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Rummy Instructions Card Game

  1. Rummy Instructions Card Game
  2. Hot Rum Card Game Rules
  3. Card Game Rummy Instructions Printable
  4. Rummy Card Game Rules Pdf

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. 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.

In Contract Rummy a minimum of 4 cards is required to form a run, instead of the usual 3 cards in most other Rummy games. In addition, any three cards of the same rank may form a set regardless of suit, and therefore a set formed of A-A-A is a valid set. Also, where two runs are required in a Basic Contract, they must be of different suits. Each card in the game of rummy has a different point value when a player’s score is being calculated. Here is the value of each individual card: The value of ‘Face cards. Rummy Players: 2,3,4,5,6 Type: Matching Card rank: K Q J 10 9 8 7 6 5 4 3 2 A Objective Each player tries to lay all of the cards from their hands onto the table by forming matched sets.

Contract Rummy is believed to have originated from a game called Zioncheck thatwas devised by Ruth Armson. David Parlett suggests that Contract Rummy cardgames followed on from Contract Bridge which was popular in the 1930's. Othernames for Contract Rummy include Shanghai Rummy, Liverpool Rummy, Joker Rummy,Progressive Rummy, Combination Rummy, King Rummy and Continental Rummy.

Some of these are slight variations on the original Contract Rummy but the basicprinciples are the same. There are a series of deals, each of which have a setrequirement, or contract, in terms of the type of melds that need to beachieved for going out and are of a fixed character. The contract must beformed first, before any other cards may be laid down. The contracts becomeprogressively more demanding on each round.

Setup

Players: 2 to 5+ players. The optimum number of players is 3 or 4.

Cards: With up to four players shuffle together 2 standard decks of 52cards. For five or more players use 3 decks. The number of jokers used should beone fewer than the number of players, so for 3 players add in 2 Jokers, for 5players add in 4 Jokers, etc.

The Deal: The dealer is chosen at random. Cut the cards and deal one cardout to each player. The person with the lowest card starts out as the dealer,Ace is lowest in the draw. Each round, the dealer moves to the left. Play willstart with the player to the dealer's left and continues around to the left.

For the first four rounds the dealer will deal 10 cards to each player, one at atime. For the last three rounds, each player receives 12 cards.

After the cards are dealt to all players, the dealer places the remaining cardsface down in a pile on the table forming the stock pile. The top card is flippedover to start the discard pile.

Objective: Just as in Standard Rummy the objective of the game is toform your cards into Sets and Runs, although there are slight differences inwhat constitutes valid sets or runs outlined in the next section. For each roundof the game there is a different 'Basic Contract' that must be fulfilled beforeanything else can be done. The contracts are a specific mix of Sets and/orRuns, and are as follows:

Rummy card game rules pdf
RoundCardsBasic Contract
110Two Sets
210One Set, One Run
310Two Runs
410Three Sets
512Two Sets, One Run
612One Set, Two Runs
712Three Runs


It should be noted that the minimum number of cards required to form the BasicContract of the deal increases by one card for each subsequent round. Forexample, in Round 1 you only require 6 cards to form two sets. In Round 2, yourequire at least 7 cards to form one set and one sequence, and so on. In Round7, the first meld of this deal ends play and it must be achieved with nounmatched cards. In other words, it must be a complete hand.

Melds

In Contract Rummy a minimum of 4 cards is required to form a run, instead of theusual 3 cards in most other Rummy games. In addition, any three cards of thesame rank may form a set regardless of suit, and therefore a set formed of A-A-A is a valid set.

Also, where two runs are required in a Basic Contract, they must be of differentsuits. If they are not of different suits, then they must not be in consecutiveorder. For example, a sequence of 2-3-4-5-6-7-8-9 countsas just one run. However, 2-3-4-5-7-8-9-10 is consideredto be two runs because of the break between the 5 and the 7.

Ace can be counted as high or low, but not both at once. So sequences like J-Q-K-A and A-2-3-4 are valid melds, but K-A-2-3 are not.

Game Play

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

Players do the following actions when it is their turn:

Instructions
  1. Draw: The player begins by drawing one cards from either the stock pileor the discard pile and adding it to his or her hand.

  2. Buy (the 'May I?') (optional): If the card on top of the discard pile(the upcard) is not wanted by the player whose turn it is, that card may beasked for by another player. Hence the term 'May I?'. This means the card canbe picked up and 'bought' by the other player even though it is not theirturn yet. The player who 'buys' must also pick up a card from the stock pile,which is known as a 'penalty card'. The player that does this may not meld,lay off or discard since it is not his turn. Also he must still must pick upanother card on his turn, which means that he will have two extra cards,though one or both may help him complete a contract. If more than oneplayer wishes to buy the upcard the precedence is given to the player whoseturn comes first.

    After the buy is completed control returns immediately back to the playerwhose turn it is, who draws the top card of the stock pile. He may not drawthe next card on the discard pile, having already refused the first one.

  3. Meld (optional): If the player has cards that can be formed into thebasic contract then they may lay them down at this time. This is called'fulfilling the contract'. Only the specific number of cards needed for thecontract may be melded when fulfilling the contract. No other cards can belaid down by the player until the turn after their contract has beenfulfilled.

  4. Lay off (optional): Starting with the turn after the player has meldedthe contract they may lay off cards on any melds already on the table. Thereis no limit as to how many cards that may laid off in one turn.

  5. Joker Substitution (optional): Once a player has laid down the basiccontract he is eligible to take a joker into his hand from a meld on thetable by replacing it with the card it represents. A joker in a sequence maybe moved to either end by a player who wishes to lay off the natural card onthe meld (but no sequence may be comprised of more than 14 cards).

    Jokers played as part of a group are considered 'dead'; they cannot bereclaimed and played elsewhere.

  1. Discard: And the end of his or her turn the player must discard one cardfrom their hand to the face-up discard pile.

Depleted Stock

It can occasionally happen that the stock pile runs out of cards. If a playerwishes to draw a card when there are no cards left in the stock pile, then youtake all the cards of the discard pile except the top one, shuffle themtogether, and place them face down to make a new stock. The top card of the olddiscard pile remains face up to start the new discard pile. Play then continuesas before.

End of Hand

Play continues in this way until one player has gotten rid of all their cards bymelding and laying off.

Scoring

When a player goes out then all the remaining players add up the points of thecards they still have in their hands. Cards have the following point values:

CardValue
Joker25 points
Ace15 points
Face cards10 points
Othersface value


A the end of the seven rounds the player with the lowest score wins.

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. More Jokers: It is common to use both jokers in each deck of cards usedfor the game, instead of limiting the jokers to one less than the number ofplayers.

  2. Dueces wild: The game can be played with all the 2s acting as Jokers. Ifso then they are also worth 25 points at the end of the round.

  3. Score variations: Some play with number cards (2 through 10) counting as5 points each instead of their pip or number value. Some play with jokerscounting as 15 points.

  4. No buying: Some players play without the option for thebuying step of the turns described above, in order to be less confusing fornew players for example.

  5. Multiple buys: After someone has bought the discard out of turn, it ispossible for a different player to take the next card of the discard pile inthe same way, also taking a penalty card from the stock pile along with it.There is no limit as to how many times this can be done, but the same playeris not allowed to take two successive cards from the discard pile in thisway.

    Only when the other players have had the opportunity to take any cards theywant from the top of the discard pile does the person who was about to playdraw from the stock and continue their turn.



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.

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.

Rummy Instructions Card Game

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


Instructions

Game Play

Hot Rum Card Game Rules

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.
Game

Depleted Stock

Card Game Rummy Instructions Printable

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:

Rummy Card Game Rules Pdf

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.