Sequential Rummy
Analysing your rummy hands can be the first step towards victory; people desire to get a perfect hand but converting a bad hand into a good one is the real trick. We are here to help you with hand analysis in rummy games. A dream hand contains all the favourable cards needed to win, like an almost ready-made sequence or set. What is a rummy sequence? A sequence is an arrangement of 3 or more cards of the same suit in ascending or descending order. The forming of sequences from your 13 cards is important to win the game. A rummy sequence can be a pure sequence or an impure sequence. In rummy, a sequence is a group of three or more consecutive cards of the same suit. There are two types of sequences that are formed; a pure sequence and an impure sequence. To win the game of rummy you need at least one pure sequence in your rummy hand. Sequence is an addictive rummy like game which only uses sequences of consecutive numbers (also known as suite, run or string) Our game brings a new approach.
OBJECTIVE OF CONTINENTAL RUMMY: Be the player with the lowest score at the end of the game
NUMBER OF PLAYERS: 2 or more
NUMBER OF CARDS: Two 52 card decks and two Jokers
RANK OF CARDS: Ace (low) – King (high), or 2 (low) – Ace (high)
TYPE OF GAME: Rummy
AUDIENCE: Kids to Adult
INTRODUCTION OF CONTINENTAL RUMMY
Continental Rummy is a contract rummy game played over a series of seven hands (rounds). Each hand requires sequences and/or sets of cards to be built. Players will have to form a specific amount of trios (a set of three) and runs (sequence of four or more in the same suit) in order to go out and end the hand.
Trios may contain two cards of the same suit. For example, a trio of 3 of Clubs, 3 of Clubs, 3 of Hearts is possible.
THE CARDS & THE DEAL
For this game, you will need two decks of cards and two jokers. Shuffle the cards together thoroughly and have each player pick one from the deck. The player with the lowest card is the first dealer. That player shuffles the cards once more and deals.
Each hand of the game requires a different amount of cards to be dealt. Once all of the cards are dealt, the rest of the deck is placed in the center of the playing space to become the draw pile. Flip the top card over to become the discard pile.
THE CONTRACTS
Aces can be high (J,Q,K,A), or low (A,2,3,4). Players may not go around the corner (Q,K,A,2,3).
A trio can be made up of more than one Joker. If a trio contains two Jokers, the value of the non-Joker determines the trio. For example, the trio (10, Joker, Joker,) counts as a trio of 10’s.
THE PLAY
Play begins with the player to the left of the dealer. At the beginning of a player’s turn, you may draw one card from the top of the draw pile or the discard pile. A player’s turn ends once they have discarded one card to the discard pile.
If a player chooses not to draw from the discard pile, any other player may take that card. If they do, they must also draw a card from the top of the draw pile. This player does not discard a card. The extra card drawn is called a penalty card. This must be done before the player finishes their turn by discarding. If more than one player wants the card, the player closest to the left of of the player taking their turn gets it.
During a player’s turn, if they have formed the correct combination of cards, they may drop them. Dropping the cards simply means laying them out on the table in front of the player. Only drop the cards that are part of the contract. Any extra cards must be played on runs and triosthat have been dropped. The player who dropped cannot form any other trios or runs during this hand. Once a player has dropped the required combinations and discarded their last card the hand is over. It’s time to tally up the score.
It should be noted that dropped cards essentially become community cards that may be played upon by anyone. However, players are not allowed to play on them until they have met the current hand’s contract and dropped their cards.
JOKERS
On their turn, a player may move Jokers that are used in a run they have dropped in order to lay the card of the actual value in its place. For example, if a player has dropped the run A,2,3,Joker,5 and has to get rid of a 4, they may move the joker to the end of the run and add the 4 to its correct place. The new run would then be A,2,3,4,5,Joker. If the Joker sits at the beginning or end of a run, the Joker may be moved to another run. A Joker may not be moved if there are only three cards remaining in the run.
SCORING
Players earn points based on the cards left in their hands. The player who ended the hand by discarding their last card earns 0 points.
Joker = 50 Points
Ace = 11 Points
K – 10 = 10 Points
9 – 2 = Face Value
If a player drops their cards and discards their final card in a single turn, they may subtract 10 points from their score.
- TRIPLE SNAKES - February 15, 2021
Ultimate Guide to Rummy (aka 'Rum')
Rummy is one of the most popular classic card games in the world. Often referred to as 'basic rummy” or 'traditional rummy,” or just 'Rum,' it's easy to learn and play once you get the hang of it. Though it's a simple game, playing rummy is exciting and there's a decent amount of skill involved.
How to Play Rummy: Rules & More
Players and DecksRummy is played with 2-6 players. It is played with a standard 52-card deck and aces are low.
DealingPlayers take turns dealing when playing a two-player game. When playing with three or more players, whose turn it is to deal rotates clockwise every round. The player who deals first is chosen at random and how many cards dealt to each player depends on the total number of players.
- 2 players: 10 cards each
- 3-4 players: 7 cards each
- 5-6 players: 6 cards each
The dealer deals cards one by one then begins the discard pile by placing the following card face-up in the middle of the table. The dealer then places the rest of the deck face down next to it, forming the stock. Players then are permitted to look at their cards and sort them.
GoalThe goal of Rummy is simple: get rid of all your cards first.
Players can rid their hand of cards in three ways: they can meld, lay off, and discard.
- To meld, a player takes multiple cards from his or her hand and places them face-up on the table. That combination of cards then stays there. Melding is the quickest way to get rid of cards.
- Sets (sometimes called groups or books) and runs (sometimes called sequences) are the two valid types of melds in Rummy.
- A set, book or group is 3 or 4 same-ranking cards.
- Example: 10 of spades, 10 of diamonds and 10 of hearts
- Example: 6 of clubs, 6 of spades, 6 of diamonds, and 6 of hearts
- A run or sequence is 3+ consecutive cards of a matching suit. Consecutive cards of different suits do not constitute a valid sequence.
- Example: 3 of spades, 4 of spades, and 5 of spades
- Example: 9 of hearts, 10 of hearts, Jack of hearts, and Queen of hearts.
- To lay off, add cards in your hand to already-existing melds.
- Example: To a set of a 10 of spades, 10 of diamonds and 10 of hearts, a player could add a 10 of clubs.
- Example: To a run of a 3 of spades, 4 of spades, and 5 of spades, a player could add a 2 of spades to the beginning or a 6 of spades to the end.
- However, players may not rearrange any melds as they lay off.
- Example: If a set of the 6 of clubs, 6 of spades, 6 of diamonds, and 6 of hearts and a run of the 3 of spades, 4 of spades, and 5 of spades are both on the table, a player couldn't move the 6 of spades from the set to the run in order to lay down a 7 of spades.
- To discard, put one of your cards in your hand face-up on the discard pile. Players signal the end of every turn by getting rid of a card in this way.
Once a player has laid down all of his or her cards, the other player's cards are totaled up and added to the previous round's total. The rounds continue in this manner until one player reaches or goes over a target score and the rummy game is over. Then, the player with the lowest score wins.
PlayPlayers take turns, rotating clockwise, starting with the person to the left of the dealer. In a two-player game, players alternate turns.
Each turn includes the following, in this order:
- Drawing. Each player must start his or her turn by adding a card to his or her hand. Players can choose to take the first card from the discard pile or the stock pile.
- Melding. After beginning his or her turn by drawing a card, a player may lay a valid set or run down if he or she has one. Players can only put down one meld per turn (see Variations of Play). (Melding is optional)
- Laying off. After melding, players can add on to runs or sets already melded by any player. Players can lay off as many cards per turn as they'd like. Laying off is optional as well.
- Discarding. To signal that his or her turn is over, a player must discard a card from his or her hand to the discard pile. If a player picked up the card from the discard pile at the beginning of his or her turn, that player may not discard the same card in the same turn.
When the stock runs out, the discard pile is shuffled, turned face-down and the top card is turned face up next to it. Play continues. (See Variations of Play for alternate practices)
The round immediately ends when a player gets rid of all cards in his or her hand, or 'goes out.” That player wins the round.
ScoringOnce the round ends with a player going out, total up the other players' cards as follows:
- Kings, Queens, Jacks, and 10s: 10 points
- Number cards: face value
- Aces: 1 point
The total value of the cards left in each losing player's hand is recorded and added to the previous round's total. The points are penalty points.
When any player reaches a previously agreed upon target score (often 100), the player with the lowest score wins. (See Variations of Play for other scoring options)
Strategy
Here are some tips and tricks for how to win Rummy:
- Get rid of face cards and other high-value cards. If you can, do so early on in the game. If not, at least do so towards the end when you notice that your opponent is about to run out of cards. This means you'll run your own score up less.
- Mathematically, it's easier to make a run than it is to get 3 of a kind. So if you're forced to discard either a card that could later form a run or one that could be part of a set, it's better to discard one that could later form a set.
- Pay attention to what your opponent does. If he or she grabs a 10 of spades from the deck, you can bet that they probably either have a 10 already or are trying to complete a run of spades. Do your best to block them from getting rid of their cards!
- Keep in mind that a run can have more than 3 cards in a row. Sometimes, the best way to get rid of cards fast is to form a 5- or 6-card run.
13 Card Rummy Rules
These are just the basics. For more in depth strategy of Rummy, check out White Knuckle.
Variations of Rummy
Looking to mix things up a bit? Here are some alternative house rules you can use. Be sure to discuss and decide upon any variations among fellow players before starting a game.
Sequential Running Board Lights
Set Number of RoundsInstead of playing to a target score, players can decide to play to a set number of rounds. In this case, the player with the least amount of points after the set number of hands is the winner.
More than One MeldSome play that players are allowed to lay down any number of melds during each turn. This is a very common variation; be sure that all players are on the same page about how many melds can be played during each turn before beginning a game.
Many also give a player bonus points if he or she goes out in one turn or 'going rummy,” as they call it. When a player 'goes rummy,' the hand's score is doubled.
Laying Off Before MeldingSome don't allow a player to lay off cards until he or she has laid down a meld. This is also a very common variation.
Aces HighThe standard rules dictate that aces are only low. Hence, a run of Ace, 2, 3 would count, but a run of Queen, King, Ace wouldn't. Some let aces count as either low or high. When this rule is implemented, aces count for 15 points rather than 1 point, since they're more useful.
Even when this rule is implemented, aces can't be both high and low at the same time, such as in a King, Ace, 2 run. (Some allow these sort of runs, but it's rare)
JokersStandard Rummy doesn't use jokers. Some play that jokers can be used as wild cards that can replace any other card to form sets and sequences. When this rule is implemented, jokers are valued at 15 points and can be used by other players once they're on the table.
Discard LastSome require players to discard a card even at the end of their last turn. Playing with this rule, a player wouldn't be permitted to meld or lay off all of his or her cards since he or she couldn't finish by discarding one.
Reusing Discard PileIn old rummy rules, the discard pile isn't supposed to be shuffled before being reused as stock. However, this version of play isn't very fair because without a shuffle, any player who can memorize the discarded cards in order will have a clear advantage. Due to this, most card game books now recommend shuffling the pile before continuing play.
In both instances, using the discard pile as new stock over and over has other disadvantages. If each player hoards cards that other players want, each player could draw from the pile and discard the card he or she just drew. Theoretically, this sort of game could go on forever. To avoid that sort of repetition, players might consider limiting how many times they reshuffle the discard pile per round.
The discard pile is never reused In a variation of rummy called block rummy. Once the stock pile runs out, the game is over and all players score their remaining cards.
ScoringIn a common variation of traditional rummy, only the winner scores points after each round. The winner then gets the total number of points from all the cards in the hands of the losing players. When playing this way, the game still ends once a player reaches a target score. The player who reaches it wins the game.
Others play that the winner wins real cash from the losers according to how many points they each have in his or her hand. When playing this way, the game would end after an agreed-upon number of rounds instead of once a certain score is reached.
Glossary of Terms
Block rummy: a variation of rummy in which the discard pile is never reused
Book: 3 or 4 same-ranking cards. Example: 10 of spades, 10 of diamonds and 10 of hearts. One of two types of melds in rummy. Also called a group or set.
Discard: to play a card from your hand on top of the discard pile, signaling the end of a turn.
Gin rummy: a popular version of rummy played with two people. Often confused with traditional rummy.
Go out: To get rid of the last card in your hand, to win and end a round
Go rummy: Going out in a single turn by melding or laying off an entire hand.
Group: 3 or 4 same-ranking cards. Example: 10 of spades, 10 of diamonds and 10 of hearts. One of two types of melds in Rummy. Also called a book or set.
Indian rummy: a popular version of rummy from India played with two decks and wild cards.
Lay off: to add one or more cards from your hand to an already-existing meld
Meld: to place multiple cards from your hand face-up on the table. There are two types of acceptable melds in rummy: sets (also called books and groups) and runs (also called sequences).
Rummy 500: a popular version of rummy in which players play to 500 and score according to cards showing and cards in hand
Run: 3+ consecutive cards of a matching suit. Example: 3 of spades, 4 of spades, and 5 of spades. Also called a sequence.
Sequence: 3+ consecutive cards of a matching suit. Example: 3 of spades, 4 of spades, and 5 of spades. Also called a run.
Set: 3 or 4 same-ranking cards. Example: 10 of spades, 10 of diamonds and 10 of hearts. One of two types of melds in Rummy. Also called a book or group.
Stock: the face-down pile from which players can draw a card at the beginning of each turn
If you get bored here, we have plenty of other games to play! Maybe go play the card game hearts or the card game spades or the card game solitaire!