Rummy
Game Guide

Rummy has been one of the most popular card games around the world for a long time and a major reason for this is the fact that rummy can be modified easily so that local players in various societies enjoy the game to their liking. They can modify the wagers, the number of players, deals and combinations.

A list of several accepted versions of rummy are Gin Rummy, Straight Gin, Canasta, Contract Rummy, 500 Rum or Pinochle, Double Rummy, Knock, Continental, Kalookie Rummy Version, Pan or Panguingue and Kalookie. Moreover, there are 30 local Rummy varations at Rummy Facts-Trivia Report to add to this long list.

One of the frequent terms used with these card games is meld or run, therefore, the definition is explained here, so that you can better understand this rummy games glossary.

Meld: is considered to be 3 or more cards which possess the same suit, rank or that are in a sequence. Example: trio of 10's or KQJ, all same suit. Also, known as a Run.

Canasta Rummy

Canasta game glossary is the focus for this rummy skill games article, part 5 at gamerisms.The rules, scoring and strategies are included for this card game related to the rummy family.

This classic card game originating in Uruguay in the 1940s means basket has had many followers over its history.

During the 1950s, this card game was the most played within the Rummy family.

Additional variations include Samba, Bolivia and Burraco among others.

The game is best played with four people who play in partnerships of two though 2-6 players can also play. Two decks with four jokers are used that are shuffled together to form a 108 card game deck.

Note that jokers and twos or ‘deuces' are played as wild cards while the threes are referred to as special cards.

Dealing

All the players pick a card and the one with the highest card deals first. The dealer cuts the pack and starts dealing clockwise with the cards face down. Each player receives a total of eleven cards if four players are playing, if three=13 cards and for two=15 cards.

The next card is placed on the table face up to begin the discard pile while the remaining cards form the stockpile. If the up card is a wildcard, another card is placed on it until a non-wild card appears.

Other players must also lay out all their red threes before them face up and pick cards from the stockpile to replace them. More about threes or treys later. As a standard, all the subsequent cards that are discarded during the game are placed face up on top of the upcard so that no other discards are visible.

Goal of the Game

The basic goal of winning for this card game is simple you have to achieve the highest number of points by melding your cards. This is where the game differs from most other rummy games wherein going out early or discarding the end card is of higher importance.

Canasta Game Rules

The player sitting on the dealer's left begins the game by drawing a card from either the discard pile or the stockpile. After forming a meld if possible, he/she has to then toss a card and the next player takes his/her turn. However, this drawing action is subject to certain rules that determine whether a player is allowed to draw or not.

Melding is much the same as in standard Rummy. Combination of three or more cards can be formed. You are only allowed to make a set (meld consisting of cards of the same rank) and not runs (sequences such as a 2, 3, 4) that are considered invalid in Canasta. All melds must be placed on the table during the game.

One partnership cannot have more than one meld of the same rank. A meld comprising totally of wild cards--jokers and deuce is also not allowed. It must have at least two non-wild cards and a maximum of three wild cards.

If a player has placed a set on the table, he/she may add cards of the same rank or jokers to the meld but cannot do so to the opponent's melds. Finally, all the melds of a partnership are placed before one of the partners.

A meld consisting of 7 or more cards including a ‘base' (four non-wild cards) is referred to as a ‘Canasta'.

A pure game (all non-wild cards) receives a bonus of 500 points and must be topped off with a red card.

A mixed game with 1-3 wild cards, earns a partnership a 300 point bonus and must be topped with a black card.

Scoring

Scoring for this card game is applied as follows:joker=50 points, aces and deuces=20; K, Q, J, 10, 9, 8=10 each;7, 6, 5, 4 and a black 3=5 points.

Additional points are scored as follows:

  • For a natural canasta=500 points; mixed=300 points
  • A red three is worth 100 points and all red threes count 800 points.
  • 100 points for going out and 100 for a concealed hand.
  • A concealed hand is a hand when a player melds all cards in one turn and has at least one Canasta in that meld. He/she must not have made any previous meld or added cards to their partner's melds.

The Discard Pile

A player may pick a card from the discard pile to form a meld after which he/she also has to:

Put the melded cards on the table and add the top card from the discard pile to this to form melds.

Take all the cards from the discard pile into his/her hand and form any melds if possible from these cards and then discard one card from their hand to indicate the turn has ended.

The discard is frozen for all sides if it contains any wild card or a red three, which is placed at a right angle to indicate. It is also frozen against a side before they make their first meld.

A player may unfreeze the discard by taking it. To take the pile, you must have two non-wild cards that can form a meld with the upcard, or a wild card to meld the upcard or by melding the upcard with an existing meld on the table.

Going Out

A player can only go out by discarding the last card after they have melded at least one canasta or if the last card is used to meld one. There is a trick to keep in mind before going out--you should only go out if both the partners have discarded all their cards or one has and the other has a minimum number of cards.

Therefore, strategically it can be profitable to continue play even if you can go out. Additionally, you may take permission from the partner in a partnership game before they go out and if they say ‘no', you cannot go out.

Stockpile Runs Out

If the stockpile runs out of cards, play ends. In addition, if a red three is drawn from the stockpile and if it is the last card, the red three is put face up on the table and play ends there too.

If the last card is not a red three, the game continues as long as a player is able to form melds from the discarded cards and the pile is not frozen.

Additional Strategies

You should take note of the cards in the discard pile.It is useful to discard high singles in the early stages as the opponents needs a certain number of points for the initial meld.

Do not freeze the pile if you have not melded, otherwise you might end up wasting a wild card.

Ensure that you meld before the stockpile runs out.Take care before picking up the discard pile. Only do so if you are sure you can form a Canasta or melds that enable you to go out.

Gin Rummy

Gin is perhaps one of the most popular variations of classic Rummy. It gained popularity in the 1930s when the depression hit the United States and people were looking for cheaper ways to keep themselves entertained.

Rummy Rules

The game can be played by two people though other variations allow for four or more players. The deck used is a standard 52-card deck with no wild cards.

Dealing the Game

The dealer deals out 10 cards to each player after which the next card, called the upcard, becomes the top of the discard pile while the rest becomes the stockpile.

The game then ensues with players forming their melds, either runs or sets, much like rummy. Examples are run=7-8-9 (same suit) or set=7-7-7 (same number).

The goal of the game is to form combinations in the form of sets or runs, consisting of three of four cards. In addition, one has to reduce the number of unmatched cards in one's hand to less than your opponents.

Playing gin rummy is faster and easier than classic rummy. It has clear-cut procedures that involve two compulsory acts.

The non-dealer has to play first and he/she has to either draw a card from the stockpile or the discard pile. Cards on the discard pile are placed face up while on the stockpile, they are face down. After noticing your cards, deciding which card you need least (one which does not form a set or a run), you must discard the card. Most house rules prevent players from drawing and discarding the same card.

Scoring & Winning

A player can score or announce victory in Gin Rummy by knocking, ginning or undercutting.When a player has formed their cards into melds, they may choose to ‘knock' if the total value of their unmatched cards (deadwood) is less than ten points.

After this, his/her opponents match their unmatched cards by adding to his melds and thus reducing their deadwood counts. This is known as laying off'

A customary way of winning is that the player signals by throwing the final card face down instead of up.

When a player has no unmatched cards in his hand, then he may win by ‘ginning' which earns him a 25-point bonus and the points on deadwood for other players' hands. One advantage of ginning is that opponents cannot meld their cards on a gin hand.

Undercutting is a tricky way of winning. After a player knocks, if the opponent has a lower or equal deadwood count then he ‘undercuts' to score a 20 point bonus plus the total difference in their deadwood counts.

The opponent usually lowers their deadwood counts by laying off.The gin rummy game ends once a player knocks, gins, or undercuts or if there are only two cards left in the stock.

The player who scores 100 points usually wins the game (though some house rules extend game play to 150, 200 or 250 points).

The winner adds another 100 points as game bonus to the final score. Even if one player fails to win a game, then the winner doubles his entire score and that is called a ‘shutout'.

Gin Rummy Variations

Straight Gin is the same except players cannot knock; Celebes Rhum - usually played in Southeast Asia where one cannot knock rather he/she has to meld all his cards using jokers. The third, Oklahoma Gin is the most popular version.

Oklahoma Gin:

Oklahoma Gin is similar, however with this difference - the rank of the topmost card of the discard pile (the up card) decides the highest number of points needed for a player to knock in that particular hand.For example, the up card is 6 then a player must have six points or less. If however, that card is an ace, then both must play for gin. Some house rules say that a spades for the up card doubles the points in the hand.

Oklahoma Gin has more skills involved compared to Gin Rummy and thus requires more strategy. One must remember that with a high knock card value, one must play for two melds and a quick knock. Alternatively, a low knock card requires that one must form three melds. Therefore, when it is compulsory to gin, kings and aces have the slightest value.

Versions of Rummy

Click on one of the Rummy variations below to read more about it.

Contract

Contract rummy is perhaps one of the most played rummy games of all 7 rummy versions listed here. Though there are minor differences as to how it is played around the world, the basic rule is the same everywhere - a series of about five to seven hands are dealt out and each different hand has its own set of rules that determine how a player can go out and how one wins the points. This is the reason that the game is called Contract Rummy.

For example, a deal might require a player to have one set and one run before he/she can go out. Another might require two sequences or two sets, etc.

Contract Rummy can be played by three to eight players and the number of decks used depends accordingly.

If 3-4 players are playing, two decks plus a joker (105 cards in all) and for 5+ players, 3 decks and 2 jokers, etc. Apart from this, most other aspects of the game are similar to standard rummy.

500 RUM / Pinochle

500 Rum is another popular rummy game with the main distinction being that when two players are playing, each gets 13 cards (unlike the 10 cards that are dealt in standard rummy). The game is usually played by 2-8 players.

Points are counts for melded combinations and deducted for the players deadwood.Whoever reaches 500 points wins the game.

Most of the other rules including dealing and scoring are similar to standard rummy whereby one can go down by melding, laying off or discarding one's cards.

Double Rummy

Double Rummy comes with its own set of exceptions that make the game unique.The deck for this rummy version utilizes 106 cards where two of the four jokers are removed from the deck.

Dealing and Scoring: regardless of the number of players playing, most house rules have fixed the number of cards to be dealt at 10. Scoring is same as standard rummy except the value of an ace which is 11 and a joker which is equal to 15 points.

Forming melds: A matched combination can be structured from three or four cards of the same rank. Again, players are free to use the joker in any meld as they are wild.

Laying off: if a player wants to lay off their cards, a meld containing a joker is treated only when the joker is not present in the middle of the combination. It may only be moved when it is present on the end of a meld. For example, KQJoker or Joker789. Additionally, a joker can be moved only once.

Knock

Knock rummy is also known as Poker Rum because the game is best played by two to five players. When four players are playing, a single deck is used. However, with five or more players, a double deck is used.

Dealing and Scoring: the number of cards each player receives in knock rummy depends on players - two players=10 cards each; when three or four players play=seven cards and when five or more players are present=six cards a player.

An ace is one point, face cards are 10 points apiece and other numbered cards are counted according to their pip value.

The scoring is slightly different too - the player with the lowest points is actually the winner unlike other rummy games. He/she wins points worth total difference in points of other players. If a player goes rummy, he wins another 25 points.

In addition, if another players ties with the knocker, then the other player wins and if the knocker does not have the lowest count, he/she has to pay the price of 10 points in addition to the difference in the counts of other players. Therefore, knocking must be done very carefully within this game.

Playing Knock Rummy Versions: the game is quite simple much like the standard game, the first player has to draw from the stockpile or take the up card and then discard to keep the total count even. However, one cannot form melds or lay off cards on other melds.One may end the hand by knocking before they can discard and then the knocker displays his melds and unmatched cards. Others follow and the hand thus ends.

Continental

The reason for the popularity of Continental Rummy is that the game can be enjoyed by a large group of players - from 2 to 12 players. The quantity of decks used depends on the number of players divided by two. Therefore, 3 to 4 players use two decks; 5-6 players use three decks, etc. Each is the usual 52-card deck to include one joker per deck.

Dealing and Scoring: Each player is dealt 15 cards in sets of threes and the objective of winning is to form sets and runs from all cards. An exception for this game is that only sequences are counted in Continental Rummy and not matched sets.

The player who goes down first with the least points is the winner and he takes a point from each player for the game, two points for each joker and another point for a deuce. Some house rules advocate bonus points for players who go out without drawing a single card or who have all the cards of the same suit.

Kalookie

This rummy version, also known as Kaluki or Kalooki can be played by two to four players. Essentially, the Kalookie rummy has almost all the rules of standard Rummy but a few important exceptions make this variation refreshingly different.

The Deck: two 52-card decks are pooled together with four additional jokers to make a total of 108 cards.

Dealing and Scoring: Each person is dealt 15 cards if four players are playing. With five players, 13 cards are dealt out each and with six, 11 cards.Scoring: each numbered card has the same points as the pip number (five of spades is worth five points); an ace is worth 15 points and each face card has 10 points. A joker when used in a set or run has the same points as the card it stands for and if a joker remains in a hand, it equals 25 points.

Main exceptions come out regarding the first meld - it must be equal to 51 points or more before a player can lay off or discard it. Also, a player cannot do this unless he or she has made their first combination.

Online Kalookie

Kalooki 51

Kalooki (also Kaluki or Kalookie) is a Rummy game available online that combines the use of wild cards - Jokers.

The Jokers spice up the game, providing players with many opportunities to apply the skill one has acquired.

For this card game, the melds in one's hand must reach a total count of 51 or more in order for them to lay down melds.The winner is the first player to dispose of all the cards in his hand at once, called Hunt, or the first player to dispose of all the cards in his hand by gradually melding and building, called Going Out.

Kalooki 40

This British version of Kalooki 51 (also Kaluki or Kalookie) is a Rummy game that also combines the use of wild cards - Jokers.With this version, the melds in one's hand must reach a total count of 40 or more in order for them to lay down melds for the first time. Another exciting rule makes it impossible to pick up cards from the discard pile without laying down one or more melds.

Panguingue (Pan)

Panguingue was a popular game in the 1800s and still remains as such in certain places around the world. The game is unique when compared to the other rummy versions.

Eight 40-card decks are used by removing the 8s, 9s and 10s. Each player receives 10 cards and before a game starts, each has to decide whether he/she will play the hand or not.If not, he/she pays a small penalty that eventually goes to the winner.

The goal of the game is to meld all 10 cards including the final drawn card in melds by making sets or sequences.

A drawn card must be melded or discarded; it cannot remain in a player's hand.Some melds are called conditions that determine extra points for the player. These depend on the house rules decided beforehand.

The game is usually played by large groups and up to 15 can play at a time, though it is best enjoyed in groups of 6-8 players.

Rummy Glossary

Rummy Games Glossary A

Aces High
refers to a rummy game in which aces have a higher point value, however A-2-3 does not. Alternatively, aces can be both high and low for some rummy versions.
Aces Low
conversely, A-2-3 is valued at 1 point, but not Q-K-A.
Add-on
used to describe a single card that is intentionally discarded to a player's opponent for the purposes of adding to a meld. It's tough to toss, I know.
Advertising
otherwise referred to as chumming, fishing, or baiting, advertising is used to identify the act when a player intentionally discards a single card in order to cause another player to discard a single card of a similar rank, suit and/or sequence.
Angling
also known as side baiting or sideways fishing and is used to describe the act of a player intentionally discarding a single card in order to force another player to discard a single card a single rank away from the card discarded. Example: player tosses a 10 clubs and opposing player, thinking that player is not saving 10s, will toss a 10 from their hand.
Ante
bet wagered by all players before the deal. Amount is determined by all players or posted before tournaments begin.

Rummy Games Glossary B

Baiting
term also known as advertising, fishing, tempting or chumming. Jargon refers to strategic play to bait an opponent into tossing a card of the same rank or suit.
Base/Basic
used to describe the sum of the player's bonuses rather than the value of melded cards. This term is used in the Canasta form of Rummy.
Blind Discard
used to describe the moment when a player discards a card without any knowledge whether or not another player in the game will find the card useful.
Blitz
another term for shutout. A big time win!
Block
defines the act of holding onto a particular card in order to prevent another player from using that card to meld their cards.
Box
a deliberate entry onto a score sheet.
Box Score
actual score that a player receives for winning a deal.
Boxes
used to describe awards equivalent to 25 points for gin, gin off, or a knock.
Bonus Box
an additional score one receives when they win the game of Rummy. The bonus box is traditionally worth about 25 points.

Rummy Games Glossary C

Canasta Rummy
version of Rummy where seven cards of the same rank are melded (a natural canasta). When playing Canasta, if the player has anywhere from one to three wildcards in his or her hand, it is known as a mixed canasta.
Captain
game contest pitting 1 player against 2 who alternate their play versus the Captain.
Combination / Combo
matched set of two cards that is completed by a third card deemed suitable. That's a nice fit!
Concealed Hand
player's hand in Canasta and Oklahoma Gin rummy versions that is out of the game quickly and has not made any melds.
Continental Rummy
this version can be played by a large group of people. Each player is dealt 15 cards in sets of threes and the objective of winning is to form sets and runs from all cards. An exception for this version is that only sequences are counted in Continental Rummy and not matched sets.
Contract Rummy
this version is perhaps one of the most played rummy games. A series of about five to seven hands are dealt and each different hand has its own set of rules that determine how a player can go out and how one wins the points. Example: a deal might require a player to have one set and one run before he/she can go out. Another might require two sequences or two sets, etc.
Count
used to describe the point value of particular hands after subtracting the melded cards' total.
Cut
term for placing the second part of the cut on the first part, thereby changing the order of the cards after the shuffle.

Rummy Terms D

Dead Cards
describes cards that are not available to players because they have either been melded or placed into the discard pile of cards.
Deadwood
used to describe any cards that are unmatched within one's hand. Can you say worthless?
Deal and Dealer
the dealer performs delivery of cards to each player for each hand.
Deck
pack of 52 cards used for playing, not counting Jokers.
Discard
for Rummy, in order to minimize a hand to a total of 10 cards, a single card is placed on top of the discard pile face up. Once this is done, this ends the player's turn.
Double Rummy Version
deck for this rummy version utilizes 106 cards where two of the four jokers are removed from the deck.
Draw
the opposite of discard, and is the act of taking a card from the deck.

Rummy Terms E - F

Exposed Card
refers to dropped or cards held in such a way that a player's partner can view it. An illegal move.
Face Card
refers to King, Queen, or Jack and is usually valued at 10 points each.
Fill
term identifies the moment when a player purposely draws a card from a stock or pile in order to make a specific combination become a matched set.
Floating
jargon for a player who is not required to discard. Also, if a player's last card cannot be melded, this card remains a floater until another card is discarded.
Foot
jargon for lower portion of the stock that is often separated for ease of handling.
Forcing
describes the moment when a player intentionally discards a card that the alternative player must then pick up.

Rummy Terms G

Gin
the term gin literally means ten melded cards.
Gin Rummy
skill game where the player attempts to make a series of sets/runs to eliminate any deadwood in his or her hand. The player with the most points wins.
Go Down
refers to the moment when a player puts all of his or her cards on the table face up. Do I hear a Yeeeesssss?
Go Gin or Go Rummy
defines the moment when a player puts down his or her gin hand.
Go Out
rummy terms that defines the moment when a player gets rid of his or her last remaining card.
Going to the Wall
defines the moment when two or more hands results in a tie.

Rummy Terms H

Head
opposite of foot, refers to upper portion of the stock.
House Rules
as determined beforehand by the players and usually differ from official rules. Friendly ‘kitchen table' games and small gatherings tend to allow for less formal rules as agreed by the participants.

Rummy Terms I - L

Illegal Hand
occurs when a player has more than a total of 10 cards or less than a total of 10 cards.
Initial Meld
for Canasta and Contract Rummy, this is the first meld made in a deal by a player or a side.
Kalooki, Kaluki or Kalookie
Rummy versions that combine the use of wild cards specifically Jokers.
Knock Rummy or Poker Rum
an ace is one point, face cards are 10 points apiece and other numbered cards are counted according to their pip value.The player with the lowest points is the winner.See detailed information at Part 6
7 Rummy Versions.
Knock
used to define the moment when a player announces that the hand is over just before showing their cards accompanied by one big, winning grin.
Laying off
adding a card to a previously formed meld.

Rummy Terms M - N

Matched Card
one part of a matched set.
Matched Set
consists of a total of three or more cards that have been melded together.
Meld
is considered to be three plus cards which possess the same suit, rank or that are in a sequence. Example: trio of 10's or KQJ, all same suit. Also see Run.
Natural Card
card that is not considered a wild card for the rummy game.

Gin Rummy Games Glossary & More O - P

Off Card
refers to a card neither matched nor part of a combo. Also not wanted, not helping and several other negative phrases apply here.
Oklahoma Gin
game suitable for two to four players. The number of players determines the number of cards every player is dealt. For two player games, players will receive the traditional 10-card hand, and for three to four player games; players will receive a total of seven cards.When playing Oklahoma Gin, a standard deck of cards is used and the player's goal is to be the first individual to discard all of his or her cards by creating sets and runs.
Pack, Stock or Discard Pile
in Canasta and Oklahoma Gin rummy games glossary refers to the discard pile.
Panguingue or Pan
Eight 40-card decks are used by removing the 8s, 9s and 10s. Each player receives 10 cards and before a game starts, each has to decide whether they will play the hand or not.See detailed information at Part 6
7 Rummy Versions
Pinochle or 500 Rum
the main distinction with this version is that when two players are playing, each gets 13 cards, unlike the 10 cards that are dealt in standard rummy. Pot
total amount of wagers for that particular game goes to the winner.
Prize Pile
in Canasta, this is a frozen discard pile.

Gin Rummy Games Glossary & More R

Rake
commission deducted from every pot for use of the rummy room.
Rank
term for the card hierarchy and suit. Example: highest rank is a Royal, AKQJ10 of the same suit of hearts, diamonds, spades or clubs. A Royal Flush, as in 'flush with a win'.
Redeal
second deal by same player after a voided initial deal.
Red Three
in Canasta, the 3 of diamonds or 3 of hearts are valued at 100 points each.
Reducer
term for a low card exchanged for the discard of a higher card to reduce the deadwood count in a hand.
Round
single deal resulting in player out and points scored.
Round The Corner
refers to the aces high or aces low rule where certain sequences that include aces have point value or not. See Aces High and Aces Low gamerisms.
Run
group of three of four cards of same suit in sequence. Example: trio of 10's or KQJ, all same suit in gin rummy games. Also known as meld.

Gin Rummy Games Glossary & More S

Safe Count
term for hand's total points that if held eliminates the possibility of a win by an opposing player.
Safe Discard
card that is considered something that will not be taken up to be used by another player.
Sequence
describes cards of the same suit that appear in order numerically. Example: KQJ, all same suit.
Set
term to describe 3+ cards that are all equal rank. Example=three 10's.
Shuffle
the act of mixing all the cards properly before dealing. I say, "Mix 'em up good after that last hand."
Shutout
used to define the moment when a player wins the game and the opposing players have not scored any points. This may be called a skunk.
Spread
used to define a melded set.
Stock or Stockpile
defines any remaining part of the standard deck after all players have been dealt their hands.
Stop Card
in Canasta, a black 3 or wild card that cannot be picked up by another player from the discard pile.
Suit
deck of card has four suits--clubs, hearts, diamonds and spades.

Gin Rummy Games Glossary & More T

Target
a predetermined number of points or hands before a game that will end the game when the target is reached. Also known as target rounds or target score.
Three Hand Meld
easy definition here, a hand consisting of three melds.
Top Card
refers to a card that is face down on the top of the stockpile.
Trey
refers to 3 cards of the same rank. Example AAA of spades, clubs and hearts.
Triplet
same as Trey, Three, Thrice or 'insert another T3 term'.
Turn Up/Upcard
the topmost card of the discard pile after a deal.

Gin Rummy Games Glossary & More U - Z

Unload / Undercutting
occurs when a player attempts to get rid of his or her high cards to keep losses to a minimum should another player win the game.
Upcard
the topmost card of the discard pile after a deal.
Valle Cards
in the game of Pan, 3's, 5's and 7's are cards that receive a special bonus.
Wild Card
substitute for any other card. Jokers in Rummy and Kalooki are examples.
Wild Discard
a ‘gift' to an opposing player. While, not a strategic move to discard this value card; in rare cases, it is the correct game move.