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Rummy
Classic card rummy: collect sets (three or four of a rank) and runs (three or more in sequence in one suit), lay them down, lay off onto anyone's melds and be the first to go out. Two decks, four jokers, 2–6 players; open at 30, 40 or 51. With friends or bots, free.
Card table
Rules
- Two decks and four jokers; everyone is dealt 13 cards, the rest form the face-down stock
- On your turn draw from the stock or take the face-up card; you end your turn by discarding one card
- A meld is a SET — three or four of a rank in different suits — or a RUN — three or more in sequence in one suit
- An ace can start a run (A-2-3) or end one (Q-K-A), but a run never wraps (no K-A-2)
- A joker stands for any card; a meld keeps at least two real cards and a run never puts two jokers side by side
- THE OPENING: the first melds you lay down must total the threshold (30 / 40 / 51) — numbers at face value, J-Q-K 10, an ace 11 (1 in A-2-3)
- If you take the face-up card you must use it in a meld that same turn; if you can't, you may put it back
- Once you have opened you may lay new melds and lay off onto EVERYONE's melds on the table
- If you hold the card a joker on the table stands for, you may swap it in and take the joker — which must go back down that turn
- The deal ends when you discard or lay down your last card: you score the cards left in your rivals' hands
- Cards left in hand: numbers at face value, J-Q-K 10, an ace 11, a joker 20
- Going out in one turn without having opened before is HAND RUMMY: double points
- Play one deal or to 200 points; the highest score wins
- If you disconnect a bot plays your seat; take it back when you return
How to play
- Draw from the stock or take the face-up card
- Collect sets (7-7-7) or runs (5-6-7 of one suit)
- Open with melds that reach the threshold, then lay off onto anyone's melds
- Discard to end your turn — first to go out wins
Scoring
- Opening: 2-10 face value, J-Q-K 10, ace 11 (1 in A-2-3), a joker counts as the card it replaces
- End of a deal: J-Q-K 10, ace 11, joker 20 — the winner collects what the others still hold
- Hand rummy: going out in one turn without opening first doubles the deal
Opening threshold
- 30 — easy, ideal for a first game
- 40 — the classic European card rummy
- 51 — Rami 51, as played in France and Turkey
Online rummy: the classic card game
Rummy is a classic card game played with two decks and four jokers: you arrange your hand into sets (three or four of a rank) and runs (cards in sequence in one suit), lay them down and lay off what is left onto other players' melds. The first to go out scores the cards still in their rivals' hands. No download — play bots or friends right away in your browser.
Every turn is two decisions: draw from the stock or take the face-up card, and which card to throw. The table groups your best melds for you and tells you how far you are from opening, so you can play your first hand without memorising a rulebook.
30, 40 or 51: you choose the opening
Whoever opens the table picks how much a player's first melds must add up to. 30 is a relaxed start for beginners, 40 is the most common rule in Europe, and 51 is the threshold of Rami 51 and of the Turkish game known simply as 51. Whichever you choose, jokers, laying off and hand rummy work the same way.
The face-up card has to be used the turn you take it — so taking it is a decision, not a free card. And if you hold the card a joker on the table stands for, you can swap it out and use the joker straight away in another meld.
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