Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
allowing A-2-3 and Q-K-A (but not K-A-2).
Play On your turn, play as fol ows:
1. Draw either the top card of the stock, or the upcard, and take
it into hand.
2. (If possible and desirable) Meld a set or sequence of cards
from the hand, or lay of individual cards to melds already on
the table, regardless ofwho made them. You may make
asmany melds and lay-of s as you wish.
3. Add a card face up to the discard pile. If you took the upcard,
your discard must dif er from it.
Wild cards Jokers are wild. For example, a sequence may consist of
3-4-
-6, and a set of 3- 3-
. You may 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.
End of stock If the stock runs out before anyone has gone out, turn
the discard pile to form a new one, and turn its top card face up to
start a new discard pile.
Most book rules say the stock should not be shuffled before being turned. This
favours the player with the best memory. Unless you want to turn it into a
memory game, a better rule is that this rule applies only if everyone agrees to it.
In case of dispute, shuffle it.
Ending and scoring Play ceases the moment someone goes out by playing the last
card from their hand, whether as part of a new meld, a lay-off, or a discard. That player wins, and scores (or is paid) by the other players according to the face
value of cards left unmelded in their hands. Numerals at face value, courts 10,
and Jokers 15 each. Ace counts 1 unless the Q-K-A sequence is allowed, in which
case it counts 11.
Basic Rummy variants
Of the fol owing named variants, many merely denote
modifications to the basic rules; they can be put together in almost
any combination the players fancy.
Block Rummy
As Basic Rummy, but: If the stock runs out, the discard pile is not
turned, and play ceases as soon as al players refuse to take the top
discard. Everyone pays or scores negatively according to the amount
of their deadwood. This optional extra may be applied to any
Rummy game.
Boathouse Rum
As Basic Rummy, but: A player who draws the upcard must also
draw the top card of stock. (Variant: Or the next upcard. The result,
either way, is to take two cards instead of one.) That player may
then meld and must discard one card only. Players may thereby
increase the number of cards they hold. Turn-the-corner melds are
valid, and a deadwood Ace counts 11 against. Nobody melds until
one player goes rummy by melding their entire hand, at which
point the others meld what they can and the winner scores in the
usual way (or, variant, one per unmatched card regardless of rank).
Cards may not be laid of .
Cal Rummy
As Basic Rummy, but: If a player discards a card that could be laid
of against a meld, any opponent may immediately cal ‘Rummy!’,
lay the discard of , and replace it with a discard from their own
hand. If two cal simultaneously, priority goes to the next in turn to
play.
Discard Rummy
As Basic Rummy, but: You can go out only if you can end your turn
by making a discard. Your final card may not be melded or laid of .
Double Rummy
Basic Rummy played with two packs.
One-meld Rummy (Cincinnati Rummy, Queen City Rum)
As Basic Rummy, but: You may may go out only by going rummy,
i.e. melding al your cards at once, with or without a discard, and
everyone pays you (or you score) the total face value of your melds.
Original Rum
(2-6p, 52c). The most primitive game appears in Donohue, 1905.
Deal ten each if two play, seven if three, six if more. Stack the rest
face down and turn an upcard. Each in turn draws one card, either
from stock or any discard, makes one discard (which must dif er
from the one taken if a discard was drawn), and may then either
make one meld (only) of three or more cards, or lay of one card
(only) to any existing meld, but not both. The game ends when
somebody melds, lays of , or discards their last card. The others
then pay the winner according to their deadwood, counting Ace 1,
numerals face value, Jack 11, Queen 12, King 13. If no one has
gone out when the stock is depleted, either shuf le the discards and
make a new stock, or designate as winner the player with least
make a new stock, or designate as winner the player with least
deadwood.
Variant 1 The discards may be squared up, leaving only the upcard
available.
Variant 2 The order of play may be draw-meld-discard instead of
draw-discard-meld.
Ramino (Rabino, Remigio)
General term for several Italian varieties of Rummy.
1. One version amounts to seven-card Basic Rummy for two or
more players, using 54 cards. Ace counts low or high in a
sequence, but not both. Having once melded, you may lay of
cards to your own melds, and may take a Joker from any
meld in exchange for the appropriate natural card. Deadwood
counts at the rate of Aces 1 point, numerals face value, courts
10, Jokers 20 (or 11 by agreement), doubled if the winner
went rummy. The first to 101 points loses, or, if more play,
drops out.
2. Another version uses two packs with four Jokers and awards
side-payments for the fol owing special melds:
Scala reale Seven in sequence regardless of suit
Sette di seme Any seven of one suit
Sette figure Any seven court cards
Pokerissimo Seven of the same kind
A third version is played as above, but with ten cards each. A
single agreed stake is won for going out with a mixed straight, a
double for going out with eight of a kind, or quadruple for a
double for going out with eight of a kind, or quadruple for a
straight flush.
Ramino Pokerato
As above, but preceded by a round of Poker-style bet ing.
Round-the-Corner Rummy (High-Low Rummy)
Any Rummygameinwhichsequencesmay turn the corner,i.e.
incorporate K-A-2. Ace always counts 11.
Scala Quaranta
(2p, 104c + 47). Italian variety of Basic Rummy. Deal thirteen
each. One’s initial meld must total at least 40 points (whence the
title), counting Aces 11 and Jokers 25. Many circles proscribe
Jokers in initial melds, and most forbid you to take a Joker for a
natural card unless you can meld it immediately.
Skip Rummy
As Basic Rummy, but: Only sets may be melded, not sequences.
As Basic Rummy, but: Only sets may be melded, not sequences.
Having once melded, you may in subsequent turns lay of the fourth
of a rank to your own or anyone else’s three of the same rank. If
left with a pair, you can go out without discarding when you draw
a third of the same rank. Play ceases when one player goes out or
when the number of cards remaining in stock equals the number
taking part. Al cards left in hand count against, even if they could
have been melded or laid of .
Two-meld Rummy
As Basic Rummy, but: No player may go rummy. Anyone able to do
so must hold back one meld to make on the next turn.
Consequently, melding with the apparent threat of going out on the
next turn may be used as a form of bluf .
Wild-card Rummy
As Basic Rummy, but: Deuces are wild, as are one or more Jokers
(optional). Nobody melds until someone can end the game by
going rummy. Wild cards left in hand count 25 against.
Loba
2-5 players, 108 cards
This is Argentinian Loba. In Central America the same name
(meaning ‘she-wolf’) denotes Contract Rummy, which in Argentina
is cal ed Carioca.