1887 BGG rank #6585

Rummy

2–6 players 60 min Ages 8+ 1.4/5 complexity 5.7/10 rating

About this game

There are many different versions of Rummy. Rummy 500 is the most commonly played form of Rummy. Rummy 500 is a standard deck playing card game using 52 cards. It is one of the most popular family card games, and has a simple premise. Players are dealt a hand of cards, with the goal being to rid yourself of all the cards in your hand. You can do this by playing cards to the table, in groups of three, either in sets (groups of cards with the same value from different suits) or in runs (three or more consecutive cards for one suit). Once a person lays down a group of cards, other players -- including the player who played the original set -- can now "lay off" cards to that group. On a player's turn, they can take the top face down card from the stock, or take the top face up card from the discard pile. After melding, laying off, or making no plays on the table, a player must discard a card face up on the discard pile. The discard pile is spread out, so that the value of all cards is visible. If you see a card that you can use, you may take it, but you must also take all the cards that have been discarded on top of it, and you must play the lowest (physical) card in the deck as soon as you pick it up. If you only take the top card of the discard pile, you do not have to meld it immediately. (Variant: No wait, actually you do.) The hand ends as soon as one player discards her last remaining card (going out). Cards on the table are worth positive points, and cards left in your hand are worth negative points. Numbered cards from 2-10 are worth their pip value (Variant: 2-9 are worth 5); face-cards are worth 10 points; aces are worth 15 points, unless used in an A-2-3 run; jokers are worth 15 points. (Variant: All players add up the pip values of the cards in their hands, and those points are given to the player who went out.) A player who goes out without previously laying down any cards goes "rummy," and scores double the points. Normally, games are played to 500 points, but players can opt to play to fewer points, or play a specific number of rounds. When playing with 2, both players get 13 cards. When playing with 3 or 4, each player gets 7 cards. When playing with 5 or 6 players, each player receives 6 cards. There are many other variations of the game. Early versions of Rummy were often played with a 44-card deck, Ace through 11 in four suits. In the 2-player version players are dealt 8 cards, with 3 or more players, the hand size is 6 cards. One such variation, Rommé, played in Germany, requires that a player cannot start laying any cards down at all, until they have broken in with a lay down valued at 40 points or more (the exception being if you can play all of the 13 cards in your hand in one go). In the German variant, each face card is 10, number cards are worth their shown number, aces are worth 11 (if used after the king or as a set) or 1 if used as a 1 in front of a 2 in a sequence. Jokers are the value of the card they are representing. This German rummy variant is also played with 2x52 cards + 6(or 4) jokers - for a 110 card deck. Another difference from American Rummy is that one can only pick up the top discard, from a single growing discard pile - never a larger part of a spread out discard deck. Rather than scoring points based on what you have laid down in front of you, the winner (first person out), gets zero, and every other player adds up the cards remaining in their hands and takes that much in points (adding up the deadwood) Here the player that finished has no deadwood. When someone reaches 500 (or agreed to goal) the game ends and the player with the lowest score (least penalty points) wins. Because of this 'breaking through with 40+' rule, this game is a bit more difficult and closer to Gin Rummy. Pagat.com considers the overlapping discard pile, from which a player can take any card plus all cards above it in the pile, to be the feature distinguishing Rummy 500 from basic Rummy. However, numerous other optional rules for each variant are also listed, some of which could be considered to be equally significant, and there is no consensus across the web as to what defines one or the other.

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Setup

1. Agree on the number of rounds to be played before starting. 2. Place all 106 tiles face down on the table and mix them thoroughly. 3. Each player draws one tile; the player with the highest number goes first. Return all tiles to the table and mix thoroughly again. 4. Each player draws 14 tiles and places them on their rack, arranging them into potential groups or runs. 5. All remaining tiles stay face down on the table, forming the pool. 6. Play proceeds clockwise from the first player.

Turn flow

On their turn, a player either: (A) Places tiles from their rack onto the table as valid sets (groups or runs), which may include manipulating existing sets on the table; OR (B) Takes one extra tile from the pool if they cannot or choose not to play any tiles. Before opening: A player who has not yet played their opening set must accumulate sets totalling at least 30 points before placing anything on the table. Until then, they can only draw from the pool. After opening: The player may add tiles from their rack to existing sets on the table and/or rearrange (manipulate) any sets on the table in any combination, provided all sets left on the table at the end of the turn are valid (groups or runs of 3+) and no tiles are left unattached. Time limit: Each turn has a 1-minute time limit. Failing to complete a valid arrangement within the minute requires the player to restore all tiles to their original positions and draw 3 penalty tiles from the pool. Tiles whose original positions cannot be remembered are mixed into the pool.

Scoring and victory

Most points after the agreed number of rounds wins. Each round, losing players score negative points equal to their remaining rack tile values; the winner scores positive points equal to the sum of all losers' negatives. Scoring sources: Numbered tiles 2–10 are worth their face value in points, Ace is worth 1 point, Jack is worth 11 points, Queen is worth 12 points, King is worth 13 points, Joker is worth 30 penalty points if held on rack at end of round, Round winner earns positive points equal to the total of all losers' negative scores

Source: Rulebook

Rules to know

The most useful rules for getting a first game right.

General

A group is a set of 3 or 4 tiles of the same value in different suits.

A group consists of either three or four tiles that share the same numerical value but each belonging to a different suit. Because there are only four suits, a group can have a maximum of four tiles. Example: 7 of Spades, 7 of Hearts, 7 of Clubs, and 7 of Diamonds. Duplicate suits are not permitted within a single group.

General

A run is a set of 3 or more consecutive tiles of the same suit.

A run consists of three or more tiles of the same suit arranged in consecutive numerical order. There is no upper limit to run length beyond the available tiles. Example: 3, 4, 5, and 6 of Hearts. Ace is always the lowest card (value 1) and cannot follow the King; the sequence K-A is not a valid run.

Restriction

Ace is always low and cannot follow the King in a run.

The Ace tile always represents the lowest value (1) in a run. It can begin a run (e.g., A-2-3) but cannot be placed after the King (13). The sequence Q-K-A or K-A are therefore not valid runs.

Restriction

Only valid groups (3–4 tiles, same value, different suits) or runs (3+ tiles, consecutive, same suit) may exist on the table at any time.

At all times during and after a player's turn, every collection of tiles on the table must constitute either a valid group or a valid run. A group requires 3–4 tiles of equal value in different suits. A run requires 3 or more tiles in consecutive order of the same suit. Any arrangement that does not meet these criteria is illegal.

Setup

Each player draws 14 tiles at the start of a round.

After all tiles are shuffled face down, each player in turn draws 14 tiles and places them on their rack. Tiles should be arranged into potential groups or runs to plan the opening move. Remaining tiles form the pool.

Setup

The player who draws the highest tile goes first; play is clockwise.

Before the main deal, each player draws one tile; the player who draws the highest number takes the first turn. In case of a tie, the tied players draw again. All drawn tiles are returned and thoroughly reshuffled before the 14-tile deal. Turns proceed clockwise after the first player.

Turn structure

A player's first play must be sets totalling at least 30 points.

To 'open' their game, a player must place one or more valid sets (groups, runs, or both) onto the table in a single turn, with the combined point value of those sets totalling at least 30 points. Until a player has made this opening play, they may only draw one tile from the pool on each of their turns and may not add to or manipulate sets already on the table. Jokers cannot be used in the opening set.

Restriction

Jokers cannot be part of a player's opening set.

When making the mandatory first play of at least 30 points, a player may not include either joker tile in those sets. The joker restriction applies only to the opening; after opening, jokers may be used freely in subsequent plays.

Strategy briefing

Early-game restraint

In the early game, consider holding back some tiles rather than opening immediately. Other players must also open (30+ points) before they can manipulate, so a richer table benefits everyone. Letting others open first increases the manipulation opportunities available on your turns.

Withholding the fourth tile

If you have four tiles that form a group or an extended run, consider placing only three on the table and keeping the fourth on your rack. On your next turn you can add that fourth tile to the set already on the table instead of being forced to draw from the pool, giving you guaranteed progress.

Joker risk management

Holding a joker on your rack is powerful because it can complete almost any set, but it carries a 30-point penalty if an opponent calls Rummy first. Weigh the flexibility of a rack joker against the risk of the game ending before you can play it.

Opening set composition

Since jokers cannot be used in the opening set, plan your first 30-point play using only numbered or face-value tiles. High-value tiles (Jack = 11, Queen = 12, King = 13) make it easier to reach 30 points with fewer sets.

Joker retrieval as a tempo play

Retrieving an opponent's joker from the table (by supplying the exact tile it represents from your rack) gives you a free wild tile to use immediately in a new set. This is a high-value play when you already have tiles on your rack that can form a set with the joker.

Manipulation planning within the time limit

You have only 1 minute per turn. Failing to complete a valid arrangement costs you 3 penalty tiles. Practise manipulations mentally before touching the tiles, and only attempt rearrangements you are confident you can resolve within the time limit.

Common questions and edge cases

A joker is in a group of only 3 tiles. Which tile can replace it?

The replacing tile must have the same value as the other tiles in the group, but it may be of either of the two suits not already represented in that group. The replacement tile must come from the replacing player's rack, not from the table.

Can a player who hasn't yet made their opening play retrieve a joker from the table?

No. A player must have already placed their opening set (30+ points) before they are permitted to retrieve a joker from the table.

Can a player use a joker as part of their 30-point opening set?

No. Jokers are explicitly forbidden from being used in a player's opening set.

Can a player split a run that contains a joker, or remove a non-joker tile from it?

No. A set containing a joker cannot be split or have any tiles removed from it during manipulation, unless the player is simultaneously replacing the joker with the tile it represents. Tiles may, however, still be added to a joker set.

A player replaces a joker on the table. Can they save the retrieved joker for a later turn?

No. A retrieved joker must be used during the same turn it was retrieved, as part of a new set that also includes at least one tile from the player's rack.

A player starts manipulating but cannot complete a valid arrangement before the 1-minute timer expires. What happens?

The player must restore all tiles to their original positions on the table and draw 3 extra penalty tiles from the pool. Any tiles whose original positions are forgotten are shuffled into the pool instead.

Can a player draw a tile from the pool and also play tiles onto the table in the same turn?

No. Drawing from the pool ends the player's turn. A player may only draw OR play/manipulate, never both in the same turn.

Can a player form the run Q-K-A or K-A-2?

No. The Ace is always the lowest tile and cannot follow the King. Q-K-A and K-A-2 are not valid runs. The only valid run involving an Ace starts with A (e.g., A-2-3).

The pool runs out and nobody calls Rummy. How is the winner's score calculated?

The player with the fewest remaining rack points is the winner. Each loser's negative score equals their rack total minus the winner's rack total. The winner's positive score equals the sum of all those negative values.

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