Overview
You may also know it as Rum, Straight Rummy or Basic Rummy, and in other languages as Rami or Remi — the same draw-and-discard skeleton under different names. Block Rummy is this game with one rule changed: the stock is never turned over. If your table also scores the cards you meld and plays to 500, 1500 or 5000 points, you are playing 500 Rum, which has its own page.
Setup
Two to six players and one standard 52-card deck. Deal the hands face down, place the rest as the stock and turn the top card face up to start the discard pile.
Cards dealt by number of players
| Players | Cards each | Deck |
|---|---|---|
| 2 | 10 | one deck |
| 3–4 | 7 | one deck |
| 5–6 | 6 | one deck, or two shuffled together |
Those are the standard counts. Plenty of tables fix the deal instead — seven cards each or ten cards each whatever the player count — and what people call "7 card rummy" or "10 card rummy" is usually just this game with that deal. With five or six players many groups shuffle two decks together so the stock lasts, which is the Number of decks setting on this page.
Two, three or five players
Two players get ten cards each and the game is at its sharpest, because every card you throw goes to your only opponent; the two-player specialist is Gin Rummy, which has its own page. Three or four players get seven each, and three works perfectly well — nothing in the rules needs an even number. Five or six get six each, usually from two decks, and the hands are short enough that somebody often goes out within a few turns.
How to play
On your turn, draw either the top of the stock or the top of the discard pile, optionally lay down any melds and lay off cards onto existing melds, then discard one card to finish. A meld is three or more cards of the same rank, or three or more cards in sequence in one suit. A player goes out by melding or discarding their last card, which ends the hand immediately.
Sets and runs
A set is three or four cards of the same rank, such as three eights. A run is three or more cards in sequence in one suit — 4-5-6 of hearts, never the 4 of hearts, 5 of clubs and 6 of hearts. The ace is low by default, so A-2-3 is a run and Q-K-A is not; many tables allow it at either end but never both, and only the "round the corner" house rule lets a run wrap through K-A-2. Tables that play the ace high usually charge more for one caught in hand as well — that is the Ace counts setting.
Laying off
Once a meld is on the table, anyone may add matching cards to it on their own turn — a fourth eight to the set, the 3 or the 7 to a 4-5-6 run — whether or not they laid it down. This is how expensive cards leave your hand late in a deal. Some groups forbid it; the Laying off allowed setting turns it off.
Going out: do you have to discard?
In the basic game you go out the moment you have melded, laid off or discarded your last card. A common house rule says the last card must be a discard — you may not meld everything and have nothing to throw — and it changes how you plan the final turn, so agree on it before you deal.
Floating
Under that must-discard rule, a player who has melded every card but has nothing left to throw is floating: still in the hand, drawing each turn, laying off anything playable and going out the first time they draw a card they cannot use. A floater who is beaten to it holds no cards, so under winner-takes-all scoring they are charged nothing, but they collect nothing either.
"Rummy on the board" and calling rummy
A house rule rather than part of the basic game. If somebody discards a card that could have been laid off on a meld already on the table, or misses a play that was sitting there, the first player to call "rummy" may take that card and play it. The details vary from table to table — whether the caller then plays a full turn out of sequence, whether only the missed card is picked up — so settle them before the first deal. It is not among this page's settings because it changes nothing about the arithmetic.
When the stock runs out
Turn the discard pile over, without shuffling, to make a new stock and carry on; some tables shuffle it first. Under Block Rummy the discard pile is never reused: if the stock is gone and the next player does not want the top discard, the hand ends there and nobody scores.
Scoring
Only the cards still in a hand count; melds on the table are worth nothing either way in this game.
Card values
| Card | Value |
|---|---|
| 2 to 10 | face value |
| Jack, queen, king | 10 each |
| Ace | 1 by default; 11 or 15 at tables that play aces high — the Ace counts setting |
| Joker, if used | 15 by default — the Joker left in hand costs setting |
How to keep score
Two methods, and the Who scores setting picks one.
Winner takes all (default). Add up the values left in every other player's hand and give that whole total to the player who went out. Everybody else scores zero for the hand. Running totals only ever climb, and the highest total wins.
Penalties mode. Each player scores the value of their own leftovers as a positive penalty, the player who went out scores zero, and the lowest total wins. Set the sheet to low-score-wins when this mode is on.
What a "rummy" is
Going rummy. A player who lays down every card in one single turn, having melded nothing in any earlier turn, has gone rummy and doubles the hand score. In winner-takes-all mode that doubles what they collect; in penalties mode it doubles what everyone else is charged. Some tables pay a flat 10-point bonus instead of doubling: the Going rummy doubles the hand setting is the double, and Bonus for going out is a flat reward for going out at all.
Playing with two decks
Shuffle two 52-card decks together — the Number of decks setting — for five or six players, or simply for longer hands. Sets can then run past four cards and long runs are easier to build; agree whether two identical cards, say two sevens of spades, may sit in the same set. Card values do not change.
A dead hand
Dead hand. If the stock runs out, the discard pile is turned over and reused. Under the block rummy variant the hand simply ends with nobody scoring and no round is recorded.
Ending the game
Finish the hand in which any player reaches the target, then stop. In winner-takes-all mode that player is normally the winner, but if two players cross in the same hand the higher total takes it. In penalties mode the game ends when anyone reaches the target and the lowest total wins instead.
What score do you play to?
This sheet defaults to 100, the Play to setting; 250 or 500 makes a longer evening. Some groups play an agreed number of hands instead and take the highest total at the end. The 500-point game most people mean is 500 Rum, which also scores the cards you meld and is a different sheet.
Common variations
Playing to 250 or 500 stretches a session out. Some groups forbid laying off entirely, which makes holding high cards much more dangerous. Others require a player to have melded at least once before they are allowed to go out. Round-the-corner rummy lets a run wrap from king through ace to two.
Scoring at a glance
| Who wins | First to target |
|---|---|
| Played to | 100 points by default |
| Score sheet | One number per player per round, with a running total |
| Typical round score | 0 – 120 |
| Negative scores | Possible |
| Worth knowing | With the default winner-takes-all setting only one player scores each hand and everybody else records zero. |
Rummy — score sheet
Worked example
Settings: Play to100, Who scoresWinner takes everyone's leftovers, Ace counts1 point, Going rummy doubles the handon, Bonus for going out0. Players: Anna, Ben, Cara.
Under winnerTakesAll, the player who goes out scores the total value of the cards
left in every other hand; the others score nothing. High total wins.
| Hand | Went out | Anna's deadwood | Ben's deadwood | Cara's deadwood | Anna | Ben | Cara |
|---|---|---|---|---|---|---|---|
| 1 | Anna | — | 24 | 31 | +55 | 0 | 0 |
| 2 | Cara | 18 | 12 | — | 0 | 0 | +30 |
| 3 | Ben (rummy) | 21 | — | 15 | 0 | +72 | 0 |
| 4 | Anna | — | 9 | 26 | +35 | 0 | 0 |
Hand 3 was a rummy — Ben laid his entire hand in one turn without previously melding.
With Going rummy doubles the handon the hand value doubles: (21 + 15) × 2 = 72.
Running totals:
| After | Anna | Ben | Cara |
|---|---|---|---|
| 1 | 55 | 0 | 0 |
| 2 | 55 | 0 | 30 |
| 3 | 55 | 72 | 30 |
| 4 | 90 | 72 | 30 |
Expected standings after hand 4: Anna 90 (rank 1), Ben 72 (rank 2), Cara 30 (rank 3). the game is still running — nobody has reached 100.
House rules and settings
Every table plays Rummy a little differently. These are the 9 rules groups argue about. Each one is a setting in the app — and changing it recalculates a match that is already in progress, which is the thing no other score keeper does.
Play to: what is the default in Rummy?
The game ends once a player's running total reaches this number at the end of a hand.
Default: 100. Adjustable from 25 to 1000 in steps of 25.
In the app: “Play to”.
Who scores: what are the options in Rummy?
In the first mode the player who goes out banks the value of everyone else's unmelded cards and the highest total wins. In the second, each player is charged for their own leftovers and the lowest total wins, which flips the whole game around.
Default: Winner takes everyone's leftovers. Two options:
In the app: “Who scores”.
Ace counts: what are the options in Rummy?
How much an ace stranded in your hand costs. Low aces keep hands cheap; high aces make holding one a real risk.
Default: 1 point. Three options:
In the app: “Ace counts”.
Going rummy doubles the hand: on or off in Rummy?
Doubles the score for a hand when a player lays down their entire hand in one turn without having melded anything earlier.
Default: on.
In the app: “Going rummy doubles the hand”.
Laying off allowed: on or off in Rummy?
Lets you add single cards to melds already on the table in front of other players, which is the main way to dump expensive leftovers.
Default: on.
In the app: “Laying off allowed”.
Bonus for going out: what is the default in Rummy?
A flat reward on top of the leftovers for being the player who empties their hand. Leave at zero for the plain game.
Default: 0. Adjustable from 0 to 50 in steps of 5.
In the app: “Bonus for going out”.
Number of decks: what is the default in Rummy?
How many 52-card packs are shuffled together. More decks suit larger groups and make long runs easier to build.
Default: 1. Adjustable from 1 to 3 in steps of 1.
In the app: “Number of decks”.
Jokers are wild: on or off in Rummy?
Adds jokers that can stand in for any card in a meld. A joker left in your hand is expensive.
Default: off.
In the app: “Jokers are wild”.
Joker left in hand costs: what is the default in Rummy?
What an unused wild card is worth against you when someone else goes out.
Default: 15. Adjustable from 0 to 50 in steps of 5.
In the app: “Joker left in hand costs”.
Variants of Rummy
Block Rummy
The stock is never turned over. If it runs out before anyone goes out the hand is dead and nobody scores.
500 Rum
Players score the value of the cards they have melded as well as being charged for what remains in hand, and the game runs to 500.
Boathouse Rum
Drawing rules are looser and only the player going out scores, but the loser is charged for every card in hand whether melded or not.
Rummy is also known as
Straight Rummy, Basic Rummy, Sai Rummy, Rum, Remi, Rami. These are the same game — the rules and the score sheet above apply to all of them.
Keep score offline
The sheet above works in your browser. Cardzo for iPhone remembers your players, survives a closed tab, and works in a field with no signal.