Welcome to Rummy: 14 Easy Rummy Games with Premium Special Cards & Variations
Each game is for 2 to 10 people.
The first 7 games use 52+ cards:
The last 7 games use 156+ cards, 3 packs+.
Declaration Rummy and its 3-pack are the best games. Games of skill.
These 14 games are variable. Before each game, the people playing may unanimously choose the number of cards to be dealt, the optional cards, and variations.
So a person who can play better no matter how the game is played will probably win more often.
These are fairly fast one-hand win-or-lose games. You only have to keep score if playing a match, and only have to write a single mark underneath a person's name when they win a game.
These games last 3 minutes or 1 second after the cards are dealt to about 20 minutes. A match lasts up to about 1 hour 20 minutes.
1. Rummy and its 3-pack are the most interesting games and the second best games. Everyone can win.
2. Declaration Rummy and its 3-pack are the best games. The best of the very best. Games of skill.
3. Count Card Rummy and its 3-pack are games where you can easily discard the wrong card.
4. Group & Sequence Cards Rummy and its 3-pack have you wondering what to draw and discard.
5. Going Out Rummy: Very Basic Rummy has the shortest rules, and is easiest to learn.
2. Declaration Rummy
3. Count Card Rummy
4. Group & Sequence Cards Rummy
5. Going Out Rummy: Very Simple Rummy
6. Simple Declaration Rummy
7. Simple Rummy
8. Rummy 3-Pack
9. Declaration Rummy 3-Pack
10. Count Card Rummy 3-Pack
11. Group & Sequence Cards Rummy 3-Pack
12. Going Out Rummy 3-Pack
13. Simple Declaration Rummy 3-Pack
14. Simple Rummy 3-Pack
for 2 to 10 people
1 to 3 winners
To "go out" and
to collect one or both RUMMY cards.
52 like playing cards
plus 5 dependent and 4 optional cards
Dependent Cards, 5
RUMMY CAN'T LOSE
RUMMY CAN'T LOSE
GROUP like ♡7 ◇7 GROUP
SEQUENCE like ♡5 ♡6 SEQUENCE
Everyone unanimously chooses the number of cards to be dealt to each person:
for 2 or 3 people 2 to 10 cards,
for 4 people 2 to 7 cards,
for 5 or 6 people 2 to 5 cards,
for 7 people 2 or 3 cards,
for 8, 9, or 10 people 2 cards.
Optional Cards, 4
May use none, any, or all 4 of these optional cards:
NO MELD Not meldable.
May "NOT" discard this card.
CAN'T GO OUT Not meldable.
May "NOT" discard this card.
A hand of cards played comprises an entire game.
1. Shuffle - One person to shuffle and deal must be unanimously agreed on. This person shuffles the cards.
2. Cut - The cards are cut by the person to the shuffler's right, only if they want to cut.
3. Deal - The dealer deals the person to their left a card or cards face up till a regular card, 1 of 52, turns up. The dealer continues clockwise till everyone has a regular card face up.
4. "The person who was dealt the highest regular card has to deal first." A king ranks highest, then Q, J, 10 to 2, A. To break a tie, spades are highest then clubs, diamonds, hearts.
5. The dealt cards are placed back with the undealt cards.
Shuffle, Cut, & Deal
1. Shuffle - The dealer shuffles.
2. Cut - The cards are cut by the person to the dealer's right, only if they want to cut.
3. Deal - The dealer, beginning with the person to their left, deals clockwise each person the "chosen number of cards to be dealt" 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 to the dealer's left draws the top card of the stockpile to begin the first turn of the game.
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 stacked. No one is allowed to look back at any previous discards.
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 to the dealer's left draws the top card of the stockpile to begin the first turn of the game. 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" consist of either a sequence or a group.)
WILDCARDs (1 dependent, may use 0 to 2 more)
A WILDCARD may represent any regular card for a group or sequence, regardless of where the regular card is. Like 7, 7, WILDCARD. Or like ♡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 melds. The group WILDCARD, WILDCARD, WILDCARD is valid.
The GROUP card is like a WILDCARD for only a group. It may be melded with any WILDCARD(s), like 7, GROUP card, WILDCARD.
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.
RUMMY CAN'T LOSE Cards (2 total)
If you have "both these cards" (dealt, drawn, or both), you are guaranteed to be the winner or one of two winners. (If you were dealt both and someone else possibly "goes out" before you even have a turn, you both win.) IF AT OR DURING YOUR TURN YOU LAY DOWN BOTH FACE UP, YOU WIN. (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 the two RUMMY cards, keep it. 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.
All cards may be discarded to and drawn from the discard pile, except the NO MELD card and CAN'T GO OUT card.
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, 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).
If someone draws the last card of the stockpile and does not go out (discarding 1 card, of course), "the game ends"--unless the next person in turn and only that person does not have a RUMMY card and drawing lets them go out. There can be up to three winners--someone who goes out and anyone with a RUMMY card (regardless of having any other cards).
Everyone could "unanimously" choose a tie game. Like if there was only 1 card left in the stockpile and everyone was reluctant to draw it.
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.
If playing a match, for each game after the first game, who plays (draws) first shifts clockwise.
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. (The number of cards to be dealt, optional cards and variations may be decided on before each game.)
(If playing a match and there's a tie game, the same person plays first for the next game.)
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.
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.
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).
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.
Under "Preliminary" the cards dealt determine who deals first, like usual, and "help determine seating":
The person with the lowest card chooses to remain where seated or chooses somewhere else to sit. The dealer must sit just to the right of this person and remain there.
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. (If playing a match, there is no change of seating after the first game.)
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, 1 card at a time. 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.