How to play Rummy 500
Rummy 500 is a rummy game with one rule that changes everything. You may take any card from the discard pile, not just the newest one. But you must also take every card that was discarded after it, and you must use the card you chose before you do anything else.
Practice this game. Taking cards from the discard pile is the whole game. Practice Rummy 500 against the computer, with a coach that helps you judge when taking a card from deep in the discard pile is worth it.
Practice Rummy 500Rummy 500 at a glance
- Players: Two to eight.
- Cards: One standard 52-card deck for two to four players, or two decks shuffled together for five to eight players.
- Start: Seven cards each (thirteen each for two players). The rest are the draw pile. One card is turned face up to start the discard pile, which is spread out so every card shows.
- Goal: Put groups of cards on the table (sets and runs, explained below). A game is played over several deals. After each deal, add up the points on the cards you put on the table, then subtract the points on the cards left in your hand, and add the result to your running total. First to 500 points wins.
- A turn: Take a card from the draw pile, or take any card from the discard pile along with every card after it. If you took from the discard pile, you must use the card you chose first: put it in a group, or add it to a group already on the table. Then put down groups, add cards to groups, and discard one card.
What you are trying to do
A game is played over several deals. One deal is one dealing of the cards and everything played with it. In each deal you collect cards that go together into groups and put them on the table. A group is one of two kinds:
- A set is three or four cards of the same rank, each a different suit, such as 9♥ 9♠ 9♦.
- A run is three or more cards of the same suit, one right after another with no gaps, such as 4♥ 5♥ 6♥. An ace can go before the 2 (A-2-3) or after the king (Q-K-A). A run cannot wrap around: K-A-2 is not allowed.
Cards you put on the table score points for you. Cards still in your hand when the deal ends take points away.
What you need
You need two to eight players. Two to four players use one standard 52-card deck. Five to eight players shuffle two decks together and play with them as one deck, because a single deck is too small for that many players. Play moves clockwise, to the left. Hands of 13 cards or more get heavy, so you may like a card holder, and large-print cards help if the small numbers are hard to read.
How a deal starts
Choose the first dealer any fair way, such as each player turning up a card from the deck and comparing the cards. After every deal, the player on the left deals next.
- Deal seven cards to each player, or thirteen cards each when only two play.
- Put the rest of the deck face down in the middle as the draw pile. Turn one card face up beside it to start the discard pile.
- Spread the discard pile out instead of stacking it neatly, so every card stays visible. The whole game depends on what is in that pile. The oldest card is at one end and the newest, discarded last, is at the other.
The player on the dealer's left goes first. If the cards are dealt unevenly, or a card is turned face up during the dealing, the same dealer shuffles and deals again. No one loses anything because of it.
Your turn
On your turn you take a card, put down what you can, and discard one card.
- Take a card. Take the top card of the draw pile, or any one card from the discard pile.
- If you took a card from the discard pile, two rules apply.
- You must also take every card discarded after it, up to the newest card. If you take the newest card, you take only that one.
- You must use the card you chose first, before you put down or add anything else. Put it in a new group, or add it to a group already on the table. You can make the new group from cards in your hand and the other cards you took with it. If you cannot use the card you chose, you may not take it.
- Put down groups. Put down as many groups as you like, or none.
- Add cards to groups. You may add cards to any group on the table, yours or
another player's. Add them one card at a time. You can add as many as you like, as long as
each one fits.
- A card fits a set if it has the same rank, its suit is not already in the set, and the set has only three cards.
- A card fits a run if it is the same suit and comes right before the run's first card or right after its last card. Nothing goes after Q-K-A or before A-2-3.
- Discard. End your turn by putting one card face up at the newest end of the discard pile.
For example, say you hold the 4♥, 5♥ and K♣, and the newest discard is the 6♥. You take it, put down 4♥ 5♥ 6♥ (4 + 5 + 6 = 15 points), and discard the K♣.
Taking an older card is the main skill of the game. Say the card you want has five cards after it. You must take all six. Sometimes that is a disaster, because five extra cards are stuck in your hand. Sometimes they make groups right away, and you get far ahead. Judging which it will be is what separates good players.
If a player puts down a group that breaks the rules, such as a run that wraps around (K-A-2) or cards that do not really match, what happens next is up to your table, so agree on it before you start. A fair way: if someone notices while the deal is still being played, the group is broken up. Every card goes back into the hand of the player who put it there, so a card another player added goes back into that player's own hand. None of them score.
How a deal ends
A deal ends in one of two ways:
- A player uses up their last card, by putting it in a group, adding it to a group, or discarding it. If putting down or adding cards uses up your last card, you do not have to discard. Play stops at once, and nobody else puts down or adds any more cards.
- The draw pile runs out, and then a player cannot or does not want to take a card from the discard pile. The player who takes the last card from the draw pile finishes their turn as usual. After that, each player in turn may still take a card from the discard pile, under the same rules as always. As soon as a player cannot or does not want to take one, the deal is over, and everyone scores the cards they have at that moment.
Card values
| Card | Value |
|---|---|
| Ace in a set, or as the highest card of a run (Q-K-A) | 15 |
| Ace as the lowest card of a run (A-2-3) | 1 |
| Ace left in your hand when the deal ends | 15 |
| King, queen, jack, 10 | 10 |
| 9 down to 2 | Face value (the number on the card) |
Players disagree about aces, so agree on a value before you start. Some tables always score an ace 15, and some always score it 1. The values above are the most common. Under them, an ace stuck in your hand always costs you the full 15. It is worth only 1 once it is on the table as the lowest card of A-2-3.
Scoring a deal
Unlike most rummy games, you score your own cards, not the cards left in other players' hands. At the end of a deal:
- Add the value of every card you put on the table, including cards you added to other players' groups.
- Subtract the value of every card still in your hand.
Your score can be below zero. That is the danger of taking older cards: extra cards you never put on the table count against you. Using up your last card earns no bonus in the standard game. The reward is that the deal stops, so everyone else is left holding cards.
Worked example. Say a deal ends and you have put down a run of 5-6-7 of clubs (5 + 6 + 7 = 18). You also added a 10 to another player's group (10). That is 28 points on the table. You are left holding a jack (10) and a single ace that is in no group (15), which is 25 points in your hand. Your score is 28 minus 25, which is +3.
Now say a deal goes badly. You took five extra cards to get one card you wanted. You could put only cards worth 12 points on the table, counting the card you wanted. Three extra cards, worth 24 points, are stuck in your hand next to a jack (10). That is 34 points in your hand, so your score is 12 minus 34, which is −22. You were never idle, just unlucky in what the extra cards cost you.
Winning the game
Add each deal's score to your running total. The first player to reach 500 points wins. If more than one player reaches 500 in the same deal, the highest total wins. If the highest totals are exactly equal, play more deals until one player is ahead.
Practice a game of Rummy 500
The rules are simple to read and hard to judge at the table: when is a card six deep in the discard pile worth the five you have to take with it? The practice game deals you in against a computer opponent and helps you see the cost of every pickup.
Free, in your browser, with the rules and the common beginner mistakes beside the table while you play.
Play a practice gameQuick quiz: test yourself on the rules of Rummy 500
Seven questions on the rules above. Pick an answer to see whether it is right, and why.
-
The card you want from the discard pile has two cards discarded after it. How many cards do you take?
- Just the one you want
- Three: that card and the two after it
- The whole discard pile
Show the answer
Three. When you take a card from the discard pile, you must also take every card discarded after it, up to the newest card. Cards discarded before it stay where they are. The extra cards go into groups this turn or stay in your hand.
-
The 8♦ is third from the newest end of the discard pile. You cannot put it in a group or add it to one this turn, but it might help later. May you take it?
- No. You may take it only if you use it right away
- Yes, as long as you take the cards after it
- Yes, if you discard it again at the end of your turn
Show the answer
No. The card you chose must be used first, before you put down or add anything else: in a new group, or added to a group on the table. If you cannot use it, you may not take it. Some rule books let you keep the newest card without using it, but never an older one.
-
You put down Q♠ K♠ A♠. How many points is that group worth to you?
- 21
- 30
- 35
Show the answer
35 points: 10 + 10 + 15. An ace is worth 15 as the highest card of a run (Q-K-A) or in a set, and only 1 as the lowest card of A-2-3. Tables disagree about aces, so agree on a value before you start.
-
A deal ends. You have 9♥ 9♠ 9♦ on the table, and you are still holding a king and an ace that are in no group. What is your score for the deal?
- 2
- 27
- 16
Show the answer
2 points. You score the cards you put on the table, 9 + 9 + 9 = 27, and subtract the cards still in your hand: the king is 10 and an ace left in your hand costs the full 15, so 25. 27 minus 25 is 2. Your score for a deal can even be below zero.
-
You put down a group that uses up your last card. What happens?
- You must draw a card so that you can discard
- You score a bonus for going out first
- The deal ends at once, with no discard needed
Show the answer
The deal ends at once. If putting down or adding cards uses up your last card, you do not have to discard, and nobody else puts down or adds any more cards. There is no bonus in the standard game. The reward is that everyone else is left holding cards that count against them.
-
A player has just taken the last card from the draw pile and finished their turn. What happens next?
- The deal ends at once
- Players may still take from the discard pile, until one cannot or does not want to
- The discard pile is shuffled into a new draw pile
Show the answer
Players may still take from the discard pile, in turn and under the usual rules. As soon as a player cannot or does not want to take a card, the deal is over and everyone scores the cards they have at that moment. Ending at once, or shuffling the discard pile, are variations some tables use.
-
You add the 10♥ to another player's run 7♥ 8♥ 9♥. Who scores the 10 points?
- You do
- The player who put the run down
- Nobody: added cards do not score
Show the answer
You do. You may add cards to any group on the table, yours or another player's, and they count as cards you put on the table. Keep the card in front of you, not on the group, so everyone can see it scores for you, and say which group it joins.
The practice game follows these rules, with these differences:
- When you add a card to a group, the game chooses the group for you. If the card fits more than one group, it goes on the group where it scores the most, or on the group put down first if the scores are the same.
- The game will not let you put down a group that breaks the rules.
- Nobody calls “Rummy!” (see Common variations below).
Three things beginners get wrong
Taking an older card without counting the cost
If you take eight cards to get the one you want, you will want the other seven on the table before the deal ends, because every card still in your hand is subtracted. Add up the points of those seven cards before you take.
Holding groups in your hand
Cards in your hand score nothing, and they cost you points when the deal ends. Putting a group on the table early shows the others what you hold, but holding groups back is how you end a deal below zero.
Discarding what the next player is collecting
The discard pile is face up, so everyone can see what you have taken, and you can see what the others have taken. A card that fits a group on the table is easy for the next player to use: they take it, add it and score it. Watch the discards before you make your own.
Questions people ask
Can you add cards to your own groups, not just other players'?
Yes. You can add a card to any group it fits, whoever put that group down.
Is Rummy 500 the same as regular Rummy?
It is a well-known version of rummy, also called 500 Rum or 500 Rummy. If you have never played any rummy game, start with the plainer basic Rummy. Its signature difference is that you can take any card from the discard pile, not just the newest one.
Do you need a partner to play?
No. In the standard game everyone plays for themselves. Four players can play in fixed partnerships instead. See Common variations below.
Common variations
- Ace value — always 15, always 1, or 15 as the highest card of a run and 1 as the lowest, as in the table above.
- Jokers as wild cards — a joker stands in for any card and is usually worth 15. Some tables let you take a joker back out of a group on the table by putting in the card it stands for.
- Taking only the newest card — rule books differ here. Many, Pagat's among them, let you keep it in your hand instead of using it, as you can with a card from the draw pile. The rules above and the practice game make you use it, so every card you take from the discard pile follows the same rule. Agree which way you play before you start.
- Calling “Rummy!” — in Pagat's rules, if a player discards a card that could have been added to a group on the table, the first player to call “Rummy!” may take it and add it themselves. Many tables leave this out, and so does the practice game.
- Using up your last card — whether you must finish with a discard. The standard game does not require one.
- When the draw pile runs out — some tables end the deal as soon as the player who took the last card has finished their turn, with no more turns taking cards from the discard pile. Other tables shuffle the discard pile, except the newest card, to make a new draw pile instead of ending the deal. The practice game follows the rules above.
- More than one player reaches 500 in the same deal — the usual rule is that the highest total wins, as above. Some rule books give the win to the player who used up their last card in that deal.
- Alternative names — you will also see this game called 500 Rum or 500 Rummy and, in some books, Pinochle Rummy. It is a different game from Pinochle.
- Four players in partnerships — two fixed teams, partners sitting opposite. Each player scores as usual, and the two partners' scores are added together to give the team's score for the deal. The first team to reach 500 wins.
- Playing with two decks (five or more players) — as above, shuffle two full decks together and deal as usual. Now there are two of every card. A set still has at most four cards, one of each suit, so a second 9♥ does not fit a set that already has a 9♥. It has to go into a different set. A run cannot repeat a card either: a second card with the same rank and suit as one already in a run must go into a different group.
If you like making groups but not taking older cards, try Gin Rummy, or practice a game of Gin Rummy against the computer.
Other names you may hear
- group: card players call this a meld, and putting one down is melding.
- add a card to a group: card players call this laying off.
- draw pile: card players call this the stock.
- taking an older card, with every card after it: some players call this digging into the discard pile.
- using up your last card: card players call this going out.
- deal: many players call one deal a hand.
- turning up a card from the deck to choose the dealer: card players call this cutting the deck.
- dealing again after a dealing mistake: card players call it a misdeal.
Our glossary explains more card-game words in plain English.
For the games we have not written up yet, the four reference books we recommend cover several hundred between them.