INTERNATIONAL RUMMY

[With comments and options by the author in brackets.]

Number of players: 4-??. You can play with less than 4, but it seems more enjoyable (and frustrating!) with more people. Requires 2 or 3 decks of cards, including jokers. Three decks should be used when playing with more than 6 people.

Overview: Each hand has specific objectives that must be met. Once the objectives for a hand are met, you may play additional cards onto your own spread or someone else's during your turn. You cannot play on another person's spread until you have laid down your own spread.

Card Sequences: All of the objectives in the game include assembling sets and runs. A set is three or more like-valued cards of any suit, such as three sevens. A run consists of 4 or more cards of the same suit in ascending sequence, such as an 8-9-10-Jack combination.

Card Buying: At any time during the game you may buy an opponent's discard if nobody preceding you wishes to do so. To buy a card, pick up the discard and one unknown card from the deck. You are not entitled to make a discard when making this play. Play continues with the person after the one who made the discard.

[An unwritten rule that we've always played by is that if a card is discarded and not picked up or bought immediately, it's out of play. Each discard is only available once and not whenever it happens to be the top discard. This means that after a discard is purchased, the person whose turn it is must draw a card from the deck. We think this makes the game more challenging and thus more enjoyable. You may wish to change this rule. -RK]

Wild Cards: Wild cards are Jokers and deuces (2's). They can replace any missing card in a set or run, provided there are not too many wild cards. Use of wild cards is 1 card in 3, 2 cards in 5, 3 cards in 7. Essentially, this equates to LESS than half of the cards in a set or run. When a wild card is used in a run, it may be replaced at any time by the original, with the wild card moving to a new position in the run. The rules of wild card usage must also be followed when adding cards to existing spreads already on the table

[Another of our (previously) unwritten rules is that wild cards get bumped up in rank first, then down if there is no higher posistion available. Also, because deuces are wild we have declared the Ace to be a high card only, making the A-2-3-4 sequence invalid. Similarly, a set of three dueces is disallowed. -RK]

When going out in games 1 through 7, your last card must be discarded. In game 8, your discard is optional. [For a greater challenge, disallow the discard in game 8 entirely; you begin your turn by picking up a discard or one from the draw pile, and it must make your hand complete. -RK]

Cards remaining in each person's hand are counted after someone makes rummy. Player with the lowest score after a full set of hands wins.

Points:

GAME OBJECTIVES:

Hands 1 - 4 are a 10-card deal.

Game #1: 2 sets of 3 or more cards.

Game #2: 1 set of 3 or more, and 1 run of 4 or more.

Game #3: 2 runs of 4 or more cards.

Game #4: 1 set of 4 or more and 1 set of 5 or more.

Hands 5 - 8 are a 12-card deal.

Game #5: 1 set of 3 or more and 1 run of 7 or more.

Game #6: 2 sets of 3 or more and 1 run of 4 or more.

Game #7: 1 set of 3 or more and 2 runs of 4 or more.

Game #8: Pat hand of unlimited sets and runs (discard optional.)


Last modified on 23-Jan-1997.
knapp@fdu.edu