500 Rummy

  • Deck- All 52 cards (default version does not use the Jokers, variants might)
  • Players- 2 or 3 is optimal, 4 is workable, 5 is somewhat workable.
    Any more than that, and you may want to consider a variation of these rules which uses multiple decks.
  • Advantage/disadvantage to being first or being dealer: Minimal
  • Deal: 7 cards to each player. Flip over one card to start the discard pile. Place the stockpile and the discard plie card in the center of the table, where all players can get to them.
  • Object: To score 500 points.

    Basic course of play:

    After the deal, all players receive time to organize their cards. (Aspects of the game, described later in this document, hint at the methods by which you may want to organize your cards. The person on the dealer�s left goes first, continuing clockwise.)

    1.A player may start his or her turn by drawing a card from the top of the pile/deck or picking up discards, going as far back into the discard pile as he or she wants. If a player goes back to a certain card, he must immediately use that card in a meld. (see �The Melds� below). Laying off this card does not count as a meld for this purpose. However, if you can lay off other cards you picked up from the discard pile simultaneously, feel free to do so.

    2. The player may meld any or all of the cards in his or her had, as appropriate. You may play multiple unreleated melds in the same turn if you can. If you hold a meld, you don't necessarily have to lay it down, but you generally should (See the strategy section for further details on this decision.
    3. A player must always end his turn by discarding a card (of his or her choice).

  • Note: Lay the discards down in a way so the rank and suit of each card in the discard pile is visible. (Over the course of gameplay, this may mean that you'll need to periodically rearrange the pile.

    Calling �Rummy�: If a player discards a card that may be laid off on other cards, the first player to notice it calls �Rummy� and plays the card for his benefit. A card counts a discard once a player takes his hand off it. (This rule does not apply if no player notices it until the next player discards.) Also, the next player still takes his normal turn if this happens, even if he or she is the one who picked up the discard. A player who picks up from the discard pile can indeed use the card in a meld or lay it off along with the meld he is forming from the discard pile.

    If a player has no cards in hand (that is, there's nothing he or she can discard), play continues as usual. On his next turn, he draws a card. If it is playable, he must play it. If it is not playable, he discards it face down and the hand is over. The hand is always over when a players discards his last card. A player cannot discard his last card if it is playable as a lay-off on any melds already on the table. Other players are allowed to check the final discard. (so you might as well discard it face up, although some players make a habit of discarding their final card face-down. The hand would also be over when the draw pile is exhausted and the next player does not wish to pick up from the discard pile.

    Scoring

  • Count points up after the hand is finished.

    Each card has a certain scoring value.
    2�s through 9�s- 5 points
    10s, Jacks, Queens, Kings- 10 points
    Aces- 15 points
    (As such, there are are a total of 380 points in the deck.)

    Exception: An ace melded with the 2 and 3 of the same suit as part of a sequence meld (see �The Melds� below) scores 5 points instead of 15. An ace laid off on a two is also worth only five points.

    To score a hand, after it is over, count up the value of all of the cards you have played to the table (your melds, layoff cards you�ve played on your melds and layoff cards you�ve played on other people�s melds) and subtract the point value of all of the cards you have left in your hand. (Aces left in your hand always count as 15 points against you.)

    If you end up with a negative number after doing this, you receive a negative score- not 0 points. If a negative score in one hand would give you a negative score for the entire game, you would still have a negative score- not 0.

    Remember, first player to 500 points wins. If two or more players reach 500 or over on the same round, the player who is the highest amount over 500 wins the game. If there are any ties for furthest over 500, an additional hand is played. (This could involve all players, or just the ones that were tied - this matters - if runners-up are involved in the bonus hand, they might be able to catch up. In all other respects, bonus hands are played according to normal rules. Decide who would make the bonus hand before play starts.)

    Note: It would be very straightforward to play to a different amount of points; this may be useful, for among other things, making the game shorter or longer.

    The Melds

    A meld is a combination of cards from your hand which you place face up on the table, where it stays until the end of a hand. There are two types of combination which can be melded:

  • A group, which consists of three or four cards of the same rank, such as three jacks.
  • A sequence, which consists of three or more consecutive cards of the same suit, such as the five, six and seven of Hearts. An ace can count as low or high but not both at the same time. So A-2-3 and Q-K-A are both valid sequences, but K-A-2 is not. Remember that the cards in a sequence must be all of the same suit.

    As well as melding complete combinations, players are allowed to meld cards which extend combinations which are already on the table, even if they were not the person to play the original meld. This is called laying off. All melds and all previous layoff cards must be kept visible so other players can see layoff opportunities. The fourth card of the same rank can be added to a group of three. (Lay down the fourth Jack if 3 jacks are on the table, for example). Alternately, extra consecutive cards of the same suit can be added to a sequence at either end. For example, if 5-6-7 of Diamonds is already on the table, any player on their turn can add the 4 of Diamonds and/or the 8 of Diamonds. You may lay off of cards that are layoff cards. A player may lay off on his own meld.

    Example:
    6-7-8 Diamonds is on the table. The 9 of Diamonds has previously been laid off on the 8. You may lay off the 10 on the 9.

    Sometimes, when laying off a card, there is more than one meld it could be attached to. In this case the player laying off must choose which meld to extend. For example, if there is the sequence 7-8-9 of Diamonds and the group 10 of Clubs-10 of Hearts-10 of Spades on the board, and you have a 10 of Diamonds in your hand, you can choose whether to add your 10 to the sequence or the group, but once it is played, it cannot be moved. If something like this happens, you must state whether you are attaching the card to the sequence or the group. This matters. In our example, if the 10 was attached to the 9 of Diamonds, the Jack of DIamonds could be further attached to the 10. If attached to the other 3 tens, then the Jack could not be used in this manner.

    You do not have to �lay off� appropriate cards you have in your hand if you don�t want to.

    Strategy

  • 1. When a player is in the no discard stage or has only a few cards left in his hand, it�s generally a good idea to discard Aces or ten-pointers. (10, Jack, Queen, King) These cards are 15 or 10 points against you respectively, which could really hurt your score.
  • 2. Try not to discard a card that would be the second or third card of a possible meld when combined with other cards in the discard pile.

    For example, if there is a King in the discard pile it is generally not a good idea to discard a King. Your King would be the second card of a possible meld. It�s likely that another person has a third King and will pick up the discard pile. You might discard such a card on purpose to tempt another player to dig deep into the discard pile. (You might want to do that to trap him with a lot of points when you�re about to go out.) If you discard the third card of a meld, the other player doesn�t need any more cards and can go ahead and just pick it up. The same works for sequences.

    Also, it�s a better idea to �tempt� another player, if you wish to do so, by discarding cards that are part of low point value melds.

  • 3. Watch the cards on the table. Use this information. For example, if two Aces are already laid down, it is fairly safe to discard an Ace, even if there is an Ace in the discard pile already.
  • 4. It�s generally not a good idea to pick up a lot of cards from the discard pile if another player could go out shortly (has only a few cards in his hand)(or has no cards (no discard)) You could be stuck with those cards, meaning you would have to deduct a lot of points from your score.
    However, it�s a gamble that could pay off big.
  • 5. There are a few occasions where you might have a meld, but wouldn�t want to play it. The most common example is an Ace-2-3 sequence. You might not want to play this, so that you can save the Aces for a group of three or four Aces or a Q-K-A sequence.

    However, if you get the appropriate 4, by all means play the 2-3-4 sequence. You could �lay off� the Ace later if you wanted to.

    The only 2 cases where you should play an Ace in an Ace-2-3 sequence or �lay it off� on a 2-3-4 sequence are:

  • 5-1. when one of your opponents is about to go out and you want the 15 points out of your hand
  • 5-2. when 2 or 3 of the Aces have already been played or the appropriate King is already used. You still get the five points for the Ace.

    Never discard an Ace with the appropriate 2-3-4 sequence on the table. An opponent could still call �Rummy� and get the five points for himself.

  • 6. Watch what cards your opponents have picked up from the discard pile. Use this information when deciding what to discard. For example, if you know your opponent has picked up 2 Jacks and played neither, you would not want to discard another jack, which he or she could easily pick up for a triple-Jack meld. If you want to keep track of this information, you have to use memory; no taking notes for this purpose.
  • 7. Picking up a large amount of discards may very well be a good idea; in addition to the meld or melds you form immediately, you develop other meld opportunities (for instance, having two cards that go together. If the hand lasts for any length of time, you're likely to acquire appropriate third cards)
  • 8. You don't have to play a meld if you don't want to. This may be useful for, among other things, confusing your opponents about the true size of your hand. Keep in mind that if someone goes out, these points count against you as usual, in addition to losing the points you would have gotten from playing them immediately.

    Some variations:
    Must go out to win:
    You can only win the game if you have a cumulative score of 500 or more and have been the player to have gone out. If you do this you win even if other players have higher scores. You would not be able to win on a hand on which another player goes out, however large your score is. In playing inth is manner, still keep full track of everyone's unning point total.

    Wild Card: Self-explanatory. Dealer chooses one wild card before each hand is dealt, or one can be set before the game starts.
    Face Value: Give 2�s thru 9�s their face value
    Not needing to use a picked up discard; in this case, you still pick up instead of drawing
    Note: A card is considered �discarded� when a player places it on the discard pile and takes his or hand compeltely off of it.

    This rules text © Alan Gilfoy, 2004-2009.