Standard deck of 2×52 cards + 2 Jokers, Number of players: 2 to 4 players
For 2 to 4 players 2 decks are used.
Aim of the game
The object of this game is to dispose of all the cards from the hand in regular combinations and to keep one card which needs to be placed in the discard pile. This can happen by ending the hand or by melding. In the case of handing the player places all his/her cards on the table at the same time, in the case of melding the combinations are placed on the table in multiple parts. In both cases laying off is allowed, which means that the player can add card or cards to the melds, which have been previously placed by him/her or the others.
Point value of the cards
The number cards worth their face value; face cards (K, Q and J) count as 10. Jokers are calculated with the value of the substituted card, and if they remain in the hand they worth 20 points. Aces always count as 11 points.
In Rummy two different combinations can be collected
1. A run or sequence: at three cards of a same value or rank.
For example: (4 of spades - 5 of spades - 6 of spades) or (9 of hearts - 10 of hearts - Jack of hearts - Queen of hearts - King of hearts)
In the play-out after discarding a card rearing the melds of runs is not permitted. Aces can be used in Queen, King, Ace and/or Ace, two, three combinations as well.
Ace can be the lowest or highest card within one sequence. In a sequence with identical coloured cards Ace can only be used in one place: either next to 2 or the King. Namely King, Ace and two make an irregular combination.
In each sequence up to 2 Jokers can be used, at the player's discretion for the substitution of the cards.
For example: (Joker - ace of hearts - Joker) or (6 of spades - Joker - Joker - 9 of spades)
2. A set or group: cards of same rank, but in different colours, a group of three cards:
For example: (8 of spades - 8 of hearts - 8 of clubs) (tierce)
Group consisting of four cards:
For example: (ace of diamonds - ace of spades - ace of hearts - ace of clubs) (quart)
Important and general rule is that within one group there cannot be two cards with the same colour.
For example: (8 of clubs - 8 of hearts - 8 of clubs)
Each move of Rummy goes either to clockwise or anti-clockwise, which can be adjusted in "settings". The player, who is sat after the dealer gets 15, and the other players get 14 cards. The remaining cards are placed in the middle of the table; these will make up the stock or discard pile of the game. The discarded card plays two roles. Firstly in the draw round following the deal, the next player on line can change the discarded card to an optional card. The second role is that in the case of ending a hand it is used as a last drawn card.
After the completion of the deal the player who was dealt 15 cards starts the game. This player places a card neutral to him/her in the middle of the table as the first card of the discard pile. The next player now and at each turn has two opportunities to choose from: 1. Draws one card from the stockpile. 2. Picks up the top card of the discard pile.
A player at its turn can pick up the last discarded card from the discard pile without any obligations.
Combinations can be melded one by one or by ending a hand. A player at its turn can use the right of melding between the draw and discarding phase.
In the case of ending a hand the discard minimum is not obligatory! It is also possible that we are forced to collect such low-value cards, when the sum value of the 14 cards fails to reach 51.
The player who finishes the hand can acquire Jokers, which can be freely used for laying off, i.e. adding the card to regular melds.
In Rummy laying off means when a player adds a card or cards to the melds, which have been previously placed by him/her or the others. Every player can lay off, when it is their turn. However the player needs to previously deliver the melding minimum in order to be able to lay off or needs to end his/her hand and complete the game.
Players can collect Joker from the table by laying off as follows: from the set of colours: by laying off a card, the player can pick up the Joker. A player can lay off multiple cards to the melds.
For example: (7 of hearts - 8 of hearts - Joker - 10 of hearts)
Joker can be acquired by placing (9 of hearts). Any Jokers acquired by laying off have to be used immediately. If the Joker is added to two cards of the same rank but opposite colour, the Joker can only be taken out by adding two cards of the same rank, but opposite colour, namely by laying off!
For example: (6 of clubs - Joker - 6 of hearts)
Joker = (6 of spades - 6 of diamonds)
The game is finished if any of the participants melds all his cards on the table creating regular combinations and keeps one card to throw in the discard pile.