The Basic Idea
Each player gets 13 cards to start. All you're trying to do is arrange them into valid sets and sequences before anyone else does, then "declare" your hand. Sounds simple, and honestly once you play a couple of rounds it is.
Sequences and Sets, Explained
Pure Sequence
Three or more cards in a row, same suit, no joker involved. You need at least one of these in every hand, no exceptions.
Impure Sequence
Same as above, but this time a joker fills in for a missing card.
Set
Three or four cards of the same rank, from different suits.
Joker
Can stand in for pretty much any card you're missing, just not in a pure sequence.
How a Round Actually Plays Out
- Everyone gets 13 cards, and one joker card is revealed for the round.
- Players go turn by turn, pick a card from the deck or the discard pile, then drop one card.
- You're aiming for two sequences minimum, one of them pure, and the rest sorted into sets or sequences.
- Once your hand is complete, you declare.
- Everyone else's cards get checked and points get counted up.
Scoring, Quick Version
| Card | Points |
|---|---|
| Face cards (K, Q, J) and Ace | 10 points |
| Number cards | Same as the card's value |
| Joker | 0 points |
Declare correctly and you get 0 points for the round. Everyone else gets scored based on whatever's left in their hand.
What to Try Next
Once the rules feel comfortable, check out the different Game Modes, Pool, Points and Deals Rummy all play a bit differently. And if you want to actually get good at it, our Tips & Tricks page has some useful stuff.
Max Rummy