How to Play

Rummy

2–8 players · 1–3 decks depending on table size

Goal

Be the first to arrange all 13 cards in your hand into valid groups, then declare. Every round you don't win adds points against you — lower is better.

Your Turn

At the start of your turn, draw the top card from the Stock (face-down) or the Discard pile (face-up), then discard one card. Or Pack instead of drawing, if your hand looks unpromising.

Building Groups

Pure sequence (a straight run): at least 3 consecutive same-suit cards, no wildcards. Impure sequence (an assisted run): the same, but using 1–2 wildcards to stand in for missing cards. Trio: 3 cards of the same rank — three natural cards, or two natural cards plus one wildcard. Ace can play low (A-2-3) or high (Q-K-A) — no wraparound (K-A-2 is invalid).

With 4+ Players (Multiple Decks)

Games with 4 or more players use 2–3 merged decks, so you can hold duplicate cards. A trio can use a repeated suit — two 5♥s and a 5♦ make a valid trio. The one exception: three of the exact same card (three 5♥s, only possible with 3 decks) count as their own pure sequence instead, not a trio.

Wild Cards

Each round, one rank is wild (plus both printed jokers, always wild). The specific card revealed to set that rank is shown face up as the round's Wild Card.

Winning Requirement

All 13 cards must be grouped — nothing left over. You need at least one pure sequence, plus a second sequence (pure or impure) — together these two must cover 6–7 of your cards. Only once both are in place can the rest be grouped as trios (up to two) instead of a third sequence.

Declaring

After drawing, if your remaining 13 cards can be fully grouped, you may declare a win by choosing one final card to fold face-down (not to the open discard pile) to finish.

Packing

Available only at the very start of your turn, before drawing. Pack on your first turn of the round and you pay 20 points; your cards are shuffled into the bottom of the stock, so they can resurface later. Pack on any later turn and you pay 40 points; your cards leave the game entirely. With only two players, packing ends the round immediately — your opponent wins it.

Scoring

The winner scores 0. Everyone else totals their unmatched (“loose”) cards: A/K/Q/J/10 count 10 points each, 9 down to 2 count face value, a loose wildcard counts 0. A trio only counts toward your groups (0 points) if you also completed an impure sequence — otherwise it's scored as loose. If the winner declares on the very first turn of the round, before anyone else has acted, everyone else's loose total is halved.

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