your turn draw one card: the top card of the stock or the top card of the discard pile.
- Meld You may lay one meld face up in front of you. At most one per turn.
- Lay off You may add cards to the melds on the table, yours or anyone else's, as long as they stay valid: a fourth 7 to a set of 7, the 7♣ to the run 4♣ 5♣ 6♣. Melds on the table are never taken apart.
- Discard End your turn by discarding one card face up on the discard pile. If you took the discard, you cannot discard that same card.
- Stock runs out If the stock is empty and the player whose turn it is does not want the discard, turn the pile over without shuffling to form the new stock.
- Going out The deal ends when a player runs out of cards, by melding, laying off or discarding the last one.
- The next deal Count the points, the deal passes to the player on the left and another deal is played, until everyone has dealt once or someone reaches the agreed score.
Frequently asked questions
Can I take the top discard and throw it straight back?
No. If you took the discard, you must end your turn by discarding a different card.
How many melds can I lay down in a turn?
Only one. You can add as many cards as you like to the melds already on the table, though.
Can I add to other players' melds?
Yes. Every meld on the table belongs to everyone, and you can add cards to any of them.
Is Q K A a run?
No. The A is low only, so A 2 3 is a run and Q K A is not. For a high A too, see the variants.
What if the stock runs out?
If the player whose turn it is does not want the top discard, the discard pile is turned over without shuffling and becomes the new stock.
Chapter 3 of 5
How to score
At the end of the deal, whoever went out collects the points of the cards left in the other players' hands.
| Item | Points | How |
|---|---|---|
| Rummy | ×2 | going out by laying down the whole hand in a single turn, having melded nothing before |
Who wins. The highest score once everyone has dealt once, or when someone reaches the agreed score.
Chapter 4 of 5
An example hand
The start
Anna, Bruno and Carla play with three players, seven cards each. Carla deals, so Anna, on her left, starts. The top of the discard pile is the 9♣.
Tips
- When an opponent is down to a few cards, get rid of your court cards: if they go out, each one costs you 10 points.
- Watch what the others take from the discard pile: someone who takes the 8♥ is probably after a set of 8 or a run of hearts. Avoid discarding the cards they are missing.
- Do not wait too long to meld: cards on the table no longer count against you if someone else goes out.
Chapter 5 of 5
Table summary
- 2–6 players
- 10 min
- 52-card deck (no jokers)
In short
- 52-card deck, no jokers. Clockwise. Play until everyone has dealt once, or to an agreed score, for example 100.
- Cards each: 10 with two, 7 with 3-4, 6 with 5-6.
- Set: 3-4 cards of the same rank. Run: 3 or more cards of the same suit in sequence. A low only.
Your turn
- Draw from the stock or the discard pile.
- Lay down at most one meld. Lay off as many cards as you like on any meld on the table.
- Discard one card, never the one you just took from the discard pile.
- Stock empty: turn the discard pile over without shuffling.
Going out and scoring
- Whoever runs out of cards goes out and collects the cards in the others' hands.
- Court cards 10, A 1, the others their number.
- Rummy, your whole hand laid down in one turn: double points.
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