Rules of Card Games: 5. Rummy. Introduction. This North American Rummy game exists in many versions and has many different names. The play is similar to 5. Rummy in that a player may take several cards from the discard pile, but there two major differences. The first card dealt to each player is face up, and its value determines that number of cards the player will be dealt. The players therefore start with unequal sized hands. There are wild cards, which along with the aces have a high value, typically 1. It is therefore important to meld these high- value cards, or at least to dispose of them before the end of the play. One wild card is determined by an exposed card in the dealer's hand, and therefore varies from deal to deal. Some versions have additional wild cards. I have collected over 2. The variants affect every part of the game: the number of cards used, the deal, the card values, the wild cards, the melds that are allowed, the rules of play and the scoring. I will try to cover these variants by first describing a game that uses the commonest version of each rule, and then listing the variants I have seen. The name 5. 00. 0 Rummy reflects the fact that the game is often played to a target score of 5. Rummy, 2. 00. 0 Rummy, 2. Rummy, 2. 50. 0 Rummy, 2. Rummy or 1. 00. 00 Rummy. Other names include Backwards Rummy, Bitchin' Rummy, Circle Rummy, Crazy Rummy (though this name is more commonly used for a different variant with fixed hand sizes), Dumbbell Rummy, Dummy Rummy, George, Hillbilly Rummy, Polish Rummy and Wild One. I would like to thank the many contributors who over several years have sent me descriptions of these different versions of this game. Players and Cards. Deal and play are clockwise. Deal. The first dealer is chosen by a random method: for example all draw cards and the lowest deals. Based on John Eveleigh’s description of Progressive Rummy. The same rules actually apply as with the original game of Contract Rummy. Deck of Cards: Two packs of. Now your rummy game can have a distinctly Midwestern flair with the Michigan Rummy Game. Combining the concept of rummy with some friendly wagering and a distaste for 1. Rummy is one of the world's best-known and most popular games, due in large part to its simplicity and elegance. There are numerous Rummy variations, and the rules. Summary: Continental Rummy is one of the most popular games designed for larger numbers of players groups. There are a few different variations of continental rummy. Rules for the card game 5000 Rummy, with its many names and variants, in which each player is dealt a number of cards determined by the first card they receive. 12-Step Rummy Yet another contract rummy game. I learned this from a friend who learned it from friends from Windsor, Nova Scotia. Check also John McLeod's card game. Edit Article How to Play Gin Rummy. Three Parts: Setting Up Gin Rummy Playing Gin Rummy Scoring and Winning Gin Rummy Community Q&A. You're hanging out with a friend. The turn to deal passes to the left after each hand. Before the deal, the dealer shuffles and the player to dealer's right cuts the cards. Instead of dealing the cards around the table one or a few at a time as in many games, the dealer gives each player in turn their whole hand of cards before moving on to the next player. For each player, starting to the dealer's left: The dealer deals one card in front of the player, face up for all to see. The rank of this card determines the number of additional cards that player will be dealt. The dealer deals the remainder of the player's hand face down. For example if a player's first card is a 7, the dealer gives the player 7 more cards face down before moving on to the next player. A player whose first card is a picture (jack, queen, king) receives 1. Rules and variations of Contract Rummy, a card game with many alternative names and versions. In order to lay down cards players have to meet a minimum requirement. Rummy is still one of the best-known card games in the United States, though in many regions it has been superseded by Gin Rummy and Oklahoma Gin. The dealer will be the last to receive cards. The dealer's first (face up) card is wild for the current deal. For example if the dealer gets a 4 face up, the dealer takes four more cards face down, and fours are wild. The dealer stacks the remainder of the cards in a neat face down pile to form a stock from which cards can be drawn. Crummy rummy is the official card game of my family. In the absence of any actual crummy rummy governing body with precedence -- probably since the game does not. The top card of the stock is turned face up and placed next to the stock to begin the discard pile. All players pick up their cards, both the face up one and the face down ones, and play begins. Melds. As in all forms of rummy, the aim is to form combinations: sets of three or more equal cards and runs of three or more consecutive cards of the same suit. Sets. A set consists of three or more cards of the same rank, for example three kings or five sevens. When this game ifs played with more than one deck, a set may contain identical cards, so for example 5- 5- 5 is a valid set. Runs. A run consists of three or more consecutive cards of the same suit. For this purpose, the cards rank in order A- 2- 3- 4- 5- 6- 7- 8- 9- 1. J- Q- K- A. The ace can therefore be at the low end of a run, next to the 2, or at the high end next to the king, but not in the middle of a run. A wild card can be used as a substitute for any missing card needed to form a set or run. For example if 6's are wild, 8- 6- 1. Play. The player to dealer's left begins, and players take turns in clockwise order around the table. A turn consists of three parts: The player either draws the top card from the stock or takes one or more cards from the top of the discard pile. The card or cards taken are added to the player's hand. A player is always allowed to draw the top card from the stock or the discard pile. A player can draw more than one card from the discard pile provided that. A player who takes more than one card from the discard pile can meld some or all of the cards that were on top of the deepest buried card; the remainder of the cards taken are added to the player's hand. The player may lay down (meld) valid runs and sets, and cards that extend runs and sets that have already been laid down by any player. Melded cards are always kept face up in front of the player who melded them, for scoring purposes. When adding to a set or run put down by another player, you must state which set or run you are adding it to, and the other players need to take notice of this. For example if player A has melded 6- 7- 8 and player B had added 9 to it, other players need to be aware that a 5 or a 1. B and not next to player A's run. To end the turn, the player must discard one card face up onto the discard pile. If a player takes just one card from the top of the discard pile, it is not legal to discard that same card, leaving the discard pile exactly as it was before the player's turn. The cards of the discard pile are overlapped, so that all can be seen. Wild cards. If you hold the real card that is represented by a wild card that has been used in a run, you may meld the real card in step 2 of your turn, placing it in front of yourself. The wild card remains in place. Calling "rummy"Any card can be discarded. However, if a card is discarded which can be used to extend a set or run on the table, any player who has already melded can call "rummy", take the discard and meld it, announcing the set or run it is added to, and discard a card (if possible). The turn to play then reverts to the player whose turn to play should have been next had it not been for the "rummy" call. End of the play. The play can end in one of two ways. A player has only one card left after melding and discards it, so having no cards left in hand. This is called "going out". Note that this final discard must be "unplayable": it cannot be a card that could have been added to a meld on the table. A player who has no unplayable cards has to "float" - see below. There are no cards left in the stock pile, and the player whose turn it is cannot or does not wish to take a card or cards from the discard pile. In either case, the play ends immediately and the hand is scored. Floating. If a player melds all his or her cards, and has nothing to discard, this does not end the play. Instead, the player "floats", holding no cards. In future turns, the player must draw a card from the stock (not from the discard pile since it is illegal to draw and discard the same card). If the card drawn is playable it must be melded and the player floats again. If it is not playable, the player discards it and goes out. A player who calls "rummy" while floating melds the card but is unable to discard, so continues to float. Scoring. Players score the value of all the cards they have melded. For this purpose: Aces and wild cards are worth 1. If aces are wild, they are worth 2. Kings, Queens, Jacks and Tens are worth 1. Numeral cards from 2 to 9 are worth 5 points each if not wild. Also, if the play ended by one of the players going out, that player scores the value of all the cards remaining in the other players' hands, which they failed to meld. Further deals are played until one or more players reaches a cumulative score of 5. At that point, the player who has most points is the winner. Variations. There are numerous variations of this game: no two descriptions that I have seen agree in every detail. Below I have tried to list all the variants I have seen. Please note that some combinations of variants work better together than others, and in some places I have noted which variants should or should not be combined. Cards, Wild Cards and Card Values. Depending on exactly how the deal is managed, there is the possibility that some players may begin with hands of only 3 or even 2 cards, which may be undesirable. To avoid this, some groups omit some small cards from the pack. It seems to be quite common to play without twos, so that a double deck contains 9. Some take this further: I have seen variants played with 2×4. If low cards are omitted, aces are always high in runs, next to the king. Another way to avoid the smallest hands is to make all the twos permanent wild cards. In this case a player who receives a two as an upcard will be dealt another 1. Many players add jokers to the deck. These act as permanent wild cards. Some groups have other permanent wild cards such as tens or one- eyed jacks. To reduce the chances of running out of cards some players add extra decks. For example three or four players can play with a double deck (with 4 jokers if used) and five or more could use a triple deck (with 6 jokers if wanted). Some players have a lower value of 5. If aces are 5. 0 and wild cards are 1. Some play that wild cards are always worth 2. Some groups value 9's and 8's as 1. Some have special high values for other particular cards, for example 4. Dealing and Choosing the Wild Card. Some groups treat the face up card dealt to each player as indicating the total number of cards that player should receive, rather than the number of additional cards. In this version, for example, a player who was dealt a 6 first would get only 5 cards face down, not 6. In some groups a jack indicates 1. Some give 1. 4 or 1. When permanent wild cards are used, they usually correspond to a larger number of cards, such as 1. Alternatively, some play that a wild card dealt as an upcard is buried in the pack and replaced by another card.
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