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Rummy Games

Rummy Games
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Variation of Canasta
Typical Four-Handed Score Sheet

Bridge: Contract and Auction

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Standard Teeko Strategy
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Parlor Games for All

Parlor Games
Twenty Questions


Continental Rummy was the forerunner of the whole family of Rummy games using multiple packs of cards as once.  It is also a big betting game.


  1. The game can be played by two to six persons. The four or five-handed games are best.
  2. Two standard packs of 52 playing cards are used as one. The packs may be of the same design or of different design and even color.

Beginning of the Game. Selection of the dealer, seating positions, changing seats, shuffle, and cut are as described under General Rules for Rummy Games.
The Deal. The dealer deals 15 cards three at a time to each player, starting with the player at the dealer’s left (leader) and going clockwise. The rest of the cards are placed face down on the table, forming the stock. On completion of the hand, the deal passes to the player at the dealer’s left.
Object of the Game. To go rummy by melding the entire 15 cards in matched sets of three or four of a kind or in sequences of three or more in the same suit. (Sequences of five or six are not uncommon, and sequences have been built up from ace to king in the same suit.)
Value of the Cards. The ace is scored low, counting 1 point; kings, queens, and jacks count 10 points each; all other cards have their numerical values.

The Play
  1. The first player to the dealer’s left picks a card off the stock and discards a card, placing it face up next to the stock. Each player in turn, clockwise, picks the upcard from stock, then discards. This goes on until a player goes rummy.
  2. If the entire stock is exhausted without any player going rummy, the discards are picked up by the dealer of the hand and reshuffled; then they are cut by the player at the dealer’s right, and go back to the center of the table to constitute a new stock. And the play goes on until someone goes rummy.
  3. When a player goes rummy, he places all his cards face up on the table in melds, separating each from the others so that all hands can certify the rummy. The rest of the players then lay their own melds, holding their unmatched cards. The scorekeeper, who may be one of the players or a kibitzer, now verifies the count of the player to the left of the winner, and enters this amount as a credit to the winner, at the same time subtracting it from the player’s score. This computation is made for each player around the table, going clockwise.
  4. A game is four completed deals or hands.
  5. Or, arbitrarily, a game can be played to a time limit. Thus we may set a two-hour limit for the game. At the expiration of that time, or at the completion of any hand, which reaches beyond the agreed time, the game is over.

The Payoff. A player’s plus points and minus points are canceled against each other, and the payoff is at so much per point on the remainder. It is not uncommon to pay a prearranged amount to the player with the highest number of points for the game. A cent a point makes for a nice game, in which nobody will lose too much.
Specimen Score. The score card at the completion of two hands should look some- thing like the following:

A         B         c         D
+69      -15       -19       -35
+59      +40      -39       -60

Observe that losing and winning points, the plus and minus points, must be exactly equal. In the above score A has gone rummy on the first hand; B was caught, or stuck, with 15 points, c with 19, D with 35. In the second game, which B won, a was caught for 10 points, c for 20, D for 25. While some players prefer the simplicity of jotting down the scores per game and adding them at the end, I keep a cumulative score. This minimizes the possibility of error and trouble, and at the end the penny-a-point payoff is exactly what the last entry on the sheet shows for each player.
Additional Rules. All violations and infractions are covered under the rules.
Strategy. Despite the holding of 15 cards, the limitation of melds to sequences alone makes it rather more difficult than might be imagined to collect a sufficiency of combinations in a hurry. A hand without, say, four combinations to start with is desperately weak. If saddled with such a hand (not compensated by wild cards), give consideration to picking up early discards merely to, make combinations. Part of the reason for so doing is that your right-hand neighbor is apt t to commit himself by his early discards to letting go other cards of the same suit and near rank; scope for defensive play by holding back cards wanted by the left neighbor is very limited. Taking discards to make combinations is the more advisable if the pack contains only a few wild cards (jokers); if deuces are wild also, the policy is dubious, but less so than in most other Rummy variants.
            Generally it is better to go out as soon as possible rather than play on in the hope that a lucky draw will complete a bonus hand.  And exception is found when there are three or four places open to fill a hand without a wild card.


At one time this was one of the most popular forms of Rummy in women’s afternoon games, but in 1950 it lost out to Canasta.  It is akin to One Hundred and One Rummy in requiring that one by one the contestants are eliminated until only one is left.  Rules of the game prevent losing more than a sum stipulated before play starts.  I know a group of eight women who played Mississippi for hours a day every day through a solid month’s vacation a number of years ago.  Not one of them had lost more than $5 at the end of the month.  I strongly recommend this game to women since they seem to relish its weird complications.


  1. Two standard packs of playing cards shuffled and used as one.  color and design don’t matter.
  1. From two to eight players, five to eight making for the best game.

Aces and Deuces.  The deuces are wild, and may be used for any card in any suit.  Aces may be melded only in a group of three or four or in the queen-king-ace sequence.  The ace-two-three sequence is barred.
            Beginning of the Game.  Selection of the dealer, seating positions, changing seats, shuffle, and cut are as described under General poker Rules for Rummy Games .
            Object of the Game.  To score as few points as possible.  Any player scoring 102 points or more is out of the game for its duration.  The game continues until only one player remains.  He-or rather, she- wins and takes the kitty.
            Sharing the Wealth.  Often the kitty is divided between the last two players, who are both declared winners.  If, this being the case, any odd cash is left over, it goes into the kitty for the next game.
            Value of the Cards.  In scoring, aces count 15 points; face cards, 10; spot cards, their face value.
            Stipulations.  Before starting play, it is agreed by open democratic vote what is agreed by open democratic vote what is the maximum amount any player may lose in the course of the evening say $1.  commonly a time limit on the play is stipulated.  It is entered on a corner of the score sheet.
            If chips are available, one of the players is elected cashier, and collects $1 from each player for her supply of chips.  After that no player may buy any more chips either from the cashier or from any other player.  Should she lose all her chips, she keeps right on playing anyway, as follows:
            Should she continue to lose, she owes no penalties to the winners.  But should she resume winning poker after her losing streak (during which she has not paid penalties), the other players unless they happen to be broke in turn must pay her.  Play continues until expiration of the agreed time limit.
            The Kitty.  To begin, each player drops in a cup to start the kitty a chip equal in value to a nickel.  Should a player hold ten cards of the same suit, whether or not in sequences, that’s a ten-card meld and is called Mississippi, and the melder gets 20-cent bonus from each other player; but she must put 20 cents in the kitty, which goes on growing for the winner.  Should a player go rummy without picking a card, that’s a dream, and each other player pays the player 20 cents, whereupon she must put 20 cents in the kitty.  Should a player go rummy, she gets 10 cents   from each other player, and must put 10 cents in the kitty.  Should a player score an underknock (having fewer points than the knocker), the knocker must pay the underknocker 20 cents and the underknocker collects 5 cents from each other player.  Underknocker then must put 10 cents in the kitty.  Should a player knock with 5 points or fewer, she collects 5 cents from each other player and puts 5 cents   in the kitty.  These bonuses have nothing to do with the scoring of the game.  They’re extras.  They are there for the sheer thrill of it.
            The Deal.  The dealer gives herself the first card, then deals to the left, clockwise, one at a time, ten cards to each player  except the dealer, who gets eleven cards.  The rest of the cards are put face down on the table to constitute the stock.  If the entire stock is exhausted without any player’s knocking or going rummy, the discards are shuffled and cut, the top card is faced up to start the new discard pile, and the rest of the cards become the new stock.
            Start of the Play.  The dealer makes the first play, discarding one of her eleven cards.  Then each player in turn clockwise, starting with the player in turn clockwise, starting with the player at the dealer’s left, may pick either the upcard or the top card of the stock, discarding one card.  This goes on until a player goes rummy or knocks with less than 5 points in unmatched cards in her hand.  To go rummy a player must lay the whole ten cards in melds, then discard her last card.  With the above stipulated exceptions, the melds in Mississippi are the same as the melds in any other Rummy game.
            Knock.  When a player knocks she must table her melds separately, announce her count, and put her unmatched cards on the table face up so the other players can check them.  The count for a knock must be 5 or fewer in unmatched cards.  Players cannot lay off cards after another player has either knocked or gone rummy.   But they may meld their lays after a rummy or knock, then hold their unmatched cards until the total is entered on the score sheet.  Players are scored as being plus the total of their unmatched cards at the rate of 15 for aces, 10 for face cards, and spot value for the other cards.
            Underknock.  When another player has fewer points than a player who has knocked, that’s an underknock.  There is no extra penalty for the knocker other than the cash penalty stated under Stipulations above.  Both knocker and underknocker are scored as plus their points in unmatched  cards.
            Buy.  A player eliminated from the game after the second hand may buy herself back into the game.  She puts 10 cents in the kitty, and  starts again with a score equal in points to the second lowest score then in the game.  A player may make only two courtesy buys per game.
            courtesy Buy.  If a player has a score of 81 or more, she may make a courtesy buy.  She puts 10 cents in the kitty, and starts the next hand with a score equal in points to the second lowest score then in the game.  A player may make only two courtesy buys per game.
            Scoring.  A score card like the one shown in Continental Rummy is used.  When a player goes rummy, she gets a minus 10.  When a play player knocks and wins, she gets a plus in the number of cards she knocked with.  All other players must add up their unmatched cards, and the total count of each player is entered against her as a plus.
            The score is balanced cumulatively and kept running.  Should a player have ten cards in the same suit  (Mississippi), she gets a minus 20 points.  Should a player go rummy without a pick (the dream), she gets a minus 20 points



Pinochle many Variations

Pinochle many Variations
Two-Handed Pinochle
Two-Handed Doubling Redoubling
Auction pinochle
Strategy at Auction
CAD found
Partnership Auction
Auction pinochle without wido Individual play
Partnership Aeroplane Pinochle
Radio Partnership Pinochle

Other Members of the Bezique Family

The Bezique Family
Rubicon bezique
Two-handed sixty-six
Two-handed piquet
Boo-Ray or BOURÉ

The Big Euchre Family

The big euchre family
Strategy of euchre
Auction euchre
Table of scoring points
Spoil five
Double hasenpfeffer
Three-card loo

The Heart Group

Heart Group
Spot Hearts
Black Widow Hearts

The All-Fours Group

All-Fours Group
Shasta Sam
Auction Pitch Joker

Banking Card Games

Banking Card Games
Black Jack, casino Style
Black Jack Strategy
CHEMIN DE PER must play
Baccarat Banque
Faro or farobank
Banker and broker
Red Dogs

Card craps

The Stops Games

Stops Game

Skarney® and How It Is Played

Skarney® and How It Is Played
Alternate Skarney
Skarney Singles
Skarney Gin Doubles

Cheating at Card Games

Cheating at Card Games
Professional Card Cheats
Nullifying the Cut
The Peek
How to Shuffle Cards

Dice and their Many Games

Dice and their Many Games
The Casino Game: Bank Craps
English Hazard
Double Cameroon
Partnership Straight scarney Dice
Scarney Duplicate Jackpots
Scarney Chemin de Fer
Applying All Card Games Poker

Games Requiring Special Equipment

Hasami Shogi
Follow The Arrow

Lottery and Guessing Games

Lottery guessing game
Tossing Game
Race Horse Keno
The match Game

Glossary of Game Terms


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