Goal
Arrange your hand into melds — sets and runs — and be the first to shed every card ("go out"). The winner of each round collects the point value of everyone else's unmelded cards. First to the target score wins the game.
Melds
- Set — 3 or 4 cards of the same rank (different suits).
- Run — 3+ consecutive cards of the same suit. Ace is low: A-2-3 works, Q-K-A doesn't.
7♣ 7♦ 7♥ = set ·
4♥ 5♥ 6♥ = run ·
Q♠ K♠ A♠ = not a run
Your Turn
- Draw one card — from the stock or the top of the discard pile.
- Meld (optional) — select cards and lay down a set or run. You can also lay off single cards onto any meld on the table, including opponents'.
- Discard one card to end your turn. You can't discard the card you just took from the discard pile.
Select cards by clicking them. Glowing melds on the table will accept your selected card — click the meld to lay off.
Going Out & Rummy
Discard your last card to go out and win the round. If you meld your entire hand in one turn having laid down nothing earlier — that's RUMMY, and your winnings are doubled.
Scoring
- Ace = 1 · 2–10 = face value · J/Q/K = 10
- The winner collects the total value of all cards left in opponents' hands. Melds on the table are safe — they count zero.
- If the stock runs out, the discards are reshuffled and play continues.
- If every hand is down to 2 or fewer cards when the stock runs dry, the round may be blocked — a Declare Stalemate button appears under the piles. Click it to end the round with no points, or keep playing as long as you like.
Quick Strategy
- Meld early — cards on the table can't be counted against you.
- Face cards are 10 points of deadwood each. Shed them if they're not working.
- Lay off strays onto opponents' melds to dump deadwood.
- Watch what opponents take from the discard pile — don't feed their melds.