LET'S PLAY
RUMMY
Rummy (aka Rummy 500 not Gin Rummy)—where quick thinking meets classic card strategy. Build sets, run the table, and outplay your opponents before they leave you holding high-value dead weight. Whether you’re laying down the perfect sequence or calling “Rummy!” at just the right time, this game is a battle of skill, memory, and a little bit of luck. Simple to learn, endlessly replayable, and always competitive—are you in?

Object
The object of Rummy is to score 500 points by forming melds, valid sets and sequences of cards.
​

What You Need
• A 52-card French deck (some variations use Jokers as wild cards).
• 2 to 4 players (Rummy can be adapted for more).
Set Up
Deal cards based on the number of players:
2 players: 13 cards each
3 - 4 players: 7 cards each
5 - 6 players: 6 cards each
​
The rest of the deck becomes the stockpile (draw pile).
Flip the top card of the stockpile to form the discard pile.
The player to the left of the dealer goes first.
A more thorough guide with gameplay

A quick refresher in under 3 minutes
Card Ranks
Cards are ranked Ace - King (lowest to highest). In Most play the numbered cards are scored at face value and the Face cards are scored as 10 points in the scoring phase. Most people (including me) play that the Ace is valued as 15 points.

Aces can be used as high or low card.

For scoring, numbered cards are worth their shown value, Face cards are all worth 10 and Aces are worth 15 points, unless house rules say otherwise.
1. Draw a Card
On your turn, take one card from either:
The stockpile (top card).
The discard pile (you can take more than one, but the deepest card taken must be played immediately).
​
2. Meld or Lay Off:
Meld:
If you have three or more matching cards (set or sequence), you may lay them down.
Lay Off:
Add a card to any existing meld (yours or another player’s).
​
3. Discard One Card
-
End your turn by placing one card face-up onto the discard pile.
-
You cannot discard the card you just picked up from the discard pile on the same turn.
-
Special Rules
Calling “Rummy” →
-
If a player discards a card that could have been melded, any other player can call “Rummy!”, take that card, and immediately use it in a meld.
Going Out (Winning a Round)
-
A player goes out by playing all their cards and discarding their last card.
-
If the stockpile runs out, the round ends when no further plays are possible.
Scoring
Pip cards (2-10)
Face value (e.g., a 4♠ is 4 points).
Face cards (J, Q, K)
10 points each.
Aces
15 points (some versions count it as 1 point, but shouldn't imo!).
Jokers (if used)
15 points each.
End of Round
-
The player who goes out scores the total value of their melded cards.
-
Opponents subtract the value of cards still in their hand from their score.
-
It’s possible to have a negative score after a round.
-
First player to 500 points wins.
Variations
-
Stockpile Reuse: If the stockpile runs out, reshuffle the discard pile into a new draw deck.
​
-
Alternate Scoring: Some groups assign 5 points to all pip cards for easier math.
​
-
Jokers as Wild Cards: Jokers can substitute for any card in a meld.
​
-
Ace Cycling: Aces can be high or low (A-2-3 or Q-K-A).
Final Thoughts
Rummy is an easy-to-learn, highly strategic card game that rewards planning, memory, and a little luck. With so many house rules and variations, no two games are ever quite the same!
Game Play
1. Draw a Card
On your turn, take one card from either:
The stockpile (top card) or The discard pile (you can take more than one, but the deepest card taken must be played immediately).
​
2. Meld or Lay Off (optional)
Meld
If you have three or more matching cards (set or sequence), you may lay them down.
​
Lay Off
Add a card to any existing meld (yours or another player’s).
​
3. Discard One Card
End your turn by placing one card face-up onto the discard pile.
You cannot discard the card you just picked up from the discard pile on the same turn.

Possible Sets

Possible Runs

Laying off:
You may lay out cards on your turn to other players revealed sets or runs. Simply show the card and where it fits on their meld, then put that card face up in front of you.
Special Rules
Calling “Rummy”
If a player discards a card that could have been melded, any other player can call “Rummy!”, take that card, and immediately use it in a meld.
Going Out (Ending a Round)
A player goes out by playing all their cards and discarding their last card.
- or -
If the stockpile runs out, the round ends when no further plays are possible.

Scoring
Postive Points:
Score only the cards laid out in front of you.
Pip (Numbered) cards (2-10) = Face value (e.g., a 4♠ is 4 points).
Face cards (J, Q, K) = 10 points each.
Aces = 15 points (some versions count it as 1 point, you do you).
Jokers (if used) = 15 points each.
​​
Negative Points:
Subtract any cards left in your hand if you didn't go out first. The cards are valued in the same way, but negative. This means that your overall score could go negative.



End of Game
First player to reach 500 points wins the game.
Variations
​
Stockpile Reuse:
If the stockpile runs out, reshuffle the discard pile into a new draw deck.
​
Alternate Scoring:
Some groups assign 5 points to all pip cards for easier math.
​
Jokers as Wild Cards:
Add in 2 Jokers which are wild and can substitute for any card in a meld. They are typically valued anywhere between 0 and 15 points or whatever the house rules state.
Ace Cycling:
Aces can make runs "turn the bend" or "cycle" the deck, meaning that a run can go from Q-K-A-1-2 for example. This is my preferred way to play and you can't convince me otherwise!
​


Final Thoughts
Rummy is an easy-to-learn, highly strategic card game that rewards planning, memory, and a little luck. With so many house rules and variations, no two games are ever quite the same!