Rummy is one of the easier card games to learn and one of the harder card games to play well. The rules fit on a single side of paper. The judgement required to play them at a serious table takes most adult readers many months to develop. This page is for the first part of that journey. It assumes you have a 52-card deck (plus jokers where the variant allows them) and at least one other adult at the table.

The deck and the deal

A standard rummy deck uses one or two 52-card packs and one or two printed jokers. In the most common 13-card rummy each player receives thirteen cards face down. The next card is placed face up beside the closed deck to start the discard pile. The remaining cards stay face down as the stock.

Your turn follows a strict sequence. Draw one card from the closed stock or take the upturned discard. Arrange your hand if you wish. Discard one card face up on the discard pile so that the number of cards in your hand stays at thirteen. The next player then takes their turn.

Three labeled cardboard tiles laid in a row with paper card samples arranged beneath each
Two melds, one pure sequence.

The two melds

Almost every rummy hand you will ever play is won by combining two kinds of meld. A sequence is three or more consecutive cards of the same suit. A set is three or four cards of the same rank in different suits. A sequence of three 7s in different suits is not a sequence; it is a set.

A pure sequence is a sequence made entirely without a joker. A impure sequence is a sequence that uses a joker to stand in for a missing card. Most rummy variants require at least one pure sequence before you are allowed to declare. Without that pure sequence, your declaration is invalid and you take the full point value of your hand as a penalty.

The joker

A joker can substitute for any card when you form an impure sequence or a set. It cannot, however, substitute for a card in a pure sequence. It cannot substitute for a high-value card to make a set if that high-value card is not actually in your hand. The point is that the joker stands in for a card you might have been dealt, not a card you wish you had been dealt.

The printed joker counts as a joker. Many rummy decks also treat one randomly chosen card per deal as a wild joker; its rank substitutes for any other rank of the same suit. A wild joker is read on the upturned card at the start of the deal.

A rummy player laying their finished hand face-up on a green felt table to declare
The show, declared correctly.

The show, and what invalid looks like

A show is the moment a player lays their full thirteen cards face up on the table at the start of their turn, arranged into valid melds. If the arrangement is valid, the round ends and the player is the winner. If the arrangement is invalid, the player pays the penalty for the round and the game continues.

An invalid show is the single most common way new players lose a hand they thought they had won. The three most frequent causes are: missing a pure sequence; using a joker in a pure sequence; or declaring with a high-value unmatched card that pushes the score above zero.

Worked example

You hold 3♠ 4♠ 5♠ 6♠ 7♠ 9♣ 9&diamonds; 9♥ J♣ Q♣ K♣ Jo♠ 5♥. Your two melds are a pure sequence of 3-4-5-6-7 of spades and a set of three 9s. Your third group is J-Q-K of clubs, an impure sequence with the joker at the start of the run. Your unmatched cards are 5♥ (high-value) and the joker (zero-value). Score: 5 points.