Going Out Rummy: Very Simple Rummy
for 2 to 10 people
To "go out".
52 like playing cards
plus 3 optional WILDCARDs
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.
May use 0 to 3 WILDCARDs:
WILDCARD - 3 total
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 (optional, use 0 to 3)
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.
WILDCARDs may be discarded to and drawn from the discard pile.
A person after drawing who "melds all their cards face up except maybe 1 card (any card)", wins the 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.
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, the winner of a game plays (draws) first for the next game. Whoever wins 2 games wins the match. (The number of cards to be dealt, optional cards and variations may be decided on before each game.)
(If playing a match and no one can go out, the same person plays first for the next game. For example, at least two people have two cards for a group, and each person figures at least one other person has the other two cards.)
Going Out Major or Minor
After drawing, you must go out with every card in your hand. Or after drawing, one of your cards may not help you go out. Like you may have to go out with a 5-card meld, not a 3-card meld and 3-card meld. Though ♡2, ♡3, ♡4, ♡5, ♡6, ♡7 would be valid.
If at or during your turn, you lay down face up all four regular, natural 7's, the game ends. You are the winner.
Sequences Rummy (3 to 7 WILDCARDs)
1. To go out, you must have two sequences. At least one must be a sequence without a WILDCARD--"a natural sequence".
2. (A group of only WILDCARDs is valid, and may be considered a secondary-type sequence to go out.)
3. To go out, you could have the "4, 5, 6 of hearts", "7 of hearts, WILDCARD, WILDCARD".
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.