Rummy Rules 2 Players
Origin | United States |
---|---|
Alternative names | Sai rummy, Standard rummy, Basic rummy, Traditional rummy |
Type | Matching |
Players | 2+ |
Age range | All |
Cards | (52) Varies on game type |
Deck | French |
Play | Clockwise |
Card rank (highest to lowest) | A K Q J 10 9 8 7 6 5 4 3 2 (A) differs by game type |
Playing time | 15 min. |
Random chance | Medium |
Related games | |
Conquian, Mahjong, Desmoche |
Rummy is a group of matching card games notable for similar gameplay based on matching cards of the same rank or sequence and same suit. The basic goal in any form of rummy is to build melds which consists of sets, three or four of a kind of the same rank; or runs, three or more cards in sequence, of the same suit. You can also have mixed runs in all types of rummy so long as all 7 cards are in order. The original form of rummy is called Sai rummy or Basic rummy. The Mexican game of Conquian is considered by games scholar David Parlett to be ancestral to all rummy games, which itself is derived from a Chinese game called Khanhoo and, going even further back, Mahjong. The Rummy principle of drawing and discarding with a view to melding appears in Chinese card games at least in the early 19th century and perhaps as early as the 18th century and is, in fact, the essence of Mah-jong.
- Rummy Free Card Game by LITE Games – one of the most popular mobile card games worldwide finally comes to Android! The game is also well-known in other countries around the world, for example as Remi (Turkish), Romme (German) and Rami (French). Rummy features an excellent design and an intuitive interface. The most common rules are set by default but can be customised with numerous options.
- Rules of rummy games. If you want to learn the rules to a specific rummy game, there's a good chance you'll find them here!
General features of Rummy-style games
Gin Rummy is a scored card game, and as the name suggests, it’s derived from Rummy but is faster-paced and easier to score and finish than your standard Rummy. The game can be played with two-four players (usually played with two) and uses specific terms and a scoring system which don’t take long to learn. Gin Rummy - 2 Player Free Card Games. Oklahoma: The value of the first up-card is used to determine the maximum count at which players can knock.
Melds
A meld can either be a set (also known as a book) or a run. A set consists of at least three cards of the same rank and a run consists of at least three consecutive cards of the same suit. This is an almost universal pattern, although there exist minor variations, such as allowing only sets or requiring runs in which its cards have no suits in common. In some games, it is required that runs contain at least four cards. Some games also feature wild cards, which can be used to represent any card in a meld. The number of wild cards in a meld may be restricted.
Deal
A fairly large number of cards is used. This varies from one standard deck upwards. There are, for example, games that use five standard decks plus some jokers shuffled together.
Each player is dealt a hand of cards; while the specific number is dictated by the strain of rummy being played, the deck is never completely emptied. The remains of the deck are placed face down to form the stock. There is also a face-up pile called the discard pile, which may be initially empty, or it can contain one card, which is turned from the stock. The winner is obliged to deal when a new game commences.
The play
In Rummy the number of cards dealt varies based on the type of rummy game being played as well as the number of players.
The person left of the dealer is the first person to play. The dealer switches from person to person going to the left. The dealer flips one card and places it next to the pile to begin the game.
The first person to go takes a card from the deck or the card placed beside it. When the player has done that, they may either put three cards of the same number or a run. After this is done, or if they do not make a play at all, a card from their hand is discarded onto the pile beside the deck.
If another player has cards down, the others can add additional cards to the discard pile as long as this creates or continues a set or run.
In addition if all cards are put down at once and in the same suit it is an auto win for that player.
Scoring
When someone melds all their cards (except, possibly, for one, which is thrown into the discard pile), the hand ends and the scores are calculated. In some games everyone can make melds at this phase, and some games allow a player to end a hand with a few unmatched cards in their hand.
They typically get positive points for their melds, and/or negative points for non-melded cards in their hand. In some games large bonuses are given for special, particularly difficult melds. Also being the person who melded all their cards is usually rewarded, depending on the game. This award may be rather small compared to other scoring, or it can be the deciding factor of the game.
Basic Rummy
There are many variations of the card game Rummy. Basic Rummy is also called Sai Rummy. Second type Rummy is also called Sanka Rummy. They all share a common set of features found in the basic game. A standard deck of 52 cards is used. The cards rank from 2 (low) to A (high). Rummy can be played to a certain score, or to a fixed number of deals. When a player picks up more than one card, they must use the first card and has to play that card or else play is incomplete.
In Rummy if more than one player goes over five hundred in the same round, the player with the highest score wins. If players tie then the player who was leading before that round wins.
The shuffle and deal
Each player draws a card. The player with the lowest card deals first. The deal then proceeds clockwise. The player on the dealer's right cuts (this is optional).
The number of cards dealt depends on the number of players. If there are two players, each player gets ten cards. In three or four player games, seven cards are dealt to each player. Five or six players may also play, in which case each player receives six cards
Number of players | Number of cards dealt |
---|---|
2 players | 10 cards |
3 or 4 players | 7 cards |
5 or 6 players | 6 cards |
Starting with the player to the dealer's left, cards are dealt clockwise, face down, one at a time. The dealer then puts the rest of the deck, face down, between the players. This forms the stock pile. A single card is then drawn and placed face up next to the stack. This is called the discard pile.
Playing
Play begins with the player on the dealer's left and proceeds clockwise. Each player draws a card from the stock or the discard pile. The player may then meld or lay off, which are both optional, before discarding.
Melding
If a player has three cards of the same suit in a sequence (called a sequence or a run), they may meld by laying these cards, face up, in front of them. If they have at least three cards of the same value, they may meld a group (also called a set or a book). Aces can be played as high or low but not both, for example Q♠ K♠ A♠ and A♠ 2♠ 3♠ are legal, but not K♠ A♠ 2♠ (some variations allow this type of run). Melding is optional. A player may choose, for reasons of strategy, not to meld on a particular turn. The most important reason is to be able to declare 'Rummy' later in the game.
Laying off
A player may also choose to 'lay off' some cards on an existing meld. This means that if a player can add to a sequence or a group that is in front of them or any of the other players, they may do so. For example: if another player had a sequence consisting of A♥2♥3♥ in front of them, the player would be able to add the 4♥, or 4♥5♥, and so on, thereby continuing the sequence. Some variations allow players to play the K♥ and wrap around. Also if a player has 3 of a kind, one of which continues another sequence on the field then another player may also continue off that card.
Rummy 500 Rules For 2 Players
Discarding
Finally, after any melds or lay offs, the player must discard a single card to the discard pile, face up. The only condition is that it not be the card that they drew from the discard pile on the same turn. They may, however, return it on the next turn. In addition, if they drew from the stock instead of the discard pile, they are allowed to return that card in the same turn. In this way, the discard pile changes every turn.
Exhausting the stock
If, while playing, the stock runs out, the next player may choose to draw from the discard pile or to turn the discard pile over to form a new stock. The discard pile is not shuffled in the process. After forming the new stock, the top card is drawn to form the new discard pile, just like after the deal. You can call rummy if a point is discarded into the discard pile. You cannot however call rummy if the card becomes a point while in the discard pile.
Going out
When a player has gotten rid of all of their cards, they win the hand. There are two variations. Either the player must discard the last remaining card in their hand on the last turn, or they need not. Playing with this rule makes ending a hand slightly more difficult.
For example, if a player has only the 7 of diamonds and 8 of diamonds left in their hand, and they draw the 9 of diamonds (forming a sequence), then whether they win the hand or not depends on if they are playing the discard rule variation. If they are playing this variation, they can not win the hand at this point, because they have to finish the turn by discarding one of the three cards in their hand, causing them to no longer have a sequence. However, if the player is allowed to lay off this sequence without a final discard, then the game ends when the player lays down the sequence. And a player can lay down cards afterwards. A player may not win or go out if rummy is declared on the board.
Declaring Rummy
If a player is able to meld all of their cards at once, they may say 'Rummy' on their turn and go out. To declare Rummy, a player must not have melded or laid off any cards prior during the hand. If playing with the discard rule, they must also discard after melding. If a player goes rummy when a card can be played, that player is out for that turn. Game players are still in game but hand goes dead. Playing for Rummy is more risky, but it carries the reward of double the score. Each player must wait until their second turn to go out. If there is a rummy lying in the pile, the player who called 'rummy' can play that card while the player who laid the rummy must then draw 2 cards from the stock pile or pick up the entire discarded pile.
Scoring
After a player goes out, the hand ends, and the players count up their cards. Any cards left in each player's hand are counted up and added to the winner's score. The Queen of Spades count as 40, Aces count as 15, face cards (Except the queen of spades) and 10s count as 10, and the rest are worth 5. If a player has declared Rummy, then this score is doubled. The player that goes out first receives a 25 point bonus. The other players must deduct the points in their hand from the points they have accumulated throughout the game.
Another variation is that face cards count as 10; three aces count as 15 each; a run of ace, king, queen, the ace is 15; a run of ace, two, three, the ace is 5; and the rest are worth 5 each. Any cards left in each player's hand are counted up and subtracted from their score on the table.
Variations of basic Rummy
In some instances, jokers are used as wildcards and can represent any card value when melding. They can be used in sets or runs but can not be replaced when 'melded', nor can a player lay off a card to replace it by themselves or their opponent. Jokers are not counted during the scoring.
In another variation, discards are placed so that all the cards are visible. At the beginning of his or her turn, a player may take any card from the discard pile, so long as he or she also picks up all the cards that are on top of it, and the last card picked up is played immediately. If only picking up the top card, the player must keep it and discard a different card from their hand.
In a variation called 'Block Rummy', players do not continue after going through the pack once - if no players are out, they all lose the points in their hands after the pack has been gone through once. Round the Corner Rummy, also called Continuity Rummy, is a variant where melds can be made in the following way: Queen-King-Ace-Two, i.e. it is possible to put an ace in a run after a King.
Variants of Rummy
Simple variations for children
Children's Rummy or Ruckus is played by young children; each player is dealt 7 cards. Players immediately put down all cards of the same value (example, two 6's or three Kings) face up. If another person has a card of that value, they can put it down on the pile and take the pile to their part of the table. All players do this at the same time. Once all play has stopped, the dealer hands out new cards, and the pile building and taking is repeated until all cards have been dealt. The player with the most cards in piles at the end wins. Commercial versions of this game exist.
Other variations of Children's Rummy include 'Safari Pals' packs which have cards arranged in sets of animals. When playing with this pack, melds can be formed either by matching sets or by arranging animal cards together which share a behaviour or habitat. For example a meld may be formed with the crocodile, flamingo and kingfisher cards because they all live near fresh water.
Related card games
There are a large number of games derived from Rummy. Although in North America the word 'Rummy' is often used as a stand-in for the specific game 'Gin Rummy', the term is applicable to a large family of games, including Canasta and Mahjong and rummikub.
Gin Rummy Terms & Concepts
Set | 3 or 4 cards of the same rank, e.g. KKK666 |
Run | a sequence of 3 or more cards in the same suit. Ace & King do not count as consecutive, but Ace and 2 count, e.g. 345 |
Meld | A common term for both Sets and Runs. You may have 3 melds of which two are sets and one is a run. Each card can only be part of one set or run, for example if you have a 4, it cannot be a part of both 4,4,4 and 3,4,5. |
Stock | A deck of closed (face-down) cards in the middle of the table. Players draw one card from the Stock or from Discard (below) on every move. |
Discard pile | A pile of face-up cards next to the Stock. Players discard one card onto the Discard pile on every move. |
Deadwood | Any cards in a hand that are not parts of a meld. |
Knocking | Ending the round by placing a last discarded card face-up on top of the Stock pile. |
Gin | Knocking when all 10 cards in your hand are parts of melds with no Deadwood. |
Lay off | Adding your deadwood cards to an opponents' meld when opponent knocked without Gin. |
Upcard | The very first face-up card next to the closed Deck pile. |
Gin Rummy Variations
Rummy 500 Rules 2 Players
In all 3 Gin Rummy variations below, picture cards count as 10, Aces as 1 and other cards count as their numeric values.- Standard Gin Rummy: A main gin rummy variation where knocking is allowed when the value of deadwood points is 10 points or less.
- Gin-Only: A popular gin rummy variation where only knocking without any deadwood is allowed (Pure Gin).
- Oklahoma: A popular gin rummy variation where a maximum allowed knocking value is determined by the value of the first open card. For example, you will only be able to knock with deadwood value of 2 and below if the initial upcard is 2. If an nitial Ace is an upcard, the knocking can only be with 0 points in deadwood - Pure Gin.
Contract Rummy Rules 2 Players
Objective
The goal in Gin Rummy is to collect cards into melds and have as little deadwood as possible at the end of each hand (aka round). A game usually consists of several hands, and each hand is scored separately depending on how much deadwood opponents have at the end of a hand. The hand ends with one opponent knocking, ginning or with a draw. The full game ends when one player reaches an agreed-upon number of total points (e.g. 100 points).
Gameplay
For every hand, each player gets 10 cards. The remaining deck is placed on the table between the players face-down, and one card (sometimes called upcard) is put face-up next to the deck as the 1st card of the discard pile.
On each player's turn, that player must draw one card - either the top card from the deck or the top card from the discard pile. Unless drawing from a discard pile helps in creating own melds, it is usually advisable to draw the top card from the closed deck.
After drawing one card, a player must either knock or discard one card by putting it face-up on top of the discard pile. A top card drawn from the discard pile cannot be discarded on the same turn.
The game continues like above with every player drawing 1 card and discarding 1 cardand one-card, while players build sets and runs in their hands. The hand ends when one player knocks, by discarding a card and placing it face-up on the closed deck. After knocking, all cards for both players are open and deadwood is counted. The opponent of the knocker is allowed to lay-off any of own deadwood cards onto the knocker's melds if can be a part of the same meld. For example, if the knocker had a meld, 2 3 4 and the opponent has 5 as part of deadwood, the non-knocker can add that 5 to the knocker's meld, and then this card will not count as deadwood for non-knocker. If the knocker has Gin then the opponent is not allowed to lay off any cards.
In Standard Gin Rummy, you may only knock if you end up with 10 or fewer points in deadwood (picture cards count as 10, aces as 1 and other cards their numeric values). The card you knock with is not considered deadwood. So, if you have just drawn and you have 2,6,9 in deadwood you would be allowed to knock with the 9, and then you'd end up with 2+6=8 points in deadwood.
In Oklahoma variation of Gin Rummy, what you can knock with depends on what the first upcard was. For example, if the first upcard was 6, you may only knock if you end up with 6 or fewer points in deadwood. If the first upcard was Ace, then you will only be allowed to knock with Pure Gin (zero deadwood).
Knocking with no deadwood, i.e. all 10 card in you hands forming melds is called going Gin.
The game also ends if neither player has knocked and there are only two cards left in the deck. In that case the hand is a draw, and neither player gets points.
Scoring
- Knock points: After knocking and lay-offs, the knocker scores the difference between own deadwood and the opponent's deadwood. For example, if the knocker has 8 points in deadwood, and the opponent has 20 points in deadwood, then the knocker scores 20-8=12 points.
- Gin Bonus: If a knocker has no deadwood, it is Gin, and the knocker gets extra 25 extra points added to the knock points.
- Undercut: If a player knocks but the opponent has less or equal deadwood points, then the non-knocker gets extra 25 points plus the difference in deadwood points, and the knocker gets 0 points.
Gin Rummy Rules 2 Player How Many Cards
Also seeSelecting melds at knockingWhen playing online and knocking, by default only the meld with the minimum points gets auto-selected. If this behavior is undesirable, then in Game table / Preferences you can select the setting 'Knocker Selects All Melds'. Melds will be shown as straight vertical or horizontal lines drawn on cards unless the option 'Don't Mark Melds' is used. In the picture below, the possible melds intersect and the optimal meld is selected. You can use the 'Next' in the dialog to change the selection of melds.End of the hand and the 50-th card ruleModern Tournament Gin Rummy rules add an extra twist to an element of skill: in a relatively rare gin rummy endgame, it is the case when the stock pile is reduced to only the last 2 cards. This is called the fiftieth card rule. When the 50th card is drawn from the stock pile before any player knocked or ginned, leaving twoand just 2 cards remain in the stock pile, the 50-th card rule states that says that both players may have action on the 50th card.What it means in practice is the following: |