How to play Rummy
The popular 13-card rummy. Make sequences and sets, use jokers, and declare before the computer does.
The rules, step by step
- You and the computer each get 13 cards, from two packs plus two printed jokers. One card is turned up to choose the wild joker: every card of that rank, and the printed jokers, can stand in for any card.
- On your turn, take the top card of the discard pile or a card from the stock. Then throw one card away on the discard pile. The game groups your cards for you.
- A sequence is three or more cards in a row of one suit, such as 4, 5, 6 of hearts. The ace can be low or high. A set is three or four cards of one rank in different suits, such as three 9s.
- A pure sequence has no joker in it. To go out you need at least two sequences, and at least one must be pure. All your other cards must be in sets or sequences.
- When your cards are ready, tap the card you want to throw away and press Declare. The game checks your cards and tells you if something is missing.
- The player who goes out scores nothing. The other player is charged points for their loose cards: aces and picture cards are 10, other cards their number, jokers nothing, up to 80. Reach 101 points and you lose the game.
An example
You hold 5, 6 and 7 of hearts (a pure sequence) and 9, 10 of spades with a joker (a sequence using the joker). With another group for the rest of your cards, you can declare.
Tips
- Make a pure sequence first. Without one you cannot go out, and all your cards count against you.
- Keep jokers: they fill gaps in sequences and sets.
- Throw away high cards (10 points each) that do not fit in any group, so they cost less if the computer goes out first.
- Press Hint to see whether to take the discard or draw, and which card to throw away. This is a free game: no money is involved.