
- Gin Rummy Card Game Instructions
- Free Card Games Rummy
- How To Rummy Card Game
- Michigan Rummy Card Game Rules Printable
- Hot Rum Card Game Rules
- What Are The Rules To Rummy
The object of a gin rummy game is to strategically work with your hand of cards to create sets and runs while at the same time eliminating as many 'deadwood' cards (cards that are not in a set or run) as possible. The key to the game is understanding what a set, run, and deadwood cards are in gin rummy. It is also known as Indian Rummy and is believed to be an extension of Gin Rummy and Rummy 500. It is a game of 2 to 6 players in which each player is dealt 13 cards. Players have to meld the cards into valid sequences and/or sets by picking and discarding cards.
Rummy is a card game that is played with two decks of cards with total of two Jokers. To win the rummy game a player must make a valid declaration by picking and discarding cards from the two piles given. One pile is a closed deck, where a player is unable to see the card that he is picking, while the other is an open deck that is formed by the cards discarded by the players. To win at rummy card game, the players have to group cards in valid sequences and sets.
In rummy, the cards in each suit rank low to high starting with Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen and King. Ace, Jack, Queen and King each has 10 points. The remaining cards have value equal to their face value. For example, 5 cards will have 5 points and so on.
The Objective Of Rummy
The objective of rummy card game is to arrange the 13 cards in valid sets and sequences. To win the game you need to make minimum 2 sequences, out of which one needs to be pure sequence and rest can be any valid sequence or sets. Without a pure sequence you cannot make a valid rummy declaration. This is one of the most important rummy rules.
How to Form Sequences?
In rummy, a sequence is a group of three or more consecutive cards of the same suit. There are two types of sequences that are formed; a pure sequence and an impure sequence. To win the game of rummy you need at least one pure sequence in your rummy hand.
Pure Sequence
A pure sequence is a group of three or more cards of the same suit, placed in consecutive order. To form a pure sequence in rummy card game, a player cannot use any Joker or wild card.Here are a few examples of pure sequence.
- 5♥ 6♥ 7♥ (Pure sequence with three cards and there is no Joker or wild card used)
- 3♠ 4♠ 5♠ 6♠ (Pure sequence with four cards. There is no use of Joker or wild cards here.)
Impure Sequence
An impure sequence is a group of three or more cards of the same suit with one or more Joker card used.Here are some examples to show how an impure sequence is formed.
- 6♦ 7♦ Q♠ 9♦ (Here Q♠ has been used as a wild Joker replacing 8♦ to form an impure sequence.)
- 5♠ Q♥ 7♠ 8♠ PJ (Impure sequence with Q♥ as wild joker that is replacing 6♠ and the Printed Joker is replacing 9♠.)
How to Form Sets?
A set is a group of three or more cards of the same value but of different suits. When you are forming sets, you can use wild card and Jokers.
Examples of sets
- A♥ A♣ A♦ (In this set, all the Ace are of different suits, make a valid set.)
- 8♦ 8♣ 8♠ 8♥ (Rummy set is formed with four 8 cards of different suits.)
- 9♦ Q♠ 9♠ 9♥ (Here Q♠ has been used as wild joker replacing 9♣ to make set.)
- 5♦ 5♣ 5♠ PJ (Printed joker replacing 5♥ to make set.)
- 5♦ 5♣ Q♠ PJ (Here Q♠ has been used as wild joker replacing 5♠ & Printed joker replacing 5♥ to make set.)
- 5♦ 5♣ PJ Q♥ Q♠ (This is a set of 5 cards with Printed joker & Q♥ as wild joker replacing 5♠ 5♥ and one more wild joker Q♠ to complete 13 cards grouping.)
Typical Example: 2♥ 3♥ 4♥ 5♥| 5♣ 6♣ 7♣ 8♣ | 5♦ 5♣ PJ Q♥ Q♠ (Set of 5 cards is made to complete the grouping of 13 cards and make a valid declaration)
Note: The set is formed with same card of different suits. However, you can’t use two or more cards of the same suit. This is taken as an invalid declaration. Also, note that a set can have more than four cards. So, if you have a set of four cards and you are using an additional Joker, then in total it becomes a 5 cards group and still be a valid set. At no given time, the hand can have more than 13 cards.
Examples of invalid set
- Q♥ Q♥ Q♦ (There are two Qs of the same suit ♥ making it an invalid set.)
- 7♠ 7♥ 7♦ 7♠ Q♥ (It has two 7 spades of the same suit. The wild card Q♥ as the fifth card is valid but having two 7♠ is making it invalid.)
How To Play Rummy Card Game?
Follow this simple rummy rules and instructions to know how to play the game from start to end:
- Rummy card game is played between 2 to 6 players with 2 decks of cards. Each player is dealt with 13 cards and a random card is selected as wild joker or joker card of the game.
- The player has to draw and discard cards to form valid sets and sequences of the 13 cards in hand where player can also use wild joker or printed joker of the deck to make impure sequence and sets.
- As per indian rummy rules, once a player arranged 13 cards in valid 2 sequences including 1 pure sequence and more groups (sequences or sets), one can make a declaration and win the game.
Quick Tips To Win The Rummy Card Game
Just as it’s important to know the rummy rules, it is also necessary to play carefully and with focus. Here are quick tips to win the rummy game and stay a step ahead of your competitors.
- Form the pure sequence at the very beginning of the game. Without a pure sequence, a player cannot make a declaration.
- Discard cards with high points like Ace, Jack, Queen and King. Replace these cards with Joker or Wild Cards. It reduces the point load, in case you lose the game.
- As much as possible, avoid picking from the discard pile. It gives away what hand you are trying to form.
- Look out for smart cards. For example, a 7 of any suit can work with 5 and 6 of the same suit and also 8 and 9 of the same suit.
- Jokers play an important role in rummy. Try using them to replace high value cards. Remember, Joker and wild cards cannot be used to form pure sequence.
- When you are ready to make a declaration, check and recheck your cards and then press the button. An invalid declaration can turn even a winning game into a complete loss.
Common Terms Used In Rummy Rules
Here are some common terms of Indian Rummy that every player needs to know before he starts playing.
What is a Rummy Table?
It is the table where the game of rummy is played. Every rummy table can sit two to six players for each game.
What is Joker and Wild Cards?
In each rummy deck there is a Printed Joker and there is a Wild Card that is selected at random at the beginning of the game. The role of both these types of card is the same. Jokers are used to form sets and impure sequences. A Joker card can replace the desired number when forming the groups. This is a valid formation in a rummy game.
What is Draw and Discard?
In all Rummy games, each player is dealt 13 cards. Additionally, there are 2 stacks from which each player can select cards, thereby drawing a card. Once a player draws a card, he has to get rid of one card - this is called discarding.
What is Sorting of Cards?
Sorting of cards are done at the beginning of the game. This is done to arrange your cards to help you form your sets and sequences reducing the probability of mixing the cards. Once, the cards are displayed, you can hit the Sort button and start playing.
What is a Drop?

When a player decides to leave the game table at the start or middle of the rummy game, it is a drop. The act is withdrawing from the game as a personal decision. The first drop=20 points; middle drop= 40 points and last drop and maximum point loss is 80 points.
In case of Pool rummy, if a player drops in 101 pool, the score is 20. In case, it is 201 pool rummy, the drop score is 25. In a game, where it is best of 2 and best of 3 is played, then a drop is not allowed.
What are Cash Tournaments?
Cash tournaments are those that are played for Real Cash and have Real Cash Prizes (in INR). These tournaments run 24x7 and are conducted in a knock-out style. To play any of the cash games, the player has to add Cash to its RummyCircle account.
How do I Join a Tournament?
Go to 'Tournaments' in the top navigation panel. Now, select the type of Tournament you wish to play. In the corresponding Tournament List, click on any of the Open tournaments that you wish to join. Finally, click on the blinking Join This Tournament button under Tournament Details.
What is an Invalid Declaration?
An invalid declaration happens in rummy card game when the player presses the Declaration button, but the cards are not in valid sequences and sets. Therefore, the player will lose the game and the competitor will automatically be declared as the winner.
Here are few examples of common invalid declarations players make while playing rummy:
Wrong Declaration with Invalid Sets
Example 1: 10♠ 10♠ 10♦ 10♣ Q♥
A set can have 3 cards or more, however a set needs to be formed with cards of the same value and different suits. In this situation, the Wild Joker (Queen of Hearts) card was added and that became the fifth card, which is valid as per rules, however the group consist of 2 cards of the same suit making it a wrong declaration.
Example 2: K♥ K♥ K♦
In this set, there are 3 cards which is well within the minimum limit. Also, a set consists of cards of the same face value but has to be of different suits. The set cannot have more than one card of the same suit. In this example, the set consists of two cards of the same suit and that makes it a wrong declaration.
Wrong Declaration with Invalid Sequences
Example 1: 10♠ 10♥ 10♦ 10♣ | 5♠ 5♥ 5♦ | 6♠ 6♥ 6♣ | 9♥ 9♦ Joker
A valid declaration requires 2 sequences, out of which one needs to be pure sequence i.e. sequence without joker and the other can be pure or impure sequence i.e. sequence with or without joker. However, in the given example there is neither sequence made making it an invalid declaration.
Example 2: K♥ K♠ K♦ | 6♥ 7♥ Joker | 9♠ 10♠ J♠ Joker | 5♠ 5♥ 5♦
A valid declaration must have 2 sequences, out of which one needs to be pure sequence i.e. sequence without joker and the other can be pure or impure sequence i.e. sequence with or without joker. This example shows that there are 2 sequences, but both are impure sequence i.e. sequence with joker and the pure sequence is not there. It is compulsory to have a pure sequence before you make a declaration.
Example 3: Q♥ Q♠ Q♦ | 6♥ 7♥ 8♥ 9♥ | 5♠ 5♥ 5♦ | 10♠ 10♥ 10♦
Sequences are very important for a rummy card game and you need minimum 2 sequences, out of which one needs to be pure sequence and the other can be pure or impure sequence to win the game. In this example, there is a pure sequence, however the 2nd sequence is missing and hence it is an invalid declaration.
Useful Chart - How To Play & Rummy Guidelines For Valid Rummy Declaration:
Handy Directions to Follow While Declaring With 13 Cards:
PURE SEQUENCE | IMPURE SEQUENCE | SET 1 & SET 2 |
---|---|---|
COMPULSORY to make | NOT COMPULSORY (Can make to fulfill minimum 2 sequence requirement) | NOT COMPULSORY (Can make to complete 13 Cards valid grouping) |
Made with 3 or More Cards | Made with 3 or More Cards | Made with 3 or 4 Cards without Joker. OR Made with 3, 4 or More Cards with Joker. |
Cards of SAME SUIT in SEQUENTIAL ORDER | Cards of SAME SUIT in SEQUENTIAL ORDER with Wild Card Joker or Printed Joker | Cards of SAME VALUE & DIFFERENT SUIT (2 Cards of same color but different suit can be used Ex - 5♠ 5♥ 5♦). |
CANNOT USE JOKER or WILD CARD | CAN USE JOKER or WILD CARD | CAN USE JOKER or WILD CARD |
Combination Possible as per the Above Rules to Declare 13 Cards in Rummy:
- There is one Pure Sequence of 4 cards
- There is Impure Sequence of 3 cards where 8♣ is a wild joker
- There is a “Set 1” of 3 cards
- There is a “Set 2” of 3 cards having a “Printed Joker”
Download this handy PDF for 13 Card Game Rules: “Download PDF Now”
How The Points Are Calculated As Per Indian Rummy Rules?
Let us look how points calculation is done, when you are playing online rummy card game.
CARDS | VALUE |
High value cards Ace, King, Queen, Jack | All carry 10 points each |
Joker and Wild Cards | Zero points |
Other cards | Have point value same as their face value |
Example: 8 ♥, 9 ♥ 10 ♥ | 8 points, 9 points, 10 points |
Losing Player Points
If the player doesn’t have 2 sequences including a pure sequence | Value of all cards is added, capped at 80 points |
If the player has formed 2 sequences including pure sequence | Value of cards that are not in sequence are calculated |
Wrong Declaration | 80 points |
First Drop | 20 points |
Middle Drop | 40 points |
3 Consecutive Misses | Considered as middle drop with 40 points loss |
Leave Table | If player leaves table after picking from closed deck, it is considered middle drop. If the player hasn’t picked any card, it is taken as first drop. |
Examples of Points Calculation With Winning Amount
Example: Table of 6 Players (Wild Joker Q♦)
Player | Hand Formed | Points Calculated |
Player 1 | 2♥ 3♥ 4♥ | 5♣ 6♣ Q♦ | 8♦ 8♠ 5♣ | 2♦ 2♣ | K♠ Q♠ | The player has 2 sequences 1 pure and 1 impure. So, only the points of unmatched cards will be counted = 45 |
Player 2 | 4♠ 4♥ 4♣| 4♦ 5♦ Q♦ | 3♠ 7♠ 8♠ | Q♦ K♦ | 10♣ 9♣ | The player has not formed 2 sequences, including the pure sequence. Hence, points of all cards will be calculated =68 |
Player 3 | 3♥ 4♥ 5♥ | 5♣ 6♣ 7♣ Q♦ | 8♦ 5♣ | 2♦ 2♣ 2♥ | K♠ | The player has 2 sequences, 1 pure and 1 impure. It also has 1 set formed. The points will be calculated only for the ungrouped cards = 23 |
Player 4 | A♥ 4♥ 5♥ | 5♣ 6♣ 10♣ J♦ | 8♦ 5♣ | 2♦ 2♣ Q♥ | K♠ | First Drop with a loss of 20 points |
Player 5 | 4♠ 4♥ 4♣| 4♦ 5♦ Q♦ | A♠ 7♠ 8♠ | Q♦ K♦ | J♣ 9♣ | 3 consecutive misses= 40 points |
Player 6 | 2♥ 3♥ 4♥ | 5♣ 6♣ 7♣ Q♦ | 5♦ 5♣ 5♥ | 2♦ 2♣ 2♥ | WINNER |
How Are Your Winnings Calculated In Rummy Cash Games?
At the end of the day it is all about seeing that winning cash amount in your account. You also need to be very clear how you are getting the sum that is reflecting in your Dashboard. Let’s help you understand how these calculations are done to play rummy online for real money.
Winning Calculation in Points Rummy?
When you are playing points rummy cash games, it is based on a pre-decided rupee value. The winner of the game wins the entire cash amount lost by the other players at the end of the game. Here is how the calculation is done.
Winning Cash = (Sum of all points of opponents) X (Rupee value of the point) - RummyCircle Fee
Here is an example that will help us understand this better:
Example:
Total of 6 players playing points rummy for cash on Rs. 860 table. Each point has a pre-decided value of Rs. 4. There will be 1 player who will be the winner and remaining 5 will lose the game. The losing points of the remaining 5 players would be 45, 78, 23, 20, 40 respectively. The winnings will be calculated as:
4x (45+78+23+20+40) = Rs. 824
This amount, after the deduction of RummyCircle fee will reflect in the player’s account.
Winnings Calculation in Pool Rummy?
The winning for pools rummy is calculated as per the given calculation:
Winnings = (Entry Fee) X (Number of Players) - RummyCircle feesExample:
Players pay the fixed entry fee for the tournament, which is used to form the prize pool. If 5 players join a pool rummy with Rs. 50 as entry fee. The prize pool of the game will be Rs. 250.
The winner will win Rs. 50 x 5 = Rs. 250
This amount will be credited to the winner’s account after the deduction of the RummyCircle fees.
Winnings Calculation in Deals Rummy?
In deals rummy, the winner wins all the chips at the end of each deal. Here is how the winnings are calculated:
Winnings =Sum of points of all opponents assuming each chip is equal to one point.
Example:
Let’s assume that there are 6 players on the table and the player 5 declares his hand. The other four players will lose with 10, 20, 30, 35 and 40 points respectively. The winner’s chips will be calculated as 10 + 20 + 30 + 35 + 40 =135 chips.
With all the above guide, get started to play rummy with right directions and win cash. RummyCircle gives you an option to make a rummy game download for hassle free, non-intrusive experience of online rummy. This app is available for both android users and IOS users. Also, you can enjoy the fun and entertainment packed game on mobile website.
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Origin | United States |
---|---|
Alternative names | Continental May I? Double-deck rummy Žolíky |
Family | Matching |
Players | 4–8 |
Skills required | Strategy |
Cards | 108 cards |
Deck | Anglo-American |
Play | Clockwise |
Playing time | 20 min. |
Random chance | Easy |
Related games | |
Contract rummy |
Continental Rummy (also called Continental, May I?, and Double-deck rummy) is a progressive partnership Rummycard game related to Rumino. It is considered the forerunner of the whole family of rummy games using two packs of cards as one. Its name derives from the fact that it is played throughout the continental Europe (especially in the Czech republic and Slovakia where it is known as Žolíky), the United States, Mexico, Canada, and also in South America.[1] According to Albert Morehead, it was 'at one time the most popular form of Rummy in women's afternoon games, until in 1950 it lost out to Canasta.'
Object[edit]
The object of Continental Rummy is to be the player with the fewest penalty points after playing all seven hands. Everyone draws one card, the high card deals, and the subsequent deals are passed to the left.
Two 52-card decks are used plus two Jokers per deck. The number of decks used additional to the base of two is determined by dividing the number of players by two and rounding up, if needed. For example:
- 4 players use 2 decks
- 5 players use 3 decks
- 6 players use 3 decks
- 7 players use 4 decks
- 8 players use 4 decks
Each player is dealt 12 cards, the remaining stock pile is set on the table. Jokers and red Aces are wild. After a card is drawn, one must be discarded, and the next player to the left has the option of drawing either the top discard or top stock card then he must discard.
A set consists of three or more cards of the same face value, e.g., three queens, or three aces, or three sevens. A run consists of four or more cards of the same suit, in sequence. If there is an ace in the run, it can serve as either high card or low card, but not both in the same run. No run may contain more than 13 cards.
Gameplay[edit]
Hands[edit]
Seven different deals, or hands, make up one game. Each hand consists of a combination of sets and runs, and there is a different opening requirement for each of the seven hands. The first hand requires a player to open, or 'go down,' with two sets. A minimum of six cards makes up the first hand's opening requirements, seven cards for the second hand, etc. Each successive hand needs one more card for the opening requirements, until the seventh hand, which requires twelve cards to open. Everyone moves on to the next hand together, regardless of whether they were able to go down during the previous hand.
Once a player has gone down by satisfying the requirements for that particular hand, he may not create any new sets or runs. While playing the first hand of two sets, no player may play three sets. Cards that remain in a player's hand may only be played onto the sets and runs already established on the table.
The sequence of seven hands is as follows:
Hand | Description | Minimum # of cards needed to open |
---|---|---|
1st | Two trios | 6 |
2nd | One trio & one straight | 7 |
3rd | Two straights | 8 |
4th | Three trios | 9 |
5th | Two trios & one straight | 10 |
6th | Two straights & one trio | 11 |
7th | Three straights | 12 |
For those hands that require multiple runs, if a player goes down using the same suit for more than one straight, the straights can be played with contiguous card values. However, the player must separate these cards into two runs of four (or more) and can be played on separately, i.e. Player 1 goes down with 5–8 and 9-Q of spades, Player 2 (who is down) can play a 9 of spades on the first straight and an 8 on the second and so on. Multiple trios of the same value (number or face) can be played in this manner as well.
The deal[edit]
All players pick a card at random and return it to the deck, high card dealing first. Each hand starts a new deal, with the turn to deal passing from player to player, to the left. Cards are dealt one at a time, face down beginning at the dealer's left. The dealer deals 12 cards face down to each player, places the remainder of the pack face down in the middle, and places the top card from the stock pile face up next to it. Play starts with the player to the dealer's left and proceeds clockwise. If the first face-up card is a joker, it is played as any other card would be, i.e., the player to the dealer's left would have first choice to pick it up in turn.
The play[edit]
Beginning with the player to the left of the dealer, a person's turn begins by selecting either the top card from the stock pile, or the top card from the discard pile. If the player does not wish to select from the discard pile, any player in order of rotation to the left of the player may claim that card, but must also draw the top card from the stock pile as a penalty for picking out of turn, without discarding. Conventionally this desire is announced by saying 'may I?', thus the alternative name of this game. If several players wish the top card, the priority goes to the desiring player closest in rotation to the current player. In such a case:
- The order of play is not changed,
- The player picking out of turn may not play any cards on the table until his or her next regular turn,
- Any remaining cards in the discard pile are ineligible for selection (dead), and
- The player whose turn was interrupted resumes play by selecting the top card from the stock pile.
As a point of strategy, it is occasionally advantageous to 'may I' for a card not directly useful, in the hopes the penalty card will be useful.
If the player has not yet opened, and has the necessary cards to meet the opening requirements for that hand, he may then lay down the sets and runs appropriate for that hand. Having opened, the player is then free to play (in that same turn and in subsequent turns) additional cards onto existing sets or runs that have already been played on the table. A player may not put any cards into play until he has opened ('gone down').
Wild cards may be used to fill in missing cards in a set or a run, but the wilds can never outnumber the standard cards. Trios of wild cards can be played, however, and only wild cards can be played onto these trios. If a player doesn't verbally declare the value of a joker being played as part of a run, its value is implied by the position in which it is originally placed. If the player changes his mind as to which cards to play where, only the cards played in the current turn may be picked up for re-use. Wild cards cannot be rearranged on a straight to play another card, i.e. Player 1 has a straight of 4–8 of hearts, with a wild standing in for the 5. Player 2 (who is down) cannot play his 5 of hearts and move the wild card somewhere else in the straight.
During a player's regular turn, and only if they have already opened, a wild card already laid on the table as part of any run may be replaced by the card which it represents, taken from the player's hand. The wild card must then be played on the table to represent any card in any set or run. Wild cards that are part of a set may not be replaced.
The end of a turn occurs when a player discards one card onto the discard pile. Play then continues with the next player to the left.
Scoring[edit]
Since Continental Rummy is a game winnable based on the fewest points, you get 5 points for cards from 2–9. 10 and face cards count as 10 points. Aces are 20 points and Jokers are 50.
Rule Variations[edit]
It is common for regional or house rules to develop. Examples include that 'may I?'s are not allowed in the last three rounds, or using 2's as additional wild cards.
Rules of play[edit]
Stock pile depletion[edit]
Gin Rummy Card Game Instructions
It is possible when many cards have been taken out of turn in a hand, resulting in many penalty cards, that the stock pile may dwindle down to nothing before any player has gone out. Should this happen, the stock pile is turned over once, without shuffling, and play continues in order. If the remaining cards in the stock pile are depleted a second time without any player going out, the hand ends and all points remaining in all players' hands are tallied as they would be had someone gone out.
Incomplete hands and games[edit]
If all players agree, a game may be suspended between hands and later resumed, but only if all players are available when play resumes, and only if the game resumes in the same calendar year as it started. Players must be seated in the same relative positions to each other when the game resumes.
Any player not finishing a full game (one or more hands not played to completion) will post a game total equal to the sum of the two highest complete game totals posted by other players in that game. If two other complete game totals are not available in that game, all statistics for that game are discarded. Similarly, any player not providing a score for a particular hand that he or she played will post a score equal to the sum of the two highest scores posted by other players for that hand. If two other scores are not available in that hand, the hand is re-played.
Play out of turn[edit]
Free Card Games Rummy
If a player going out of turn is not stopped before discarding, it stands as a play in turn and intervening players lose their turns. If the player out of turn has chosen to take the top card of the stock pile, it is too late for rectification after the player has added that card to his or her hand.
If it is not too late, as defined, to correct the error, the offender restores the card drawn, takes back any cards that he or she may have played, and play then reverts to the correct person, the rule Illegal Draw may apply.
Illegal Draw[edit]
If, by playing out of turn or by drawing more than one card from the top of the stock pile, a player sees a card to which he is not entitled, that card is placed face up on top of the stock pile. The next player in turn may either take the card or may have it placed face down in the center of the stock pile, and proceed to play as if no irregularity had occurred. If more than one card is so exposed at the top of the stock pile, the option of each player in turn is only to take the top such card remaining there, or the top face-down card of the stock pile, or the previous player's discard. That is, players have three options to draw from instead of the normal two, as long as exposed cards remain at the top of the stock pile.
A player's illegal draw may not be corrected after discarding, but the section on Incorrect Hand may apply.
Premature discard[edit]
Any player who discards without drawing may then draw from the stock pile to restore their hand to the proper number of cards, but may not lay down any cards after discarding. If the next player in turn has already drawn, the section on Incorrect Hand applies. A player who discards more than one card may retract either one, unless the next player has drawn it or unless the next player has already ended their turn.
Incorrect hand[edit]

- A player with too many cards discards without drawing.
- A player with too few cards draws without discarding; one card in each turn until the player's hand is restored to the correct number. This also applies to a player who draws too many cards and adds them to his hand before correction is required.
- A player may not lay down any cards in a turn when the hand is still incorrect.
- If, after a player goes out, another player has too many cards, he simply counts the value of all cards in the hand.
- If a player has too few cards, he is charged 10 points for each missing card.
- If any player goes out and is found to have too few cards, they take back all cards that were laid down in that turn, and play continues.
Re-deal[edit]
There must be a re-deal, by the same dealer, if more than one card is exposed in dealing or if more than one card is found face up in the pack. A player who is dealt an incorrect number of cards may demand a re-deal before drawing in their first turn, but not after that. There must be a re-deal at any time it is discovered that the pack is incorrect, but the results of previous deals are not affected.
Cards laid down illegally[edit]
Any cards which are superfluous in an otherwise correct set or run must be returned to the original player's hand as soon as they are discovered. Any cards that may have been added to the incorrect set or run remain on the table. Play then proceeds as if no irregularity had occurred.
Scoring errors[edit]
How To Rummy Card Game

An error in counting a hand may not be corrected after that hand has been mixed with other cards. However, if an error in scoring is discovered when there had previously been no dispute, an agreed upon correction may be made at any time.

See also[edit]
References[edit]
Michigan Rummy Card Game Rules Printable
- ^Scarne, John Scarne on Card Games: How to Play and Win at Poker, Pinochle, Blackjack, Gin and Other Popular Card Games pg. 99 Dover Publications (2004) ISBN0-486-43603-9
External links[edit]
Hot Rum Card Game Rules
- Rules of Card Games – May I? at Pagat.com
What Are The Rules To Rummy
