CARD TABLE · COMPLETE RULES

Rummy

Be first to empty your hand by making sets and suited runs, laying off cards, and discarding.

Players
2–6 players; best with 2–4
Typical time
Table-defined
In the app
Rules + scorekeeping
01

Deal and melds

  1. Deal 10 cards each with two players, 7 each with three or four, or 6 each with five or six. Turn one card up to begin the discard pile and place the rest face down as stock.
  2. A set is three or four cards of the same rank. A run is three or more consecutive cards in the same suit.
  3. Aces are low in standard Rummy: A-2-3 is valid, while Q-K-A is not unless the table agrees otherwise.
02

A turn

  1. Starting left of the dealer, draw the top stock card or the top discard.
  2. You may meld one set or run, then lay off any number of cards onto valid melds already on the table. Many tables allow multiple new melds; agree before the deal.
  3. End by discarding one card. If you took the top discard, you cannot return that same card during the same turn.
  4. If the stock runs out, turn the discard pile over to make a new stock, normally without shuffling it.
03

Going out and scoring

  1. The hand ends immediately when a player gets rid of every card by melding, laying off, or discarding.
  2. Each opponent totals every card still in hand: face cards are 10, aces are 1, and number cards use face value.
  3. Add all opponents’ hand values to the winner’s cumulative score. Play to the target or for an agreed number of deals.
  4. Going rummy—emptying the entire hand at once without an earlier meld or layoff—commonly doubles the hand score.

Common house rules

  • Allow multiple new melds per turn
  • Require a final discard to go out
  • Aces high or low
  • Shuffle the discard pile when recycling it
  • Double the score for going rummy
  • Use penalty scoring with the lowest score winning
RULE REFERENCESPagat Basic Rummy rulesBicycle Rummy rules