Rummyunder different names, is a game known in almost every corner of the world. The most striking feature of rummy is the matching and discarding of cards, which is after all a regular feature of many other games. Despite this, rummy years at the forefront among card games, next to poker and its younger brother Brazilian rummy, or classic buraco.
There are many theories about how rummy became established. Among the most popular is the close relationship between poker and the rise of the history of rummy in the United States. The first indications are that the French brought the game with them to the newly discovered continent, namely America, playing poker with cards. Over the years, a variant of the game of the game, today called rummy, was created. This theory could be supported by the strong similarity between some card hands or rules.
The second theory is directly related to the US. It assumes that the name rummy comes from the popular 1930s and 40s drink Gin Rummy. This was a favorite of high-proof drink of many Hollywood stars, and the game itself was a perfect activity during breaks in filming movie scenes.
In the 21st century, online versions of well-known card games mean that you can test yourself at any time of the day and night against players from all over the world. There is therefore no problem finding a suitable opponent, even for rummy 500, because GameDesire is always available to thousands of users who are ready to play. Along the way, you can get to know interesting new people not only from your own country, but also across the globe.
This is a version of rummy in which points are scored for cards melded and lost for unmelded cards remaining in a player's hand when someone goes out. The game is won by the first player to reach a cumulative score of 500 or more over a series of hands. In this game you are not restricted to taking only the top card of the discard pile - more than one card can be taken in order to reach a card lower down which you can use in a meld.
It has variants known as 1500 Rummy, 2500 Rummy, 5000 Rummy and various other names, in which the target score is higher, a variable number of cards is dealt, and aces and wild cards have a high value. These are described separately on the 5000 Rummy page.
500 Rummy is played with a standard 52 card deck plus two jokers, 54 cards in all. The game is possible for any number of players from 2 to about 8. When 5 or more people play, two decks shuffled together (108 cards) should be used.
As in basic rummy, a meld is a combination of cards from your hand which you place face up on the table, where it stays until the end of a hand. There are two types of combination which can be melded:
As well as melding complete combinations, players are allowed to meld cards which extend combinations which are already on the table. This is called laying off. The fourth card of the same rank can be added to a group of three, or extra consecutive cards of the same suit can be added to a sequence at either end. For example, if 5 6 7 is already on the board, any player on their turn can add the 4 or 8 or both.
As all melded cards score for the player who melded them, when laying off a card on another player's meld, you place the card in front of yourself, rather than alongside the existing meld. Sometimes, when laying off a card, there is more than one meld it could be attached to. In this case the player laying off must choose and state which meld they are extending. For example, if there is a sequence 7 8 9 and a group 10 10 10 on the board, and you have a 10 in your hand, you can choose whether to add your 10 to the sequence or the group. Once the choice has been made it cannot be altered.
Since all laid off cards remain in front of their owners, all players need to pay careful attention to which cards have been laid off on which melds, so that they are aware of opportunities to extend these melds further.
Jokers are wild, and can stand for any card in a meld, even a duplicate of a card that has already been melded by the same or another player. A player melding a joker must make it clear which rank it represents, and this cannot subsequently be changed. For example, you might meld 6 7 joker as a sequence, and by putting the cards down in this arrangement you are specifying that the joker represents the 8. Later someone may lay off the 5 or 9 on this sequence, but they are not allowed to change the joker to a 5 so as to lay off a 4.
If you were to meld 9 and two jokers you would have to state whether it was meant to be a group of nines or a sequence. If it was a sequence, you would have to choose whether the sequence was 7-8-9, 8-9-10 or 9-10-J. On the other hand, if it was a group, you would not need to specify the suits represented by the jokers. Any player could subsequently lay off a different nine, completing a group of four nines.
Note that a joker does have to represent some specific card. It is therefore not possible to meld a group of (for example) four kings and a joker, because there is no fifth king that the joker could represent. Even if you are playing with two packs, it is a rule that the cards of a group must all be of different suits, so there is no fifth king that can legally be included in the meld.
When there are more than two players dealer deals the cards one at a time, clockwise, starting with the person to dealer's left, until everyone has seven cards. In a two-player game the dealer deals thirteen cards to each player. The remaining cards form the stock pile; they are placed face down in a position accessible to every player. The top card of the stock is flipped over and placed face up alongside it. This is the first card of the discard pile. The players look at their cards, and may organize the cards in their hand according to suit or number.
If a player discards a card which could have been melded, or leaves the discard pile in a state where it contains cards which can be melded without requiring any further cards from any player's hand, then before the next player draws, any player other than the one who just discarded may call "Rummy!" and take the discard pile, as far as the relevant card. This player then completes their turn by melding this card and any others they wish to, and discarding one card. The turn to play then passes to the player to the left of the one who called "Rummy!" and continues clockwise from there.
Note that it is not possible to call "Rummy!" after the game has ended. If someone melds all their cards or discards their last card, the game ends immediately and is scored. When ending the game, the player is allowed leave the discard pile in a state where some of the cards in it could be melded, and the other players can no longer claim these cards, because play stops as soon as a player has got rid of all the cards in their hand.
When someone has no more cards left in their hand, or there are no cards in the stock when someone wants to draw from it, the game is over. All the players count the total value of the cards they have melded, and subtract the value of the cards they have left in their hands. Each player's result is added to their cumulative score.
If the cards left in your hand total more than the cards you have melded, your score for that hand is negative. It is also possible for your cumulative score to be negative - for example if you make a negative score on the first hand.
Further hands are played until one or more players' scores exceed 500. At this point the session ends and the player with the highest score wins. In the event of a tie, further hands are played until there is a single winner.
Some players count the pip cards 2 to 9 as all worth 5 points. The tens and face cards J, Q, K still count 10 and jokers are 15. The ace counts as 5 points instead of 15 if it is used as a low card in a sequence such as A-2-3.
Most card game books give the rule that in order to draw from the discard pile you must meld. You can take a card you need for your meld plus all the cards on top of it. This rule applies even in the case where you only take the top card from the discard pile - in that case you must meld this top card. If you are not going to meld, you must draw from the stock.
Some play that whenever you take cards from the discard pile, the deepest card you take must be used in a new meld of three or more cards - it is not sufficient to be able to lay this card off on an existing meld.
Some only allow "Rummy" to be called if the most recent discard can be laid off on a meld on the table. In this case the caller takes the card and lays it off, scoring for it, and then the game continues with the person whose turn it was to play. In this version there is no calling of Rummy "in the pile", when a buried card can be laid off.
Many players require a player who goes out to keep one card so that they can discard at the end of their turn. In this version of the game you are not allowed to meld all your cards, leaving yourself nothing to discard.
There is a further variation of this called floating. In this version you are allowed to meld all your cards, but as you have no discard the play does not end, but continues around the table while you "float". When the turn comes back to you (if no one else has gone out meanwhile), you can:
As a further development of the above ideas, some players do not allow a player to go out by discarding a card that could have been melded. In this version, if your final card is playable, then instead of discarding it and going out you have to meld it and become a floater. In this case, if you draw a card from the stock on your next turn and it is playable, you have to meld it and remain a floater for another round. In order to go out you have to have one unplayable card to discard. Note that since it is illegal to pick up just the top discard and immediately discard it again, it is not possible for a floater to go out using the previous player's discard, even if you play the rule that it is normally legal to take the top discard without melding it.
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