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Rules

How to play Rummy

Updated · 2–6 players · 5–10 minutes a deal, 30–45 minutes for a game to 100

Rummy is the basic game of the rummy family. A game is made of several deals. A deal is one dealing of the cards and all the play that follows it. On every turn you take one card and throw one away, and you try to get rid of all your cards by putting them on the table in groups. The first player with no cards left wins the deal, and scores the points still in the other players' hands.

Practice this game. Rules make more sense once you have held the cards. Play Rummy against the computer, with a coach that explains groups, when to put them down, and when to go out.

Practice Rummy

Which Rummy is this?

“Rummy” is a whole family of games, and people often search for them all under the same name. This page is the basic game, also called Straight Rummy, Basic Rummy or Rum. Two well-known cousins are different games, and each has its own page here:

  • Gin Rummy is for two players with ten cards each. Nobody puts groups on the table while the deal is being played. Instead, you end the deal yourself (this is called knocking) once the cards in your hand that are not in a group add up to 10 points or fewer, and then the two hands are compared. How to play Gin Rummy
  • Rummy 500 lets you take any card from the discard pile, as long as you also take every card thrown after it, and you score points for the groups you put down. How to play Rummy 500
  • Rummy, on this page, has no knocking. You may take only the top card of the discard pile. Putting groups down scores nothing. The only points come at the end of a deal, from the cards still in the other players' hands.

Rummy at a glance

  • Players: Two to six. The practice game is for two.
  • Cards: One standard 52-card deck, no jokers. The ace can be low or high in a run, but not both at once.
  • Dealing: Ten cards each with two players, seven each with three or four players, six each with five or six. The next card is turned face up to start the discard pile, where thrown-away cards go. The rest stay face down as the draw pile, where you draw from.
  • Goal: Get rid of every card in your hand by putting groups on the table. A group is three or four cards of the same rank, or three or more in a row in one suit.
  • A turn: Take the top card of the draw pile or the top card of the discard pile. Put down groups and add cards to groups on the table if you can. Then discard one card.
  • Scoring: The first player with no cards left wins the deal and scores the points of all the cards still in the other players' hands. The first player to reach 100 points wins the game.

What you are trying to do

You want to get rid of every card in your hand. The way to do it is to put your cards on the table in groups. A group is one of two kinds:

  • A set is three or four cards of the same rank, each a different suit, such as 7♥ 7♣ 7♦.
  • A run is three or more cards in a row in one suit, with no gaps, such as 4♥ 5♥ 6♥. 4♥ 5♥ 7♥ is not a run, because the 6 is missing.

The ace can be low or high in a run. It can come before the 2 (A-2-3) or after the king (Q-K-A), but it cannot be both at once, so a run may not wrap around: K-A-2 is not a run.

What you need

You need two to six players and one standard 52-card deck without jokers. Play moves clockwise, to the left. Paper and a pencil are enough to keep score.

Optional extras

If you like Rummy

Rummy needs only one standard deck and a pencil, so you do not need any of this. If you play often, there are three things to look at: a two-deck pack with bigger corner numbers, and two boxed games built on Rummy’s groups, Phase 10 and Rummikub. Our guide to large-print playing cards compares more decks that are easy to read.

See the three options
Affiliate disclosure. Links below go to Amazon. As an Amazon Associate, we earn from qualifying purchases — if you buy through one of these links we receive a small commission, at no extra cost to you. Picks are not influenced by commission. How this works.

We have not handled any of these ourselves. What we say comes from the Amazon listings, Wikipedia and the few independent reviews we could find. The deck is first because it is the only one of the three that plays this game; the other two are separate games to try once you know this one. The game names belong to their makers, and we are not affiliated with any of them.

Bicycle Jumbo Index Playing Cards (2-pack)

Best when the small corner numbers in your hand are hard to read

The same size as a regular Bicycle deck, with the numbers and suits in the corners printed larger (jumbo index). In Rummy you hold your cards in a fan and look them over for groups on every turn, and in a fan only the corners show. The pack holds two decks, one red and one blue, so one can be shuffled while the other is dealt, and a larger group that plays with two decks (see Common variations below) has both.

Gives up: only the corner numbers grow. The cards stay the usual size and paper, and bigger corners are a choice for eyes that need them, not an upgrade for everyone.

Phase 10 (Mattel, 108 cards)

Best next card game for a table that likes Rummy

A boxed card game built on Rummy, for 2 to 6 players. Like Rummy, it is about collecting groups, but each player works through ten goals in order, called phases, such as two sets of three cards with the same number, or a run of seven cards in number order. Wikipedia reports more than 62 million copies sold by 2016.

Gives up: it needs its own 108-card deck, so it is a separate game, not a way to play this one. The family-games site The Board Game Family puts a game at about 45 minutes, longer with six players.

Rummikub, the Complete Original Game (Pressman)

Best next game for players who would rather not hold a hand of cards

Rummy’s sets and runs, played with numbered tiles instead of cards, for two to four players. Your tiles stand on a rack in front of you, so there is no hand to hold, and on your turn you may rearrange the groups already on the table to fit your own tiles in. Wikipedia says it won Germany’s Game of the Year award (Spiel des Jahres) in 1980. This edition comes in a canvas case.

Gives up: it is tiles, not cards, so it is a separate game, not a way to play this one. One independent review, of the six-player edition on the board-game site Meeple Mountain, found the orange and red tiles hard to tell apart without good light.

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 that, with two players the turn to deal alternates. With more players it passes to the left.

How many cards each player is dealt
PlayersCards each
210
3 or 47
5 or 66
  1. Deal the cards one at a time, face down, starting with the player on the dealer's left.
  2. Put the rest of the deck face down in the middle as the draw pile. Turn its top card face up beside it. This card starts the discard pile.
  3. The player on the dealer's left goes first. With two players, that is the player who did not deal.

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.

  1. Take a card. Take the top card of the draw pile, which you have not seen, or the top card of the discard pile, which everyone can see. You may take only the top card of the discard pile, never one further down.
  2. Put down groups. If you hold a group, you may put it face up on the table in front of you. You may put down as many groups as you like, or none.
  3. Add cards to groups. You may add a card from your hand to any group on the table, yours or another player's. 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 and the set has only three cards. A set can never have more than four.
    • 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. After you add it, the run is one card longer. For example, the 3♥ or the 7♥ fits 4♥ 5♥ 6♥, and after the 7♥ goes on, the 8♥ fits next.
    • An ace goes before a 2 or after a king. Nothing goes after Q-K-A or before A-2-3.
    You can put down groups and add cards in any order, as often as you like, before you discard.
  4. Discard. End your turn by putting one card from your hand face up on top of the discard pile. If you took the top card of the discard pile this turn, you may not put that same card straight back.

Once a group is on the table it stays as it is. You can add to it, but you may not take cards out of it or move cards from one group to another.

An example turn. Say your hand includes 7♣, 7♦, 7♠ and 4♠, and the top card of the discard pile is the 7♥. You take it. You put down the set 7♥ 7♣ 7♦, add the 7♠ to it, and discard the 4♠. Four cards go on the table and one goes on the discard pile, so all five of those cards have left your hand.

Going out

You go out when you get rid of your last card. You can do it by putting it in a group, by adding it to a group, or by discarding it. You do not have to finish with a discard. The deal ends at once, nobody else plays any more, and you win it.

When the draw pile runs out

If the draw pile is empty when your turn comes, you may take the top card of the discard pile as usual. Or you may turn the whole discard pile over, without shuffling it, to make a new draw pile, and draw its top card. The deal goes on.

Card values

Rummy card values
CardValue
Ace (low or high)1
2 to 10Face value (the number on the card)
Jack, queen, king10

Scoring a deal

When a player goes out, the other players add up the value of every card still in their hands. The player who went out scores that total. With more than two players, the winner scores the totals of all the other players added together. Every card in a hand counts, even cards that would have made a group. Cards already on the table do not count. There are no points for putting groups down. They matter only because they get your cards out of your hand.

Worked example. You go out. Your opponent is still holding the 9♣, 10♠, K♦ and 2♥. That is 9 + 10 + 10 + 2 = 31 points, so you score 31.

Now say your opponent goes out while you are holding 7♥ 7♣ 7♦ (a set you had not put down), the A♠ and the J♣. That is 7 + 7 + 7 + 1 + 10 = 32 points, and your opponent scores 32. The set did not help you, because it was still in your hand.

Winning the game

Add each deal's score to the winner's running total. The first player to reach 100 points wins the game. Agree on the target before you start: some tables play to 250 for a longer game, or play an agreed number of deals and give the win to the highest total.

Play a practice game of Rummy

Rules make more sense once you have held the cards. The practice game deals you in against a computer opponent, checks that every group you put down is a real one, shows how many points your hand would cost you, and explains each rule as it comes up.

Free, in your browser, with the rules and the common beginner mistakes beside the table while you play.

Play a practice game

The practice game follows these rules, with these differences:

  • It is for two players: you and the computer. Each of you gets ten cards, and the dealer changes after every deal.
  • When the draw pile runs out, the discard pile is turned over once. If the draw pile runs out a second time, the deal ends. The player holding fewer points wins and scores the difference between the two hands, and if the hands are worth the same, nobody scores. This stops a deal from going on forever.
  • You may not discard the card you just took from the discard pile, unless it is your last card.
  • The game will not let you put down a group that breaks the rules, and it tells you why.
  • When a card you add fits more than one group, you click the group you want.
  • The game ends when one player reaches 100 points. A deal you throw away with New deal does not count.

Three things beginners get wrong

Holding groups in your hand

It feels safe to keep a group in your hand until you can put down more at once. It is not. Every card in your hand counts against you if another player goes out first, groups included. Put a group down as soon as you have it. The price is that the other players can add cards to it, and that helps them get rid of cards too. It is usually worth paying.

Throwing away a card the other player can use

The discard pile is face up, so the next player can take the card you throw away. A card that fits a group on the table is easy for them to use: they take it, add it, and it is gone from their hand. Before you discard, check whether your card fits a group on the table. If it does, add it yourself instead.

Keeping high cards too long

A king, queen, jack or 10 is worth 10 points, and an ace is worth only 1. A high card that goes with nothing in your hand is the most expensive thing to be caught holding. Throw those away first, and keep cards that are close to making a group: a pair, or two cards of one suit that are one or two places apart, like the 5♥ and 7♥.

Questions people ask

Can you add cards to the other player's groups?

Yes. You can add a card to any group on the table that it fits, whoever put that group down. Some tables only allow it once you have put down a group of your own. See Common variations.

Can I take a card from lower down in the discard pile?

Not in this game. You may take only the top card. Taking a card from further down, along with every card after it, is what makes Rummy 500 a different game.

Is the ace high or low?

Either, in a run, but not both at once. A-2-3 and Q-K-A are runs. K-A-2 is not. An ace is worth 1 point whichever way you use it.

Do I have to discard when I go out?

No. If putting down or adding cards uses up your last card, the deal ends at once. If you still have one card left and cannot put it on the table, you go out by discarding it.

What if nobody can go out?

The draw pile is turned over and play goes on until somebody goes out. A table that wants a firm limit can stop the deal when the draw pile runs out, and give the win to the player holding fewer points. The practice game does something like this after the draw pile has run out twice.

Common variations

Tables often change a rule or two. If you want one of these, agree on it before the first deal.

  • Ace low only — the ace is always the lowest card. A-2-3 is a run, but Q-K-A is not.
  • Ace value — some tables count an ace as 15 (or 11) instead of 1, because it can be high.
  • One group at a time — some tables allow only one new group to be put down on each turn.
  • Adding to groups — some tables do not let you add cards to the other players' groups until you have put down a group of your own. Some allow it only from the turn after you first put one down.
  • Finishing with a discard — some tables say you may go out only by discarding your last card. You may not put every card on the table and keep nothing to discard.
  • Going out in one turn — if you put down your whole hand in a single turn, having put down nothing before, many tables pay double. Some pay a bonus of 10 points instead.
  • When the draw pile runs out — some tables shuffle the discard pile to make the new draw pile. Others do not reuse it at all: the deal ends as soon as the draw pile has run out and the next player does not want the top card of the discard pile. The player holding the fewest points wins and scores the difference.
  • Who deals next — with two players, some tables let the winner of a deal deal the next one, instead of taking turns.
  • More cards for more players — some rule books deal ten cards each to three or four players, and use two decks when a larger group plays.
  • Points against you — instead of the winner scoring, each of the other players scores the points left in their own hand. The game ends when someone reaches 100 or more, and the player with the lowest total wins.
  • Longer or shorter games — play to 250 points, or play an agreed number of deals.
  • Wild cards — jokers are added to the deck, and a joker can stand in for any card in a group.
  • Runs that wrap around — a few players let the ace be both low and high, so Q-K-A-2 is a run. It is unusual.
  • Taking more than the top card — some tables let you take several cards from the discard pile at once. That comes close to Rummy 500.

If you like making groups but want a game that is over in a few minutes, try Gin Rummy, or practice a game of Gin Rummy against the computer.

At a real card table

Other names you may hear

  • group: card players call this a meld, and putting one down is melding.
  • set: some players call a set a book. run: some call a run a sequence.
  • a run that wraps around (Q-K-A-2): some rule books call this going round the corner.
  • add a card to a group: card players call this laying off.
  • draw pile: card players call it the stock.
  • the first face-up card: card players call the card that starts the discard pile the upcard.
  • getting rid of your last card: card players call this going out.
  • putting your whole hand down in one turn: card players call this going rummy.
  • deal: many players call one deal a hand.
  • a dealing mistake that means dealing again: card players call it a misdeal.
  • turning up a card from the deck to choose the dealer: card players call this cutting the deck.

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.