Updated Aug 2026 · Editorial Desk
Rummy is a draw-and-discard card game. Each player is dealt a fixed number of cards from one or two standard decks plus printed jokers. On your turn, you draw one card from the closed or open pile, then discard one card face-up. Your job is to shape every card in your hand into valid melds, then declare.
The deal
13 Card Rummy deals 13 cards to each of two to six players. The next card is turned face-up to start the discard pile; the remainder stays face-down as the closed pile. 21 Card variants deal 21 cards and introduce extra meld categories. Points, Pool and Deals each add a scoring layer on top of the same core mechanics.
Valid melds
A valid rummy hand is built from three kinds of melds. A pure sequence is three or more consecutive cards of the same suit with no joker. A sequence is the same but with at least one printed joker substituting a missing card. A set is three or four cards of the same rank but different suits. In 13 Card Rummy you need at least one pure sequence plus the rest of the hand in valid melds.
The joker
The joker is a wildcard. It can stand in for any missing card inside an impure sequence, or be grouped with two more jokers to form a valid meld of its own. A joker that arrives in your draw is not automatically wild; the table joker card (often called the wild joker) determines which rank is treated as wild for that hand.
“A reader who knows what a pure sequence is, what the wild joker does, and what deadwood means can play almost any rummy variant on the planet. Everything else is scoring.” Editorial Desk, Cricplay
Deadwood & scoring
Cards that are not part of any meld at the moment you declare are called deadwood. Each deadwood card carries its face value, with face cards worth 10, aces worth 10, and jokers worth zero. Your score is the sum of your deadwood. In Points Rummy that score is multiplied by the table rupee value; in Pool it accumulates across deals until a player is eliminated; in Deals it is summed across a fixed number of deals.
Declaring & invalid declarations
To declare, lay your full hand face-up in two piles: pure melds (the required pure sequence plus any additional sequences and sets) and, if you wish, deadwood shown separately. Your opponent gets one chance to challenge. If your declaration is invalid, the score penalty is the full hand value of every opponent’s cards, regardless of their own deadwood.
Drop & middle drop
If a hand looks unwinnable before your first turn, you can take a first-drop for a small fixed penalty (commonly 20 points). If you drop after picking a card, the penalty doubles. Knowing when to drop is the single biggest difference between a beginner and a serious player.