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Rummy
Rules

Draw a card, build valid groups, then discard. The shape of the hand matters as much as the cards in it.

Quick answer

AimComplete valid melds
Players2 to 6
You needCards and jokers
TurnDraw, arrange, discard

How to play

  1. Draw one card from the stock or the discard pile.
  2. Arrange the hand into sequences and sets. Many variants require at least one pure sequence.
  3. Discard one card. A hand ends only when it meets the variant's declared validity rules.

Rummy sequences, sets and jokers

A normal turn has three parts: draw one card, arrange the hand and discard one card. The goal is to organise cards into valid groups according to the format your group has agreed.

Valid groups

A sequence uses consecutive ranks in one suit. A set uses equal ranks in different suits. Many Indian Rummy formats require at least one pure sequence, meaning a sequence with no joker substitution.

Jokers and declaration

A joker can substitute for a missing card in permitted groups, but groups should decide the exact joker rules before playing. Declare a hand only after it meets the required sequence and set conditions for the chosen format.

Rules and points

A valid meld is usually a same-suit sequence or same-rank set. Jokers can substitute in some groups but not necessarily in a pure sequence. Use your table's agreed format for hand size and point limits.

Rummy has many local variants. This guide gives the shared logic; confirm joker, declaration and scoring rules before a round begins.

Turn scenarios

What is the next step?

Choose a point in the turn.

Related guide

Want a two-player version? Read Gin Rummy rules. Definitions for joker, draw, discard and meld are in the glossary.