Rummy (Basic / Straight Rummy) — Complete Rules

Rummy is a matching card game (from the "Rum" family, also called Straight Rummy or Sai Rummy) in which players draw and discard to arrange their hand into melds — sets of the same rank and runs of consecutive same-suit cards. The first player to meld their entire hand "goes out" and wins the round; opponents are penalized for the unmatched cards ("deadwood") left in their hands. Play usually continues over several rounds until a player reaches a target score.

This guide covers Basic Rummy as the standard, complete ruleset, then documents the common named relatives (Gin, 500 Rummy, Kalooki, jokers) as related variants. Where rules commonly differ, the standard/default choice is called out explicitly.


1. Equipment


2. Card Ranking and Values

2.1 Rank Order

Cards rank, low to high:

A (low) · 2 · 3 · 4 · 5 · 6 · 7 · 8 · 9 · 10 · J · Q · K

The Ace is LOW by default. It ranks below 2. This affects runs (§3.2):

Optional high-ace variant (§9.1): Ace can be played high or low (so Q-K-A becomes valid) but still never wraps (K-A-2 remains invalid, and the Ace cannot be both high and low in the same run). Default is low only.

2.2 Card Point Values (for scoring deadwood)

When a round ends, each player scores penalty points for the cards still in hand that are not part of a completed meld.

CardPenalty Value
Ace1 (low ace)
2 through 10Face value (2, 3, … 10)
Jack, Queen, King10 each

Note on the Ace value: because the default Ace is low, it is worth 1 point. In the high-ace variant, the Ace is worth 11 (or 15 in some rulesets) — pick one and be consistent. Default: Ace = 1.

Suits carry no point value and are all equal in rank. Suit matters only for building runs.


3. Melds

A meld is a valid group of cards. There are exactly two kinds: sets and runs. Every card in a completed meld is worth 0 penalty points to its owner.

3.1 Set (a.k.a. "Group" / "Book")

Three or four cards of the same rank, regardless of suit.

3.2 Run (a.k.a. "Sequence" / "Straight")

Three or more cards of the same suit in consecutive rank order.

3.3 A Card Belongs to One Meld at a Time

A single physical card can be part of only one meld. You cannot "share" the 7♥ between the set 7♣ 7♦ 7♥ and the run 5♥ 6♥ 7♥ simultaneously. When validating a hand, each card is assigned to at most one meld.


4. Setup and Deal

  1. Choose a dealer (high card draw, or rotation — house choice). Deal and turn pass clockwise.
  2. Deal cards face down, one at a time, clockwise, starting with the player to the dealer's left. The number dealt depends on player count:
PlayersCards each
210
3–47
5–66

Standard deal: 10 cards for 2 players, 7 cards for 3–4. These are the standard counts.

  1. Place the remaining deck face down in the center as the stock.
  2. Turn the top card of the stock face up beside it to start the discard pile. (Only the top discard is ever visible/available.)
  3. The player to the dealer's left takes the first turn.

5. A Turn

A turn has up to three phases, in this fixed order:

5.1 Draw (mandatory)

Take exactly one card, from either:

You now hold one more card than your hand size.

Default restriction on the discard draw: you may always take the single top discard. (Unlike 500 Rummy, basic Rummy does not let you take multiple cards from deeper in the discard pile.)

5.2 Meld / Lay Off (optional)

After drawing, you may (but are not required to):

You may lay down multiple melds and lay off multiple cards in a single turn.

Default melding policy — "meld anytime": players may lay melds down across many turns and lay off freely. This is the standard, most common form of basic Rummy. Alternative — "meld on going out only" (Gin-style, §9.2): players keep everything concealed and reveal all melds only at the moment they go out. Not part of the standard game.

5.3 Discard (mandatory)

End your turn by placing exactly one card face-up on top of the discard pile. After discarding you must be back to your original hand size (or zero, if going out — see §6).

5.4 Turn Summary

DRAW (stock or discard)  →  [optional] MELD and/or LAY OFF  →  DISCARD one card

Play then passes clockwise.


6. Going Out and Ending a Round

A player goes out (and the round ends immediately) when they have melded/laid off every card in their hand and finish with an empty hand.

6.1 The Standard Way to Go Out

On your turn: draw, then arrange so that all remaining cards are melded or laid off, and make your final discard. If after that discard you hold zero cards, you have gone out and won the round.

Optional "going out without a discard" variant (§9.5): some rulesets let you meld your entire hand with no final discard. Not standard; the standard game requires the terminal discard.

6.2 Going Rummy ("Going Out Concealed")

If a player melds their entire hand in a single turn — having laid down no cards in any previous turn (no earlier melds, no earlier lay-offs) — they call "Rummy!" and their winnings for that round are doubled (see §7.3). This rewards holding a complete hand concealed and dumping it all at once.

6.3 Stock Exhaustion (no one has gone out)

If the stock runs out before anyone goes out, resolve using the default reshuffle rule:

Alternative "hand ends" rule (§9.6): instead of reshuffling, the round simply ends when the stock is exhausted; no one goes out, everyone scores their deadwood as a penalty and no one gets the winner bonus. Off by default — default is reshuffle.

6.4 Declared Stalemate (blocked rounds)

Blocked positions exist under the default rules: once every player's hand is down to 2 or fewer cards, no one can ever go out via a new meld (going out requires melding all but one card, and a meld needs 3+), so if the table offers no lay-offs either (e.g., every table meld is a completed 4-card set), the round can never be won and would reshuffle forever.


7. Scoring

At the end of each round, tally points. There are two common scoring philosophies; this guide uses the "winner collects deadwood" method as the standard.

7.1 Default Method — Winner Collects Deadwood

  1. Every losing player sums the point value (§2.2) of the cards still in their hand (deadwood). Cards they had melded or laid off on the table count as 0.
  2. The winner (the player who went out) scores the total of all opponents' deadwood as positive points. Losers score 0 for the round (their deadwood is transferred to the winner, not charged against them).

Example (3 players): Winner goes out. Player B holds K♠ 3♦ = 13. Player C holds 9♥ 9♣ 2♠ (unmelded) = 20. Winner scores 13 + 20 = 33 this round. B and C score 0.

7.2 Alternative Method — Players Charged for Deadwood (§9.7)

Each loser is charged their own deadwood as a negative/penalty score, and the winner scores 0 (or a small fixed bonus). The game is then played to a low target (loser eliminated at a threshold) rather than a high one. Off by default.

7.3 Going-Rummy Bonus

If the winner went out by going Rummy (§6.2), their score for that round is doubled. Under the default method, the winner collects 2× the total opponent deadwood.

7.4 Reaching the Target and Winning the Game

Single-round mode: for a quick game, "first to go out wins, one round only" is a common simplification. The standard is play-to-target (100), with single-round as a faster option.


8. Special Situations & Edge Cases


9. Common Variants and House Rules (Summary Table)

Each of these can be adopted independently as a house rule. The Default column is the standard, most widely used choice.

#VariantDefaultAlternative
9.1Ace directionAce low only (A-2-3 valid, Q-K-A invalid)Ace high or low, never wrapping
9.2When you may meldMeld anytime (lay down + lay off across turns)Conceal all; reveal only when going out (Gin-style)
9.3Wild cards / jokersNoneAdd 2 jokers (or 2s wild) as wilds; a meld may hold ≤1 wild; wild scores 15–25 as deadwood
9.4Two-deck duplicatesDuplicates not allowed in one meldAllow identical duplicates in sets
9.5Final discard to go outRequired (go out by discarding last card)May meld entire hand with no discard
9.6Stock exhaustedReshuffle discards into new stockRound ends, no winner bonus
9.7Scoring modelWinner collects opponents' deadwood; play to 100Losers charged own deadwood; play to a loss threshold
9.8Going Rummy bonusDouble the round scoreNo bonus
9.9Deal counts2p→10, 3–4p→7, 5–6p→6House variations exist — agree on one before dealing

9.10 Notable Named Relatives (not implemented here, for context)

These are mentioned only for context, to clarify what basic Rummy is not — each is a distinct game with its own rulebook, not a variant covered by this guide.


10. Strategy Notes (Not Rules)

Not part of the rules, but they explain why the rules create interesting decisions:


11. Turn-Order Quick Reference

On your turn, in order:

  1. Draw one card — from stock (face down) or the top of the discard pile.
    • You may not discard that same drawn discard-card this turn.
  2. (Optional) Meld and/or lay off — lay down valid sets/runs; add cards to any table meld.
  3. Discard one card face-up.
    • If this leaves you with zero cards, you have gone out → round ends.
    • If you melded your entire hand this turn with nothing previously on the table → Rummy (2× score).

Round ends when a player goes out (or, if stock exhausts under the "hand ends" variant, immediately). Then score (§7), pass the deal clockwise, and start the next round until a player reaches the target.


12. Glossary


13. Recommended Standard Ruleset

If you just want one clean, unambiguous way to play, this is it:

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