Welcome to 10 Easy Rummy Games

52 like playing cards minimum are needed.

"Dependent cards" are also needed for some games.
"Optional cards" may be used for all the games.
There are three WILDCARDs for all the games.

Five cards are dealt to each person in each game.

Each game is for 2 to 6 or more people.

Each game lasts 5 minutes or 1 second after the cards are dealt to 20 minutes.
A match would last up to an hour & 20 minutes.

9. Going Out Rummy: Very Basic Rummy has the shortest rules, & is easiest to learn.
1. Rummy is the most interesting.
2. Declaration Rummy may be liked the most.
10. Challenging Rummy is for when you really want to play the best.

 
 

Rummy

for 2 to 6 people
Easy, fast, very fun, extremely interesting rummy.

Object
To "Go Out" and
to collect one or both RUMMY cards.

There's 1 big winner, or 2 winners, or 3 winners.

included cards
52 like playing cards (could use 104 possibly needing a tie breaker for whom plays first)
plus the following 5 dependent and 4 optional cards

Dependent Cards, 5
RUMMY 1 CAN'T LOSE
RUMMY 2 CAN'T LOSE
WILDCARD 1
GROUP like ♡7 ◇7 GROUP
SEQUENCE like ♡5 ♡6 SEQUENCE

Optional Cards, 4
May use none, any, or all 4 of the following optional cards.

NO MELD Not meldable.
May "NOT" discard this card.

CAN'T GO OUT Not meldable.
May "NOT" discard this card.

WILDCARD 2
WILDCARD 3

rules included

"Rummy Rules"

A hand of cards played comprises an entire game.

Pre Shuffle, Cut, & Deal (For Whom Gets to Play First)
1. Some person to preshuffle must be unanimously agreed on.
2. The cards are cut by the person to the shuffler's right, only if they want to cut.
3. The shuffler, beginning with the person to their left, deals clockwise each person one card face up.

4. "The person who is dealt the lowest card gets to play (draw) first." This person chooses to remain where seated or chooses somewhere else to sit. Then the person with the next lowest card chooses an unchosen place to sit, and so on. If a person chose to squeeze between two others, it would have to be unanimous, or that person would choose again till that person chose a place. Only one place left is considered an unfortunate choice. (The RUMMY 1 card ranks lowest, then the RUMMY 2 card, WILDCARD 1, WILDCARD 2, WILDCARD 3, the GROUP card, the SEQUENCE card, an ace, 2 to 10, J, Q, K, NO MELD card, CAN'T GO OUT card. To break a tie, hearts are lowest then diamonds, clubs, spades.)
5. The dealt cards are placed back with the undealt cards.

Shuffle, Cut, & Deal
1. The cards are shuffled by the person to the right of the person who plays first.
2. The cards are cut by the person to the shuffler's right, only if they want to cut.
3. The shuffler deals each person 5 cards face down, one at a time.

Stockpile & Discard Pile
The dealer places the rest of the cards face down between the players for the stockpile. The person who plays first for the first turn of the game draws the top card of the stockpile.

Assuming the person does not "go out", they discard a card face up placing it next to the stockpile which begins a discard pile. With more than one card in the discard pile, the discard pile is to be kept neatly "squared up". No one is allowed to look back at any previous discards.

Basic Play
1. Draw the top card of the stockpile or the top card of the discard pile.
2. "Go out" (if possible).
3. Discard a card face up (placing it carefully) on the discard pile.
4. People take turns clockwise.

Beginning Your Turn
The person who plays first for the first turn of the game draws the top card of the stockpile. Then to begin your turn, you must either draw the top card of the stockpile or the top card of the discard pile.

A Meld is Simply a Group or Sequence
A meld is a group or sequence of 3 or more cards. A group is cards of the same rank, like 7, 7, 7.

A sequence is cards in a sequence of the same suit, like the 5, 6, 7 of hearts. For sequences, the cards rank--A, 2 to 10, J, Q, K, A. For example, A, 2, 3 of hearts and Q, K, A of diamonds are both valid. 2, A, K of hearts is not valid.

(Groups and sequences may not be combined. The "5, 6, 7 of hearts and 7, 7 of other suits" consists of either a sequence or a group.)

RUMMY CAN'T LOSE Cards
If you have "both these cards" (dealt, drawn, or both), you are guaranteed to be the winner or one of two winners of the game. (If you were dealt both and someone else possibly "goes out" before you even have a turn, you both win the game.) IF AT OR DURING YOUR TURN YOU LAY DOWN BOTH FACE UP, YOU BECOME THE ONLY WINNER OF THE GAME. (If you don't lay them down and accidentally discard, you must wait till your next turn. If you accidentally discard a RUMMY card, you probably lost it for good.)

If you have one of these cards, keep it till someone goes out (1 to 3 winners) or the game ends otherwise (1 or 2 winners). Keeping this card guarantees that you are a winner. You might end up being the only winner if you "Go Out" or draw the other RUMMY card.

A RUMMY card is "considered a meld in itself", though it may not be used like a WILDCARD. So after drawing, you could lay down a RUMMY card (considered a meld in itself) face up and "meld your other cards face up except maybe 1 card", and you've won 2 different ways.

WILDCARD's 1, 2, & 3
Any WILDCARD may represent any regular card for a group or sequence, regardless of where the regular card is. Like 7, 7, WILDCARD. Or like the ♡5, ♡6, WILDCARD.

A group or sequence may have any number of WILDCARDs. Like the group 7, WILDCARD, WILDCARD, WILDCARD. Furthermore 7, 7, WILDCARD, WILDCARD, WILDCARD, and 7, 7, 7, 7, WILDCARD are both valid with a card left over to go out. The group WILDCARD 1, WILDCARD 2, WILDCARD 3 is valid.

GROUP Card
The GROUP card is like a WILDCARD for only a group. It may be melded with any WILDCARD(s), like 7, GROUP card, WILDCARD.

SEQUENCE Card
The SEQUENCE card is like a WILDCARD for only a sequence. It may be melded with any WILDCARD(s), like SEQUENCE card, WILDCARD, 7.

Two or three WILDCARDs with the GROUP or SEQUENCE card (and no other card(s)) is a valid meld. A meld is not valid with both the GROUP and SEQUENCE cards.

All cards may be discarded to and drawn from the discard pile, except the NO MELD card and CAN'T GO OUT card.

"Going Out" or "Rummy"
A person after drawing who "melds all their cards face up except maybe 1 card (any card except the CAN'T GO OUT card)", wins--called "Going Out" or "Rummy", and the game ends. There can be up to three winners--someone who goes out and anyone with a RUMMY card (regardless of having any other cards).

Stockpile Exhausted
If someone draws the last card of the stockpile and does not go out, the game ends. The people or person with the RUMMY cards win the game (regardless of having any other cards).

The game would end in a tie if everyone made it very abundantly clear that they weren't ever going to draw from the stockpile again. Like if there was only 1 card left in the stockpile and everyone was reluctant to draw it. If playing a match, the same person plays first.

Stockpile Not Countable
The number of cards in the stockpile (& discard pile) may never be counted by anyone. You are only able to look and estimate.

A Match
If playing a match, for each game after the first game, who plays (draws) first shifts clockwise, with no change of seating.

The most a person may ever win for a game is 1 game point, so only if 3 people win are there 3 game points won. A match is played to 2 game points. If at the end of a game there is a tie of 2 game points, the people who tied play a tie breaking game, and so on.

Variations

Going Out Variation (for 3 to 7 people)
The game is played till someone goes out. Anytime the stockpile is exhausted, and the last person who drew discards, the discard pile except for the top card is shuffled by the same shuffler and offered to the shuffler's right for maybe a cut. These cards become the stockpile. Played without the CAN'T GO OUT card.

Three-Card Draw Variation
There must be at least two cards in the discard pile. After drawing the top card of the discard pile, you may take your time then also decide or not to draw "both" the next card from the discard pile and the top card of the stock pile. If you do not go out, you discard only one card.

Four 7's Variation
If at or during your turn, you lay down face up all four regular, natural 7's, the game ends. You are a winner along with anyone with a RUMMY card (regardless of having any other cards).

Spread-Out Discard-Pile Variation
The discard pile is to be kept neatly spread out so everyone can always clearly see all the cards. You may draw any card from the discard pile. If there are any cards in the discard pile above the card you are drawing, you must also take up and place the extra card(s) in your hand.

(A Method of Shuffling
If the cards are shuffled this way, they still need to be shuffled at least one other way. Deal clockwise in front of you, not to anyone else, 7 piles of cards. Then stack the 7 piles back into 1 pile.)

Please begin to think and remember how such games do not favor a poor person for way too many reasons, "even if everyone is poor". Please don't gamble.

(c) 2022 John James Davidson. All rights reserved.

 

The pictures on this page are from: www.Pixabay.com

The first picture is of the most southern point of Miami Beach, Florida, USA.

The second picture had keywords, beach, island, ocean, sea.

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