How to improve your chances of winning gin rummy

October 28th, 2009

Gin rummy is a fun, exciting game so it is unsurprising that it is one of the most popular rummy games in the world. Every game of gin rummy is different, which adds to the appeal. Therefore there is not one fail safe method of playing that you can learn. However, gin rummy is a game of both chance and skill. There are some simple strategies you can use to really increase your chance of winning and minimise damage if you are performing badly. These strategies are very important for you to grasp even if you are just a beginner. You should never try to play gin rummy against an advanced player without having a basic understanding of strategies to improve your chances.

One common mistake when playing gin rummy is to concentrate on one card only. For example if you have a three of hearts and a five of hearts, do not spend all your time waiting for a four of hearts. Instead you should be creating as many potential melds as possible. Do not limit yourself as this strategy increases the odds against you. The best card to have is actually number seven as this creates the most potential combinations. An ace on the other hand, although providing many points can only be used in a small number of combinations, thus decreasing your chances of being able to knock in first.

To do well in the game you need to be the first to knock in and if you are unable to do so, hold as little deadwood points as you can. To do this, you should try to hold as many potential meld cards as you can. Middle value cards are the most important in gin rummy as they provide you with more chances to complete a meld and decrease the chances of your opponents gaining melds, by acting as a block for them. For example if you have noticed your opponent is picking up lower cards, only discard higher cards to block them from creating melds.

As a general rule, higher cards work against you in gin rummy so try to get rid of them as soon as possible. Unless you have a potential meld, these cards are bad news as they are a lot of points for you to be holding. So discard lone higher cards as early as possible. However, a more advanced strategy is to retain higher cards at first. Your opponent is likely to give up high cards meaning you can pick them up and potentially create sequences. This only works at the start of a game, if you continue to retain high cards towards the middle or near the end of the game.

Try to keep an eye on what your opponent is doing in this game. If you can view which cards they discard and retain this information in your head, you will know what you should not discard yourself. This is a skill that generally comes with time, but will give you a valuable insight into what you should do next and so is definitely worth practising. With time, you should watch player’s facial expressions and body language to try to anticipate what they are going to do next. This skill is often what separates the great players from the mediocre players.

Although it can be tempting to do otherwise, make sure you only take cards from the discard pile if you can complete a meld. Typically, the card will not help you unless you are able to do so. This is a common downfall when playing gin rummy so make sure you take this advice to increase your chances in the game. If you take cards from the discard pile, also remember that other players will know what you are taking and can take the opportunity to block you from gaining the cards you need. Picking cards from this pile also means you are holding cards that your opponent does not need, this is not strategic and may minimise your chances of winning.

If you keep these strategies in mind when playing you can increase the odds of success in gin rummy greatly. Although the game is partly down to chance, these tactics will give you many more opportunities to create melds as well as being able to block your opponent from getting the cards he needs.

Online rummy

32 Red Rummy | 32 Red Rummy Review

October 28th, 2009

32Red Rummy is arguably one of the most rewarding places online to play rummy and related card games. Indeed, for starters, new players to the 32Red Rummy website are gifted a free welcome bonus worth up to £200 (or currency equivalent). In fact, new members of the 32Red Rummy service who place a deposit will receive a 100% bonus up to the aforesaid £200, although the way in which the bonus is paid out may confuse customers who have not thoroughly read the site’s terms and conditions before placing their deposits, which is never advisable.

Specifically, the 32Red Rummy welcome bonus appears in a new member’s account immediately after he or she places the first deposit. However, the 100% bonus is only made available for use in the account through the accumulation of Royal Stars, which are earned whenever players bet on games. 1 Royal Star is received for every $1 fee paid by an individual and $5 of the welcome bonus is made available in the account for every 15 Royal Stars acquired. Thus, if $200 of the initial deposit is spent on normal gaming at 32Red Rummy, 200 Royal Stars will be accrued, which can then be converted into $40 of the welcome bonus. In this scenario, the remaining $160 welcome bonus will be pending until a sufficient number of Royal Stars are accumulated, although the bonus itself will only remain available for 30 days from the time and date of it being placed in the account.

Although the welcome bonus may seem more complicated than it perhaps ought to be, it does offer new players a potentially lucrative incentive to start playing at 32Red Rummy. Furthermore, the whole £200 (or currency equivalent) can be made available if sufficient Royal Stars are gathered, which simply means that new players must spend time playing on the site. Indeed, it could be argued that this provides the perfect opportunity for new players to learn the game whilst constantly receiving small amounts of the total bonus, which if made available in full from the outset might be spent more quickly. Nevertheless, the 32Red Rummy 100% welcome bonus is on par with many of the leading providers of online card games.

In respect to the 32Red Rummy website itself, which features a striking and stylish red, white and grey colour scheme, users will find that they can easily navigate the site in order to read up on forthcoming rummy tournaments, monthly promotions, tutorials and rules, whilst also accessing their banking details. Security provided by the site is of an industry standard and sensitive data is handled through secure, encrypted channels. The 32Red Rummy also operates a responsible gaming policy and takes the privacy of its customers very seriously.

Rummy is one of the world’s most popular card games and, at 32Red Rummy, games usually consist of two to four players. 32Red Rummy supports Traditional Rummy, Gin Rummy, Oklahoma Gin Rummy, Kalooki 40 and Kalooki 51, which can all be enjoyed by players on the site with real cash prizes at stake. In order to play any of these games at 32Red Rummy, it is necessary to download and install the site’s free client software, which boasts a graphically rich interface with detailed avatars and well-presented table layouts. The 32Red Rummy software is also safe, secure and reliable, so members can play in the comfort of knowing that their private details – which includes card hands – are kept private. Once a 32Red Rummy player is familiar with the interactive software, which can be tested using a demo version of the game, he or she will then be ready for cash prize games and the numerous rummy tournaments that are regularly supported on the site.

32Red Rummy tournaments comprise three major types: quick seats, single table tournaments and multi table tournaments. Quick seat tournaments are ideal for those with limited time to play the game or who simply enjoy quicker rounds. Single table tournaments are designed for up to 4 players to compete for the main cash prize, whilst multi table tournaments boast a much larger pool prize and many more players who play on individual knockout style tables.

32Red Rummy tournaments also feature a variety of different formats, including turbo games (30 second time limits), speed games, guaranteed, added prize, rebuy (those who have been eliminated can buy their way back in until a certain level is reached in the tournament), freeroll, qualifier and beginners. In respect to the latter format, beginners tables are ideal for those who are new to rummy but nevertheless wish to play for money against a number of other players. In short, 32Red Rummy provides a comprehensive online gaming experience for rummy players that is also safe, secure, fun and, if the cards are played right, potentially profitable.

Rummy Royal Review

October 28th, 2009

Rummy Royal is a lively online provider of one of the world’s most popular card games. Featuring a wide range of rummy games, including Traditional Rummy, Gin Rummy, Oklahoma Gin, Kalooki 51 and Kalooki 40, Rummy Royal is also planning to expand its already diverse selection of rummy games to include Canasta, Rummy500, Tripoley and Okey. Rumours are also circulating that the site is developing a Mahjong variation for its customers, who would already appear to be spoilt for choice when it comes to playing rummy online.

Before discussing the individual features of the Rummy Royal website, it is worth drawing attention to the fact that rummy is quite unlike most other card games found online. Indeed, many card games employ a significant element of chance, which puts them firmly in the category of gambling. In contrast, rummy is a skill-based game, so players will find that they have greater control over their potential successes or failures. Naturally, the reduced element of chance and the increased component of skill attract a certain type of player who is usually more interested in playing a good quality game than merely gambling away his or her money. This helps to widen the appeal of Rummy Royal, as its playing community is able to offer strong and interesting gaming.

Moreover, Rummy Royal has employed a series of advanced measures that are designed to ensure that all of its games are conducted fairly and in the true spirit for which rummy was intended. Specifically, all the card decks generated by the Rummy Royal servers are shuffled before each round by a Random Number Generator (RNG) that is transmitted to players’ computers via a secure 256-bit encryption, which offers twice the level of security provided by most game providers. Furthermore, Rummy Royal has developed its Sherlock anti-fraud software system, which constantly monitors all of the games that take place on the Rummy Royal servers in order to ensure that each is conducted fairly. Indeed, collusion is a serious problem in online card games that involve cash pots and prizes – by implementing its Sherlock software, Rummy Royal is able to spot suspicious activity that can then be individually investigated by the site’s dedicated support staff.

Thus, Rummy Royal is able to offer a gaming environment that is both electronically secure in terms of data encryption and which is built to sniff out potential instances of collusion and related fraudulent acts. Based on this, Rummy Royal is constantly attracting new players who are confident that they will be able to enjoy top quality rummy games that are notably safe, secure and fair. Of course, security is not the only bonus on offer at Rummy Royal. Indeed, new members to the site will be rewarded with a registration bonus of $5 for doing little more than completing the new user registration form! Furthermore, Rummy Royal also provides a superb first deposit bonus of up to £200 (or currency equivalent in Dollars or Euros). Specifically, the 100% Rummy Royal welcome bonus is valid for deposits of at least £10 but no more than £200.

However, the Rummy Royal bonus works a little differently to some other welcome bonuses found on competitor websites. Instead of making the whole bonus sum available to new members once they have satisfied the usual criteria of registering, depositing funds and playing rummy online, the welcome bonus of up to £200 will be made available in players’ accounts on an incremental basis according to how many Bonus Points are accrued. In short, 1 Bonus Point is acquired for every $1 spent on the site and 15 Bonus Points equate to a $5 cash withdrawable bonus, which is deducted from the £200 (or $200) welcome bonus as and when sufficient Bonus Points are collected. Although this may seem confusing to new players at first, it soon becomes apparent that the incremental nature of the bonus is designed to avoid certain players abusing the generous offer and it also serves to encourage longer, more careful play.

Playing rummy at Rummy Royal is best experienced by using the website’s free client software, which must be downloaded and installed. However, a flash version of rummy is also available on the site and this offers players who are at work or on a shared computer the chance to play. Generally speaking, the Rummy Royal software offers a graphically rich, highly detailed and secure gaming environment. Should any technical or game-related problems arise, however, live customer support is available on the site throughout most of the day and night. Moreover, players will be able to enjoy a range of top tournaments and monthly promotions, the likes of which include the Kalooki 51 $30,000 guaranteed prize among various other top jackpot prizes. Finally, banking at Rummy Royal is also secure and a number of payment methods are supported, including Visa, Mastercard, Ukash, Neteller and many more.

Rummylux Review | Rummy lux Online

October 28th, 2009

Rummylux is an extremely popular online rummy site which is growing very fast. The site is relatively new, yet it currently has over 10,000 registered players. It offers a host of rummy games with a twist. Its players come from across the globe meaning they get the chance to play with a wide variety of people from different backgrounds. The site is well respected and trusted by many avid rummy players. Its fantastic reputation is maintained by the quality of the website and customer service.

The site has top quality software which makes visiting rummylux a very enjoyable experience. The games have stunning graphics which create a great atmosphere in which to play the highly regarded game. On top of this, the site is secure with a great reputation meaning you do not have to worry about your information or money getting into the wrong hands.

The site offers online versions of a wide range of rummy games. There are many traditional rummy games such as Canasta, Kalooki and Gin Rummy available for you to play. However, you can also find continental rummy games and unique versions to provide you with a different experience. One of the great things about the rummylux site is it lets you play these games for real money or just for fun. If you are new to online rummy why not play for free until you get the hang of the format. This will allow you to experience more success when playing for real money.

The site has many different tournaments running which makes it a great social activity. You can meet new friends online who share your interest. The tournaments on the site are great fun and provide players with a fantastic opportunity to play against a range of different people who have differing levels of experience and rummy strategies. You are likely to learn a lot about the game in a short space of time by playing in these tournaments as well as having a fantastic time.

Due to the big pool of players on the site, you will always have someone to play with, making exciting multiplayer gin rummy games a fantastic option. There are many different games to suit all levels of player from beginner to advanced as well as to suit a wide range of different budgets. Alternatively you could try your hand at a rummy freeroll. These tournaments are free to enter yet provide players with the chance to play against others and even win great prizes.

Rummylux also has a great selection of casino games other than rummy. These are ideal for those who are big fans of rummy but would like a change once in a while. The site gives you the chance to play a wide range of skill games including bingo, backgammon, slots, poker, roulette and blackjack.

Rummylux is extremely user friendly even for those who are not confident on a computer. It is easy to set up a game of rummy. All you have to do is download the software, then choose the game you require and select whether you would like to play to win real money, or simply for fun. The site contains very clear step by step instructions, guiding players through the entire process. Should you encounter problems, rummylux also has excellent customer service, help is available at all hours of the day or night. The service you receive is of excellent quality, staff are very friendly and helpful. You can contact staff by email or via live chat for an immediate response. The site is also available in many different languages including English, French, German, Danish and Turkish.

The site has plenty of information about the game itself, making rummylux an excellent introduction to the online game and a fantastic site for beginners. It provides good advice on the best places to play rummy as well as top tips on winning strategies and rummy tournaments. It also gives its players tutorials and the latest rummy news from across the world, providing you with all the latest up to the minute info. Online rummy is a relatively new concept and the site is an excellent way for players to make the transition from traditional rummy games to the world of online rummy. It also spreads rummy across the world, many areas of which have never even heard of the game. This site is a key resource on rummy and is likely to continue its success well into the future.

Oklahoma Rummy Rules

October 11th, 2009

Oklahoma Rummy is a variant of Gin Rummy, as such the basic rules are very similar to the rules of Gin Rummy itself. There are, however, a few important differences. The first difference is whereas Gin Rummy is intended to be a two player game, Oklahoma Rummy can be played with any number of players between two and four. This makes it popular for people who want to play in group games as opposed to head-to-head. The second difference is in the scoring system as players can score negative points in Oklahoma Rummy. The final difference is that the value of deadwood at which players can knock is not always ten (as it is in Gin Rummy). Instead this value is determined by the value of the upcard (the first card of the discard pile).

Oklahoma Rummy is played with a standard deck of 52 playing cards (no jokers). If two players are involved then each is dealt 10 cards, if three or four players are in the game then each player receives 7 cards. Following the deal, the dealer places the remaining cards face down in the middle of the table forming the stock pile. The top card of the stock pile is turned face up and used to start a separate discard pile next to the stock pile. This is the upcard. The value of the upcard is of little importance in Gin Rummy, but in Oklahoma Rummy it has a significant influence on the game and must be noted.

Play begins with the player to the left of the dealer and each turn consists of a draw (either a blind draw from the top of the stock pile, or drawing the visible card on top of the discard pile) and a discard (which requires a player to discard one card of their choice from their hand face up on the discard pile). The aim of the game is to make melds out of the cards in your hand. Each player works out their melds in secret, such that other players do not know what cards they have, how close they are to winning and what cards they need to do so. As with all Rummy games a meld comes in two forms, either a run or a set. A run is a sequence of three or more cards of the same suit in order (for example the 6, 7 and 8 of Diamonds). A set is three or more cards of the same rank (for example three Aces). Any cards that a player holds that are not part of a meld are called deadwood.

A game of Oklahoma Rummy ends when a player knocks. A player may knock when the value of the deadwood in his hand is less than or equal to the value of the upcard (the first card drawn from the top of the stock pile that was used to begin the discard pile). This is why the value of the upcard is so important in Oklahoma Rummy. If a player holds an Ace and a four as deadwood then they would be able to knock if the value of the upcard at the start of the game had been five or more. However, if the value of the upcard was less than five, that player would not be able to knock. If a player can meld all of their cards then obviously they can win the game regardless of the value of the upcard by “Going Gin”. Indeed, it is often played that if the upcard is an Ace, then the game can only be won by “Going Gin” (and not by being left with a sole deadwood Ace as you might otherwise expect).

As with ordinary Gin Rummy the knocker receives points based on the total amount of deadwood left in his opponents’ hands after they have laid down their own melds and laid off their cards onto the knocker’s melds as best as they are able, thereby reducing their deadwood. Of course, as there are more players in Oklahoma Rummy this can potentially be a much higher score. The player who knocks receives points to the value of the difference between their deadwood and all their opponents, plus an additional 10 bonus points. However, if a player has a lower deadwood count than the knocker, the knocker has been undercut and the undercutting player receives the difference in points between their deadwood and their opponents’ totals, plus an additional 10 point bonus. If a player achieves Gin, they obviously cannot be undercut and score the sum of all their opponents’ deadwood, plus a 20 point bonus.

The difference in the scoring system between Gin Rummy and Oklahoma Rummy is that losing players receive negative points equal to their personal amount of deadwood minus the value of the knocker’s deadwood. This means that, throughout the course of the game, a player’s overall score can go up as well as down. Oklahoma Rummy games are normally played up to 150 points.

Kaluki Rules

October 11th, 2009

In Kaluki (or Kalooki), 106 cards are used (2 decks and two jokers) and each player is dealt 13 cards regardless of the number of players participating in the game. Aces are high and are therefore worth 11 points. The jokers take the value of the cards they are pretending to be whilst in play and a value of 15 for the purposes of scoring.

After 13 cards are dealt to each player the dealer forms the face-down stock pile using the remainder of the pack and then turns the top card face-up and uses it to start the discard pile. Play begins with the player to the left of the dealer and rotates in a clockwise direction. Each player’s turn consists of 4 parts.

The first action on each turn is the draw, which is compulsory. The first player may draw from the stock or discard pile, but the following players are restricted to drawing from the stock pile only until they have laid down an initial meld of at least 40 points. However, they are able to draw from the discard pile provided that they use the card they draw on that turn to lay down their initial meld.

The second action is melding, which is optional. This involves the player laying down melds of cards in the form of sets or runs. A set is a group of three or more cards of the same rank and of different suit. As two packs are used in Kaluki there will be two cards of each rank and suit in play. However, as the cards in a set must all be of different suits, it is not possible to have both in a single set. Runs are sequences of three or more cards of the same suit in order: the 8, 9 and 10 of Spades, for example. Note that Aces are high in Kaluki, so the run Queen, King, Ace is valid, whereas the run Ace, 2, 3 is not.

The third action is laying off (also known as building), which is also optional. When building a player may add cards from their hand to melds that have already been placed on table by themselves or another player. The meld must be valid after the addition of the cards and the rule that sets must not have cards of the same suit still applies. A maximum of two cards can be added to the same end of an existing run, so you could not add the Jack, Queen and King to a run consisting of the 8, 9 and 10. Although a player is allowed to build in the same turn as laying down their initial meld, the building cards do not count towards the value of the initial meld.

The final action of a turn in Kaluki is drawing, which is compulsory. This involves a player discarding one card face-up on the discard pile.

The jokers add a twist to Kaluki in that they can be used to represent any other card in a meld. For example, with only a pair of twos you can lay down a melded set of twos by adding a joker. A player who has the genuine cards to complete a set can use them to replace a joker. So if a set consisted of the Jack of Hearts, Jack of Diamonds and a Joker and a player had the Jack of Clubs and Jack of Spades, they could add those two cards to the set and take the Joker. However, they must use the Joker they pick up either in a meld or in building on the same turn. They cannot add it to their hand. If the player only had the Jack of Clubs in their possession they could still add to the set, but they would not be able to pick up the Joker as the set would then be a closed set with the Joker as the Jack of Spades. If a set consisted of three cards, two of which were Jokers, a player could add two cards of the correct rank and different (required) suits to take one Joker and form a closed set. Jokers can also be used in runs, where they have a definite identity as a specific card. They can be swapped with that card by any player who possesses it. They cannot add the Joker to their hand and must meld or build with it immediately.

The game ends when one player discards their last card, which is called “Calling off”. The other players are not able to meld or build after this point and are left with their remaining cards. The points values of these cards are summed and added to each player’s individual score as penalty points. The “Calling off” player receives 20 bonus points. If a player plays all 13 of their cards in a single hand this is called Hunt (or Kaluki) and earns the player 20 extra bonus points (total 40) and means that all penalty points earned by other players in that hand are doubled. Once a player reaches 150 penalty points they are eliminated from the game.

Gin rummy rules

October 11th, 2009

Gin Rummy is similar to traditional Rummy, but it is a quick-fire game as there is no melding or laying off until the end of the game. The Gin Rummy game is traditionally a game for two players, although there are versions for more than two players. It is played with a standard pack of 52 cards (no jokers). Both players are initially dealt 10 cards and the remaining cards are placed face down, forming the stock pile. The dealer then removes the top card from the stock pile and places it face up next to the stock, forming the discard pile, this is the upcard.

Play begins by the non-dealer taking the upcard if they would like it. If they do not want it, they forgo the opportunity to have the first go and that chance is then with the dealer. If the dealer wishes to take the upcard they may. However, if neither player wants the upcard then the non-dealing player begins the game by drawing the top card from the stock pile.

A player’s turn in Gin Rummy involves no melding or laying off. Therefore, a turn simply consists of drawing one card (from the discard or stock pile) and then discarding one card face up on the discard pile. Instead of laying down melds on the table it is down to the player to secretly arrange their hand into melds.

A player’s hand consists of melds and deadwood. Melds are cards that form a set or run. A set being three or more cards of the same rank, for example three Queens. A run being three or more cards of the same suit in sequence, for example the 8, 9 and 10 of Spades. Any cards that a player holds that they cannot fit into their melds are called deadwood. A player may end the hand when the cumulative score of their deadwood cards is less than 10. The score of the card is based on its rank with Aces being low (and hence worth 1 point) and all face cards (Jacks, Queens and Kings) being worth 10 points. All other cards are worth the number of points equal to their rank. Therefore, if a player can meld all their cards except for a 2, 3, 4 and 5 (which are obviously of different suits) then they have a deadwood score of 14. If it is their turn and they have already drawn a card then they can discard one card (to complete their turn). They can therefore discard the 5 and be left with a deadwood score of 9. This is less than 10, hence they are able to knock if they wish.

When a player knocks their opponent then has the opportunity to meld or lay off cards in their own hand. Melding is done in the same way as the knocker, but in addition the opponent has the opportunity to add some of their cards to the knocker’s already laid melds. When laying off a player could add the fourth card of the same rank to any set, or add another card (or more) in sequence to a run (such as adding the 7 and 8 of Hearts to a run of the 4, 5 and 6 of Hearts). This gives the player who did not knock the opportunity to reduce their deadwood score. Once they have completed all the melding and laying off that is possible their deadwood score is calculated. In our example the knocker had a deadwood score of 9. If their opponent has a deadwood score more than this then the knocker is awarded the number of points equal to the difference between the two scores. So if the opponent had a deadwood score of 25, the knocker would collect, 25 – 9 = 16 points. However, if the opponent has a deadwood score of less than the knocker they would score the difference plus a bonus of 25 points for “undercutting” the knocker. For example, if the opponent had a deadwood score of just 7, they would get 9 – 7 + 25 = 27 points.

Instead of knocking with some deadwood cards remaining a player can wait until they have no deadwood and can make their entire hand into melds. This is called “Gin” and prevents the opponent from laying off any cards and means it is impossible to be undercut. In this case the player “Going Gin” scores whatever the value of their opponents deadwood is plus a 25 point bonus. Therefore, if their opponent had a deadwood score of 15 they would score, 15 + 25 = 40 points.

A game of Gin Rummy is normally played up to 100 points. Matchplay is also common. When playing a match a player gets 100 points for every game they have won (i.e. being the first to 100 points) as well a 25 point bonus for every hand won in that game. Therefore, after a game in which “Player A” reached 100 points first whilst winning 4 hands and “Player B” won 2 hands, “Player A” would receive 200 match points and “Player B” would receive 50 match points.

Traditional Rummy Rules

October 11th, 2009

The traditional Rummy game is played by between two and six players with a single deck of standard playing cards (52 cards, no jokers). The game is played up to a certain number of points, which is agreed before the start of play. Normally this is 100 points. The initial dealer is decided by whoever draws the lowest value card from the deck.

The number of cards dealt to each player is dependent on the number of players. In a game with two players each player receives 10 cards, 3-4 players receive 7 cards each and 5-6 players receive 6 cards each. The deal rotates clockwise around the table (or simply alternates if there are just two players). The dealer begins with the player to his left and deals the cards one at a time clockwise around the table until each player has the correct number of starting cards. The dealer then places the remainder of the deck face down on the table (making the stock pile), turns the top card face up and begins a separate pile (the discard pile) next to the stock pile. This is the upcard. During play, cards placed on the discard pile are always face up, cards drawn from the stock pile are always face-down.

Play begins with the player to the left of the dealer. Each turn begins with a compulsory draw. The player must draw one card from either the discard pile or the stock pile and add it to their hand. Obviously, if the player decides to draw from the discard pile, the other players will be able to see what card they are drawing. If the player draws from the stock pile the card is not shown to the other players, so they will be unaware of the identity of the card drawn.

After the compulsory draw the player has the option of laying down melds on the table in front of them. Melds are either sets or runs. A set is three or more cards of the same rank, for example three 8s, three Jacks, or four Kings. As only one deck is in play, all cards in a set will be of a different suit and the maximum number of cards in a set will be four. A run is a sequence of at least three cards of the same suit in order. So the 4, 5 and 6 of Hearts is a valid run, as would be the 9, 10, Jack and Queen of Clubs. It is important to note that all cards in a run must be of the same suit.

Following melding another optional action is available to the player whose turn it is: laying off. This is where a player can add any number of cards to melds already laid down on the table. The additional cards must form a legitimate meld once they have been added to the meld already laid down. Thus, adding the 6 of Clubs to a meld consisting of the 3, 4 and 5 of Clubs is allowed. If the player had the 7 of Clubs they could add that also. They could also add the 2 of Clubs if they possess it. Similarly, a player may add to a set by adding the fourth card of the same rank to an already placed meld of three same-ranking cards. A player is not obligated to meld or lay off cards just because they are able to.

The final action in a player’s turn is the compulsory discard. This requires the player to discard one card from their hand face-up on the discard pile. It is often ruled that if a player draws a card from the discard pile they cannot return that same card to the discard pile on the same turn. They can, however, discard the card they drew that turn if they drew from the stock pile as the other players will not have seen the identity of the card when it was drawn. That player’s turn is over after the discard and the next player to the left begins their turn.

If the stock pile runs out the top card of the discard pile is left in place, whilst the rest of the discard pile is shuffled and used to form a new stock pile. The hand ends when a player is the first to play all of their cards by melding, laying off or discarding. This is called, “Going Out”. If a player plays all his cards in a single turn, without previously having melded or laid off any cards, this is called, “Going Rummy”. In this case the player receives a bonus number of points. This is normally either double the points they are owed, or a flat bonus of 25 points.

The score is calculated by adding up the value of all the cards the losing players have remaining. Face cards are worth 10 points, Aces are normally low (and thus worth 1 point), although sometimes they are played as high. The player that played all their cards first receives the total score of the sum of all the other players’ remaining cards.

The History and Future of Rummy

October 11th, 2009

The true history of the origins of the Rummy family of games are not known precisely, although there are many theories on the matter. One such theory is that Rummy comes from the Chinese game of Mahjong that was played extensively in China in the 18th Century. The play pattern in Mahjong and Rummy is similar, although they have their obvious differences also. Many variants of the Mahjong game have been invented, some in the West. It is assumed that, at some point during the swift spread of Chinese immigrants to the West, a version of Mahjong mutated to Rummy.

Another theory is that Rummy was derived from the Mexican game called Conquian. It is also argued that Conquian itself is derived from the Chinese game of Kon Khin, which was a variation of the earlier game Khanhoo. The invention of Conquian itself possibly dates to 17th Century Mexico, although some would argue it was actually invented in Spain and exported to Central America. It made its way to the United States in the late 19th Century, initially via Texas, where its popularity grew. The early references to Conquian in America are to a game called Coon-can, which is an obvious derivative of the Spanish original. Somehow, Coon-can made its way to England, where it became known as Rum. Rum being used in English to mean “odd” or “queer”, which shows that the English initially thought it was a strange game. From there it made its way back across the Atlantic (and around much of the rest of the world) as Rummy. An alternative version of the Conquian origin theory is that the original game was actually Coon-can, which was invented in the American south and exported to Mexico, where it became Conquian. Conquian is certainly a strong candidate for being an ancestor of Rummy as it shares many of Rummy’s characteristics including melding and it involves draw and discard piles.

Another theory says that Rummy was derived from Poker. Poker and Rummy do have obvious similarities, particularly in the way they use sequences, as runs (in Rummy) and straights (in Poker), as well as sets (in Rummy) and three-of-a-kind or four-of-a-kind (in Poker). Indeed, even today, Poker slang for three-of-a-kind is “a set”. The theory states that Rummy is derived from Whiskey Poker, which mutated to Rum Poker, then simply to Rum and finally to Rummy. Thus, in this theory, the derivation (of the name at least) seems to be to do with alcoholic connotations, which differs significantly from the Conquian theory.

As there is no agreement on the origins of Rummy, it is an open question, which may never find an answer. The origins of some of the variants are more definite, although not exactly certain. For instance the most popular version, Gin Rummy, is said to have been invented in New York in the early 20th Century by Elwood T. Baker. Apparently it was christened “Gin” because of its inventors love of the alcoholic drink of the same name.

The popularity of Rummy and particularly Gin Rummy, increased massively in the 1930s as it became a favourite game for famous Hollywood movie stars to play whilst they were relaxing between takes. Gin Rummy was particularly suited to this situation as it is a quick-fire version of Traditional Rummy and therefore relatively quick to play. The playing of Rummy became even more widespread in the Great Depression, as playing cards was a cheap form of entertainment for the cash-strapped citizens of the time. At its peak, Rummy was one of the most played and best known card games in the world. The latter part of the 20th Century saw its popularity wane somewhat as Blackjack and Poker became more popular.

Recently the popularity of Rummy has been on the increase again. This has mainly been due to the start of internet Rummy sites, where players can play online against real people at any time of the day or night, for money or just for fun. Rummy has lagged behind some other games such as Poker and Bingo in its transition to online play. However, it is now beginning to have a strong impact and it may be possible to replicate the Poker boom (which has seen many more people playing the game in real life after having been introduced to it online) and perhaps once again Rummy will be one of the most widely played games in the world.

What is online rummy?

October 11th, 2009

Rummy is a family of card games, which all share some basic rules, whilst differing from each other in their particulars. A direct analogy can be made to poker, in that there are many different types of poker, all of which share the same set of basic rules, but all of which have distinct variations. Rummy is a skill based game, although like most card games it does involve a certain amount of luck due to the randomisation of the cards. To play consistently well over a period of time, it is certainly necessary to have a good grasp of the strategy. The ability to observe and remember which cards have been revealed and which cards are still hidden is an important skill to master. Overall, although the basics of Rummy can be learnt very quickly and it can be played recreationally without much strategy, to become a master Rummy player takes a lot of experience, a watchful eye and an excellent memory.

Probably the best know Rummy variant is Gin Rummy, but there are many other Rummy games including Traditional Rummy, Oklahoma Rummy and Kaluki. Some of the elements that change between the different variants include the number of packs of cards used in the deck, whether the joker cards are used as wildcards, the number of cards initially dealt to each player, as well as when the game ends and how the scores are calculated.

In order to learn Rummy games one first has to learn the basic rules that are common to all Rummy variants, then learning all the other variants becomes easy.

Shuffling and Cutting
Any player may shuffle the cards but it is the dealer’s responsibility to shuffle the cards last and offer the deck to the player to their left to be cut. If that player chooses to cut the deck they must do it so at least 4 cards are left in both portions of the deck.

Rotation and Dealing
The gameplay and the deal both rotate clockwise (to the left). The dealer deals the cards one at a time, face-down, beginning with the player on their left. The number of cards received by each player depends on the variant being played. The dealer continues to deal until the correct number of cards has been reached. The dealer then places the remainder of the deck face-down in the centre of the table. This pile is called the stock. The dealer then removes the top card from the stock and places it face-up next to the stock in the centre of the table. This card is called the upcard and is the start of the discard pile.

Play
The first player to act is always the one to the left of the dealer. Each player’s turn begins with a draw and ends with a discard. The player draws from either the top of the discard pile (on the first turn this is the upcard), or the top of the stock. At the end of their turn the player discards a card placing it on the discard pile. During their turn it is the aim of the player to create melds. Melds are runs or sets of three or more cards. A run is three or more cards of the same suit in order, for example the 3, 4 and 5 of Hearts. A set is three or more cards of the same rank, for example three Kings.

How the game ends and how the scores are calculated vary between the different versions of Rummy. Generally, the aim is to meld or discard all your cards before any other player, leaving your opponent(s) with penalty points for the cards they still hold. The scores are often based on the value of the cards each player is left with when the game ends. Thus, if a player is left with unmelded high cards, they will receive a high penalty. In games like this, one strategy to employ is to discard all the high cards in your hand that do not make a meld as soon as possible, so as not to be left with high cards when the game ends. Alternatively, if your opponent(s) are discarding high cards then you decide to concentrate on collecting high cards as you will be able to pick them up from the discard pile to easily make melds using them. It is certainly important to try to work out what cards your opponent(s) have as you do not want to be presenting them with the cards they need to make meld on the discard pile.