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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
  1. The target Before starting, agree when the game ends: once everyone has dealt once, or when someone reaches an agreed score, for example 100.
  2. The deal Pick a dealer at random. They deal the cards clockwise, one at a time.
  3. 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:

lowest to highest
AAAce
22334455667788991010Numbers
JJQQKKCourt cards
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
Next: how to play

Chapter 2 of 5

How to play

  1. Who starts The player on the dealer's left starts, then play goes clockwise. With two players, the non-dealer starts.
  2. Draw On your turn draw one card: the top card of the stock or the top card of the discard pile.
  3. Meld You may lay one meld face up in front of you. At most one per turn.
  4. 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.
  5. 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.
  6. 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.
  7. Going out The deal ends when a player runs out of cards, by melding, laying off or discarding the last one.
  8. 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.

Next: scoring

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.

what each card left in hand is worth
AA1Ace
222333444555666777888999101010Numbers
JJ10QQ10KK10Court cards
ItemPointsHow
Rummy×2going 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.

Next: an example hand

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♣.

Turn 1 of 7

MoveAnna: draws 5♥ from the stock, lays down set of 5s, discards K♣.
WhoHand secretCards
Anna plays782J7→4
BrunoKK3Q4497
Carla583J2677
Tableset of 5s · Anna’s555StockKDiscards

She draws the 5♥ and has three 5, so she lays down the set. She discards the K♣, which she has no use for.

Turn 2 of 7

MoveBruno: takes K♣ from the discards, lays down set of kings, discards 3♦.
WhoHand secretCards
Anna782J4
Bruno playsQ4497→4
Carla583J2677
Tableset of 5s · Anna’s555set of kings · Bruno’sKKKStock3Discards

He takes from the discard pile the K♣ Anna has just thrown, because with his two K it makes a set.

Turn 3 of 7

MoveCarla: draws 4♠ from the stock, lays 5♣ off on set of 5s, discards 8♦.
WhoHand secretCards
Anna782J4
BrunoQ4494
Carla plays3J26747→6
Tableset of 5s · Anna’s5555set of kings · Bruno’sKKKStock8Discards

She lays off her 5♣ on Anna's set, which becomes four of a kind. Players can lay off on anyone's melds.

Turn 4 of 7

MoveAnna: draws 9♥ from the stock, lays down run of hearts, discards J♦.
WhoHand secretCards
Anna plays24→1
BrunoQ4494
Carla3J26746
Tableset of 5s · Anna’s5555set of kings · Bruno’sKKKrun of hearts · Anna’s789StockJDiscards

The 9♥ completes the run 7♥ 8♥ 9♥. After discarding she is down to one card.

Turn 5 of 7

MoveBruno: draws A♠ from the stock, discards Q♠.
WhoHand secretCards
Anna21
Bruno plays449A4
Carla3J26746
Tableset of 5s · Anna’s5555set of kings · Bruno’sKKKrun of hearts · Anna’s789StockQDiscards

Anna can go out next turn. Bruno discards his most expensive card, the Q♠, so he pays less if she does.

Turn 6 of 7

MoveCarla: draws 2♠ from the stock, lays down run of spades, discards J♠.
WhoHand secretCards
Anna21
Bruno449A4
Carla plays2676→3
Tableset of 5s · Anna’s5555set of kings · Bruno’sKKKrun of hearts · Anna’s789run of spades · Carla’s234StockJDiscards

She lays down the run 2♠ 3♠ 4♠ and discards the J♠, her highest card.

Turn 7 of 7

MoveAnna: draws 10♥ from the stock, lays 10♥ off on run of hearts, discards 2♣ and goes out.
WhoHand secretCards
Anna playsnone: out1→0
Bruno449A4
Carla2673
Tableset of 5s · Anna’s5555set of kings · Bruno’sKKKrun of hearts · Anna’s78910run of spades · Carla’s234Stock2Discards

She lays off the 10♥ on her run, discards her last card and is left with none. She goes out.

Final score

End of the deal · Anna went out
Bruno449A4 + 4 + 9 + 1 = 1818
Carla2672 + 6 + 7 = 1515
Annacollects the points left in the other hands +33
Back to the start of the example

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.
Next: the summary

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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