Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
hand in one go. In this respect they resemble shedding games
such as Crazy Eights.
Knock-out games, such as Gin. No melds are revealed until
someone ends the game by knocking, believing themselves to
have the lowest amount of deadwood.
Drift-out games, such as basic Rummy. Melds are revealed as
play progresses, and the game ends when someone runs out of
cards.
Contract games. The first meld you make in each deal must
conform to a statutory pat ern (the ‘contract’), and the contract
requirement gets tougher as further deals ensue.
Rearrangement games, such as Vatican. Melds are revealed as
play progresses and are common property, enabling anyone
to extend and rearrange their constituent cards to form
dif erent melds.
Special terms used in Rummy games
concealedSee go out.
deadwood Cards left unmelded in your hand at end of play. These
deadwood Cards left unmelded in your hand at end of play. These
always count against you, except, in some games, those that are
capable of being melded, or which can be laid of to existing melds.
Typical y, numerals count at face value and court cards 10 each.
Aces usual y count 1 in games where they form only low sequences
(A-2-3), but 15 or more if they can be used high (Q-K-A). Jokers
and other wild cards count higher stil .
discard An unwanted card thrown face up to the discard pile,
usual y at the end of the player’s turn. As verb, to throw such a
card.
discard pile The pile of discards made during play, also cal ed the
wastepile or pack. In some games they are kept squared up, in
some they are spread slightly so al can be identified. The top card
is the upcard. An invariable rule of al Rummy games is that, if you
draw just the single upcard, you may not immediately discard it (or
its twin when more than one pack is used). This would amount to
passing one’s turn, which is not al owed.
draw To take a card, usual y the top card of the stock or the upcard.
escalera A sequence meld. Spanish for ‘ladder’. Many Rummy
games were developed in Spanish-speaking countries.
face value Numerals Two to Ten have face values of 2 to 10 points
respectively. Ace is usual y 1, unless otherwise stated.
go out (or go down) To play the last card from your hand, thereby
ending the play. Whether or not the last card must be a discard
depends on the rules of the individual game. Most games impose
conditions on when you may go out. To go out by melding al your
cards in one turn, without having previously melded any, is cal ed
‘going rummy’, or ‘gin’, or ‘going out concealed’. In some games this
is the only way in which you can go out. In others it is optional,
is the only way in which you can go out. In others it is optional,
and earns a special reward.
group See set.
knock To end the game by knocking on the table. Some games
permit this provided thatyourdeadwood does not exceed acertain
amount.
lay of Add a card to an existing meld, for example a fourth King to
a set of Kings, or a card at either end of a suit sequence. In some
games you may lay of cards only to your own or partner’s melds,
in others to any meld at al . In most games you cannot lay of to
another player’s meld until you have made at least one of your
own.
meld A valid combination of matching cards which you can play
from the hand in order to make a score or to go out: either three or
more cards of the same rank (cal ed a set or a group) or three or
more cards in suit and sequence (cal ed a sequence or a run). To
meld is to set out such a combination face up on the table for
everyone to see. Strictly speaking (since the word comes from
German melden, meaning to register or declare), a combination in
the hand does not become a meld until it is actual y revealed; but
the habit of referring to undeclared combinations as melds is now
too widespread to revoke.
natural card See wild card.
pack In Canasta games, the discard pile.
rummy See go out.
sequence Three or more cards in suit and sequence. In some games,
sequence Three or more cards in suit and sequence. In some games,
Ace is low only (A-2-3), in some it is high only (Q-K-A). In some it
may be either, and if more than one pack is used it is possible to
form a 14-card sequence running A23456789TJQKA. Rarely, it may
count simultaneously high and low, permit ing a sequence to ‘turn
the corner’ (-K-A-2-); but this should not be assumed permissible
unless specifical y stated.
set or groupThree or more cards of the same rank.
stock The stock of undealt cards placed face down at start of play.
turnthe corner See sequence
upcard The most recent discard, lying uppermost on the discard
pile.
wild card One that may be used to represent any natural card.
Jokers
are usual y wild, so, for example, a sequence may consist
of 3-4-
-6, and a set of 3- 3-
. In many games, Deuces
(Twos) are also wild. Games involving wild cards usual y permit
you to steal a wild card from any meld on the table provided that
you can replace it from your own hand with the natural card it
represents, though certain other conditions may also at ach to this
procedure.
Rummy (Basic Rummy)
2-7p, 52 or 104c
The archetypal Rummy dates back to the early 1900s, when it was
described under such names as Coon Can, Khun Khan, Colonel. The
fol owing rules are typical, but subject to local variations due to the
fact that players tend to bring back into it features they have
fact that players tend to bring back into it features they have
encountered in other games of the same type.
Preliminaries Two or three players use a single pack, seven use a
double pack, other numbers may use either. It is usual to add two
or more Jokers per pack. Unless otherwise specified, the number of
cards dealt should be as fol ows:
players: 2 3
4 5 6 or:4-7
cards:
52 52
52 52 52 104 (+ Jokers)
deal each: 10 7 or 10 7 7 6 10
Thorough shuf ling is essential before each deal. Decide first
dealer by any agreed means. The turn to deal and play passes
always to the left. Stack the undealt cards face down and turn the
next as an upcard. (Variant: No upcard until the first discard.)
Object To go out first by get ing rid of al your cards in melds, with
or without a final discard.
Melds Valid melds are sets and suit-sequences of three or more
cards. The lowest sequence is A-2-3 and the highest ends J-Q-K.
This was the original rule. Many now count Ace high or low but not both, thus