Radio Rummy Rules

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  1. What Are The Rules Of Rummy
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The winner collects points from the deadwood in the loser’s hand. The example opponent has 18 points left: two 4s and two 5s add up to 18 points. Together with the 25 points you get for going Gin, you score 43 points. You can play to 100 or 250 points, depending on how. Score points by laying down and laying off cards as in regular Rummy, in matched number sets of 3 or 4, and in sequences of 3 or more cards of the same suit. For example, three or four 7s can be laid or a sequence of 3, 4, 5 of diamonds can be laid. When any player gets rid of all of their cards, the play immediately ends. 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.

Ultimate Guide to Rummy (aka 'Rum')

Rummy is one of the most popular classic card games in the world. Often referred to as 'basic rummy” or 'traditional rummy,” or just 'Rum,' it's easy to learn and play once you get the hang of it. Though it's a simple game, playing rummy is exciting and there's a decent amount of skill involved.

How to Play Rummy: Rules & More

Players and Decks

Rummy is played with 2-6 players. It is played with a standard 52-card deck and aces are low.

Dealing

Players take turns dealing when playing a two-player game. When playing with three or more players, whose turn it is to deal rotates clockwise every round. The player who deals first is chosen at random and how many cards dealt to each player depends on the total number of players.

  • 2 players: 10 cards each
  • 3-4 players: 7 cards each
  • 5-6 players: 6 cards each

The dealer deals cards one by one then begins the discard pile by placing the following card face-up in the middle of the table. The dealer then places the rest of the deck face down next to it, forming the stock. Players then are permitted to look at their cards and sort them.

Goal

The goal of Rummy is simple: get rid of all your cards first.

Rules

Players can rid their hand of cards in three ways: they can meld, lay off, and discard.

  • To meld, a player takes multiple cards from his or her hand and places them face-up on the table. That combination of cards then stays there. Melding is the quickest way to get rid of cards.
  • Sets (sometimes called groups or books) and runs (sometimes called sequences) are the two valid types of melds in Rummy.
  • A set, book or group is 3 or 4 same-ranking cards.
    • Example: 10 of spades, 10 of diamonds and 10 of hearts
    • Example: 6 of clubs, 6 of spades, 6 of diamonds, and 6 of hearts
  • A run or sequence is 3+ consecutive cards of a matching suit. Consecutive cards of different suits do not constitute a valid sequence.
    • Example: 3 of spades, 4 of spades, and 5 of spades
    • Example: 9 of hearts, 10 of hearts, Jack of hearts, and Queen of hearts.
  • To lay off, add cards in your hand to already-existing melds.
    • Example: To a set of a 10 of spades, 10 of diamonds and 10 of hearts, a player could add a 10 of clubs.
    • Example: To a run of a 3 of spades, 4 of spades, and 5 of spades, a player could add a 2 of spades to the beginning or a 6 of spades to the end.
  • However, players may not rearrange any melds as they lay off.
    • Example: If a set of the 6 of clubs, 6 of spades, 6 of diamonds, and 6 of hearts and a run of the 3 of spades, 4 of spades, and 5 of spades are both on the table, a player couldn't move the 6 of spades from the set to the run in order to lay down a 7 of spades.
  • To discard, put one of your cards in your hand face-up on the discard pile. Players signal the end of every turn by getting rid of a card in this way.

Once a player has laid down all of his or her cards, the other player's cards are totaled up and added to the previous round's total. The rounds continue in this manner until one player reaches or goes over a target score and the rummy game is over. Then, the player with the lowest score wins.

Play

Players take turns, rotating clockwise, starting with the person to the left of the dealer. In a two-player game, players alternate turns.

Each turn includes the following, in this order:

  1. Drawing. Each player must start his or her turn by adding a card to his or her hand. Players can choose to take the first card from the discard pile or the stock pile.
  2. Melding. After beginning his or her turn by drawing a card, a player may lay a valid set or run down if he or she has one. Players can only put down one meld per turn (see Variations of Play). (Melding is optional)
  3. Laying off. After melding, players can add on to runs or sets already melded by any player. Players can lay off as many cards per turn as they'd like. Laying off is optional as well.
  4. Discarding. To signal that his or her turn is over, a player must discard a card from his or her hand to the discard pile. If a player picked up the card from the discard pile at the beginning of his or her turn, that player may not discard the same card in the same turn.

When the stock runs out, the discard pile is shuffled, turned face-down and the top card is turned face up next to it. Play continues. (See Variations of Play for alternate practices)

The round immediately ends when a player gets rid of all cards in his or her hand, or 'goes out.” That player wins the round.

Scoring

Once the round ends with a player going out, total up the other players' cards as follows:

  • Kings, Queens, Jacks, and 10s: 10 points
  • Number cards: face value
  • Aces: 1 point

The total value of the cards left in each losing player's hand is recorded and added to the previous round's total. The points are penalty points.

When any player reaches a previously agreed upon target score (often 100), the player with the lowest score wins. (See Variations of Play for other scoring options)

Strategy

Here are some tips and tricks for how to win Rummy:

  • Get rid of face cards and other high-value cards. If you can, do so early on in the game. If not, at least do so towards the end when you notice that your opponent is about to run out of cards. This means you'll run your own score up less.
  • Mathematically, it's easier to make a run than it is to get 3 of a kind. So if you're forced to discard either a card that could later form a run or one that could be part of a set, it's better to discard one that could later form a set.
  • Pay attention to what your opponent does. If he or she grabs a 10 of spades from the deck, you can bet that they probably either have a 10 already or are trying to complete a run of spades. Do your best to block them from getting rid of their cards!
  • Keep in mind that a run can have more than 3 cards in a row. Sometimes, the best way to get rid of cards fast is to form a 5- or 6-card run.

These are just the basics. For more in depth strategy of Rummy, check out White Knuckle.

Variations of Rummy

Looking to mix things up a bit? Here are some alternative house rules you can use. Be sure to discuss and decide upon any variations among fellow players before starting a game.

Set Number of Rounds

Instead of playing to a target score, players can decide to play to a set number of rounds. In this case, the player with the least amount of points after the set number of hands is the winner.

More than One Meld

Some play that players are allowed to lay down any number of melds during each turn. This is a very common variation; be sure that all players are on the same page about how many melds can be played during each turn before beginning a game.

Many also give a player bonus points if he or she goes out in one turn or 'going rummy,” as they call it. When a player 'goes rummy,' the hand's score is doubled.

Radio Rummy RulesLaying Off Before Melding

Some don't allow a player to lay off cards until he or she has laid down a meld. This is also a very common variation.

Aces High

The standard rules dictate that aces are only low. Hence, a run of Ace, 2, 3 would count, but a run of Queen, King, Ace wouldn't. Some let aces count as either low or high. When this rule is implemented, aces count for 15 points rather than 1 point, since they're more useful.

Even when this rule is implemented, aces can't be both high and low at the same time, such as in a King, Ace, 2 run. (Some allow these sort of runs, but it's rare)

Jokers

Standard Rummy doesn't use jokers. Some play that jokers can be used as wild cards that can replace any other card to form sets and sequences. When this rule is implemented, jokers are valued at 15 points and can be used by other players once they're on the table.

Discard Last

Some require players to discard a card even at the end of their last turn. Playing with this rule, a player wouldn't be permitted to meld or lay off all of his or her cards since he or she couldn't finish by discarding one.

Reusing Discard Pile

In old rummy rules, the discard pile isn't supposed to be shuffled before being reused as stock. However, this version of play isn't very fair because without a shuffle, any player who can memorize the discarded cards in order will have a clear advantage. Due to this, most card game books now recommend shuffling the pile before continuing play.

In both instances, using the discard pile as new stock over and over has other disadvantages. If each player hoards cards that other players want, each player could draw from the pile and discard the card he or she just drew. Theoretically, this sort of game could go on forever. To avoid that sort of repetition, players might consider limiting how many times they reshuffle the discard pile per round.

The discard pile is never reused In a variation of rummy called block rummy. Once the stock pile runs out, the game is over and all players score their remaining cards.

Scoring

In a common variation of traditional rummy, only the winner scores points after each round. The winner then gets the total number of points from all the cards in the hands of the losing players. When playing this way, the game still ends once a player reaches a target score. The player who reaches it wins the game.

Others play that the winner wins real cash from the losers according to how many points they each have in his or her hand. When playing this way, the game would end after an agreed-upon number of rounds instead of once a certain score is reached.

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Glossary of Terms

Block rummy: a variation of rummy in which the discard pile is never reused

Book: 3 or 4 same-ranking cards. Example: 10 of spades, 10 of diamonds and 10 of hearts. One of two types of melds in rummy. Also called a group or set.

Discard: to play a card from your hand on top of the discard pile, signaling the end of a turn.

Gin rummy: a popular version of rummy played with two people. Often confused with traditional rummy.

Go out: To get rid of the last card in your hand, to win and end a round

Go rummy: Going out in a single turn by melding or laying off an entire hand.

Group: 3 or 4 same-ranking cards. Example: 10 of spades, 10 of diamonds and 10 of hearts. One of two types of melds in Rummy. Also called a book or set.

Indian rummy: a popular version of rummy from India played with two decks and wild cards.

Lay off: to add one or more cards from your hand to an already-existing meld

Meld: to place multiple cards from your hand face-up on the table. There are two types of acceptable melds in rummy: sets (also called books and groups) and runs (also called sequences).

Rummy 500: a popular version of rummy in which players play to 500 and score according to cards showing and cards in hand

Run: 3+ consecutive cards of a matching suit. Example: 3 of spades, 4 of spades, and 5 of spades. Also called a sequence.

Sequence: 3+ consecutive cards of a matching suit. Example: 3 of spades, 4 of spades, and 5 of spades. Also called a run.

Set: 3 or 4 same-ranking cards. Example: 10 of spades, 10 of diamonds and 10 of hearts. One of two types of melds in Rummy. Also called a book or group.

Stock: the face-down pile from which players can draw a card at the beginning of each turn

If you get bored here, we have plenty of other games to play! Maybe go play the card game hearts or the card game spades or the card game solitaire!

Rummy 500 is one of the most popular variations of Rummy. In fact, this is thegame that many people think of as regular, normal or standard Rummy. The biggestdifference from the actual Standard Rummy is that players may draw morethan just the top card from the discard pile if they wish, although they mustplay the the bottom card of the stack they draw.

Another difference is that scoring is based on what the player has melded orlaid off, not just the deadwood left in their hand at the end of a game. Thisfact places Rummy 500 into a slightly different category of games from StandardRummy, which we'll call Meld Scoring Games.

Setup

Players: Rummy 500 can be played by 2 to 8 players.

Cards: A standard deck of cards is used, with 52 playing cards and 2 jokers.If 5 or more players are playing then a second deck should be used, with 108cards total.

The Deal: The number of cards dealt depends on the number of players. Ifthere are 2 players then they get 13 cards each. If there are 3 or more playersthen players then deal 7 cards each. The remaining cards should be placed facedown on the table and will become the stock pile. The top card should be flippedand placed beside the stock pile, this will be the start of the discard pile.

Objective: The object of the game is to get rid of all your cards by formingmelds or laying off cards on preexisting melds. Points are scored from the cardsplayed by each player.

Game Play

What Are The Rules Of Rummy

The turn-by-turn game play in Rummy 500 is nearly the same as in Standard Rummy.The player starts by drawing either from the stock pile or the discard pile,optionally forms melds (a run or a set), optionally lays off cards ontoother melds, and then discards one card to the discard pile. Since there isso much similarity, only the additions or differences will be described here.Please read the description of Game Play in Standard Rummy if you’re not alreadyfamiliar with it.

Drawing multiple cards from the discard

The most obvious difference from Standard Rummy is that more than one card maybe drawn from the discard pile. To facilitate this, the discarded cards shouldbe stacked to the side so the previous discards are still partially visible. Ifa player is able to make a meld or lay off a card that is not on the top of thestack then the player may take that card and all the cards above it in thestack. The bottom card taken must be played on that turn, (unless the playertook only the top card). The player should then play that card as well as anyother melds or layoffs they are able to do, and then discard a single card likenormal.

It is very important to understand how to use the discard pile for youradvantage. Suppose that you have these cards in your hand:2-4-5-8-J-K-K and that the discard pile is as follows:


AgainstRummy

You want to take the 4 and 4 from the discard pileto go with your 4 to make a group. To get these cards, you musttake all the cards from the 4 onwards, leaving only the 6 in the discard pile. You can then meld the 4-4-4, andyou have the following cards left in your hand: 2-5-7-8-J-Q-K-K-A. You can then discard something you don't need such as the 2 and the discard pile is then:

Radio Rummy Rules Game


If you had taken only the 7 you would have been allowed to keepit in your hand and not meld it. Since you took the cards from 4onward, you must meld the 4.

End of Hand

Radio Rummy Rules Free

The hand can end in one of two ways. First, when a player disposes of all thecards in their hand via forming melds, laying off cards, or adding a final cardto the discard pile, then the hand is done. Note that it is not required toinclude adding a card to the discard pile when going out, all the remainingcards in a player’s hand may be played if they are all going to valid melds orlay offs.

The other way that a hand can end is if the stock pile is exhausted and thecurrent player does not want to draw any cards from the discard pile. If theplayer is able to use something in the discard pile then they take their turnlike normal and play continues on to the next player.

Once the game has ended in one of the ways described above then the hand is overand other players may not meld or lay off cards even if they have validcombinations in their hand. Calling “Rummy!” also not allowed.

Scoring

All players count the value of the cards they have melded, and subtract thevalue of the cards remaining in their hands. Each player’s score is added totheir ongoing score for the series of games being played. Games continue untilone or more players reach a score of 500 points or better. Note that it ispossible to have a negative score if the value in the hand is more than thevalue of cards melded. Also note that unplayed melds still must be counted.

Cards have the following values:

CardValue
Ace, Joker15
Face cards10
OthersFace value


Optional Rules and Variations

  1. Playing without jokers: Rummy 500 was originally played withoutwild cards, and it certainly can still be played that way now. It makes for aslightly more challenging game, which some people prefer.
  2. 5/10/15 card values: To make scoring simpler the cards 2-9 can be givena value of 5 instead of their face value. If an ace is played as a low card,such as a A-2-3 run, then it will have a value of 5 points instead of 15.
  3. Card from discard pile must be played: With this variation the rule thatthe deepest card taken from the discard pile must be played also applies evenif only one card is taken from the discard pile.
  4. New meld for discard cards: When cards are drawn from the discard pilethen the deepest card must be played in a new meld, not laid off on existingmelds.
  5. Rummy in the Pile, or Calling Rummy!: This is a commonly played variant,although it is not regarded as part of standard Rummy 500 by most game books.The way it works is that if, for example, a player discards a card whichcould have been melded, or leaves the discard pile in a state where itcontains cards which can be melded without requiring a card or cards from anyplayer's hand, then before the next player draws, any player other than theone who just discarded, may call 'Rummy!' and take the discard pile as fardown as the relevant card. This player then completes their turn by meldingthat card and possibly others, and by discarding one card to end their turn. Theturn to play then passes to the player on the left of the one who called'Rummy!' and moves clockwise from there, possibly skipping some players ineffect. Note that it is not possible to call 'Rummy!' in this way when thegame has ended. When a player discards or melds their last card, the gameends and they need not have any regard to what is left in the pile. Here aretwo examples of how 'Rummy In The Pile' works in practice:
    • If there is a 3-4-5 on the board (i.e. in the meld area)and someone discards a 2 or a 6 then anyplayer, apart from the the discarder may call out 'Rummy!', take the cardand meld it.
    • If it is your turn and you have 7 and 8 inyour hand, you draw 6 from stock but there is already a 5 buried in the pile. If you meld your 6-7-8 inthis turn, then anyone can call 'Rummy!', take the 5 fromthe pile (and all cards above it) and add it to your meld. You cannot makethis call yourself immediately after placing your meld down, only the otherplayers may do this, but you may once the next player has taken his turn,in the unlikely event that no one else has spotted it and called 'Rummy!'.In situations like this you may want to hold on to your meld until yournext turn and then take the 5 from the pile (and all cardsabove it) in order to play the larger meld.
  6. Calling Rummy for top card only: For this variation only the mostrecently discarded card is eligible for being stolen by another playercalling “Rummy!”
  7. Discard required when going out: This variant requires a player who goesout to keep one card so that they can discard at the end of their turn. Inthis version of the game you are not allowed to meld all your cards, leavingyourself nothing to discard.
  8. Floating: This variant also required that a player must discard in orderfor the hand to be ended, but they can meld all of their cards on their turn.When this happens the player “floats” until it is their turn again. Theplayer can then draw a card and discard it, draw from the discard pile andmake a meld and discard like normal, etc. If the player still has cards atthat point (because of drawing more than one card from the discard pile) thenplay continues like normal until a player is able to go out with a discard.
  9. Unplayable discard required: if a player goes out with a discard thenthe card must be unplayable on any existing melds. Otherwise they will gointo floating mode as described above.
  10. Must go out to win: If another player is the one to go out on a hand,then you can not be the winner even if you have 500 points or better. If theplayer who did go out does not have 500 points then play continues withanother round. It is possible for the winner to have less points than otherplayers.