A♥NS Rummy Home

How to play Indian Rummy

Everything the table enforces, in one page.

The goal

Each player gets 13 cards. Arrange them into sequences and sets, then declare before anyone else. You need at least two sequences, and one of them must be pure. Any remaining cards must also form valid sets or sequences.

Valid groups

5
5
6
6
7
7
Pure sequence: 3+ consecutive, same suit, no joker
9
9
10
10
J
J
🃏Joker
Q
Q
Q
Impure sequence: a joker fills a gap
8
8
8
8
8
8
Set: same rank, different suits (3 or 4 cards)
K
K
K
A
A
2
2
Not valid: Ace does not wrap (K-A-2)

Jokers

A random card is cut at the start of every deal. All cards of that rank become wild jokers (marked with a star), alongside the printed jokers. Jokers can stand in for any card in a set or an impure sequence. A wild joker used at its own face value still counts in a pure sequence. If the cut card is a printed joker, Aces become wild.

Your turn

  1. Pick a card from the closed deck or the open pile.
  2. Arrange freely. Drag cards between groups, tap to select, or hit Sort for the best arrangement.
  3. Discard one card to the open pile. Or, if you are done, place it on the Finish slot and declare.

Scoring

  • Number cards count their face value. J, Q, K and A count 10. Jokers count 0.
  • The winner scores 0. Everyone else scores the points of cards not in valid groups, capped at 80.
  • No pure sequence? All 13 cards count. Pure sequence but no second sequence? Everything except the pure sequence counts.
  • Drop before your first pick: 20 points. Drop later: 40 points. Wrong show: 80 points. (Pool 201 uses 25 / 50.)
  • Miss three turns in a row and you are dropped automatically.

Formats

  • Points: one deal. The winner collects everyone else's points.
  • Pool 101 / 201: points accumulate across deals. Cross the limit and you are out. Last player standing wins.
  • Deals: a fixed number of deals. The winner of each deal takes chips from the others. Most chips at the end wins.