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Five Hundred Rummy, also known as Pinochle Rummy game, was one of the earliest Rummy, was one of the earliest Rummy games to give scoring values to melds.  The game is a favorite with experienced Rummy players.  It is for two to four players, each of whom plays   and scores for himself.

  1. A standard deck of 52 cards.

Beginning of the Game.  Selection of the dealer, seating positions, changing seats, shuffle, and cut are described under General Rules for Rummy Game .

Object of the Game.  To day down melds totaling 500 or more points.  The player so melding ends the game and wins it.  If two or more players meld 500 or more points the highest score wins.
            Hand.  A hand is completed when any player has no more cards in his hand or the cards in the stock are exhausted.  Then each player is given credit for all the cards he has melded, and is penalized for the points he still holds in his hand.  When one player goes rummy (or out), each other player is penalized for the count he holds, whether or not they are melds.  Ace Counts 15 points, except when used with the deuce trey of the same suit.
            The Deal.  Seven cards are dealt each player in turn one at a time starting with the leader, and rotating clockwise.  Then the next card is faced up to begin the discard pile, and the remaining cards are put face down beside it, constituting the stock.
            The Play.  Start with the leader and play in turn clockwise. Each player may draw either a card from the top of the stock or as many cards from the discard pile as he pleases; but if he draws from the discard he must use the bottom card drawn immediately as part of a meld. Thus he must have at least two cards of a meld before he draws from the discards. The cards in the discard pile are fanned out so that the players can see them clearly. In discarding, the card must be placed tidily on the last discard so that all other discards are visible. In his proper turn of play player may lay down as many melds as he can and will.
The ace may be laid as either the high or the low card of a sequence: ace-two-three or queen-king-ace; but it cannot be used around the corner, that is, king-ace-deuce. Cards may be laid off both on the player’s own and on opponents ’ melds. But in laying off on opponents, the player may place in front of himself the laid-off card so that it can be scored for him.
Let me suggest that you’d better watch sequence melds most carefully and stay aware of whether other players ’ layoffs have extended sequences on the board. Player A melds the ace-two-three of hearts; player B lays the four in front of himself; player Clays the five.  A little later you find in your hand a six of hearts, which is doing you no good at all. Glancing around the board, you see the ace-two-three meld; but if you don’t watch the other layoffs diligently you may discard that six instead of laying it off to your profit.
To most experienced Rummy players the following may seem rudimentary, but I’d better point it out to have it on record. When a card can be laid off on either of two melds, the player must specify which meld. Let’s hypothesize that two melds are on the board. One is three treys.  The other is the four-five- six of diamonds. You hold the three of diamonds. Now, melding your three, you must specify whether it goes on the three of a kind or the sequence. If you meld it on the treys, that meld is dead, and the lower end of the sequence is closed off; no more cards can be melded on it in that direction. But if you meld on the sequence, it remains open to further extension. The point is worth bearing in mind, especially if you have in your hand the diamond ace and suspect someone else might hold the diamond deuce to layoff on the sequence and afford you the chance to down your card.

Value of the Cards. The ace counts 15 points-except when used in a meld of the ace-two-three of the same suit, in which case it is valued at 1 point. Jacks, queens, and kings count 10 points each; all other cards, their pip or numerical face value.
End of the Game. It is convenient to keep score cumulatively. But some players prefer to run a score sheet for each contestant, entering melds as laid, and some others prefer to add up the totals at the end of each hand. The games is ended when any player scores 500 or more points. Player with the highest score wins. Five Hundred is usually played for so much per game or so much per point, the payoff being based on difference in points.
Streamlined Scoring. This scoring method is suggested for players who like a faster game and abhor bookkeeping. As in Fortune Rummy, count all cards from two to seven as being worth 5 points, all from eight to king as being worth 10. The ace when laid in a meld with the deuce-trey counts 5 points, otherwise 10.
Strategy. The real object of play is to get “the tempo” in taking the discard pile. The player who first takes the pile, if it amounts to, say, six cards or more, is likely to have gained an advantage that lasts throughout the play. The method of prolonging this advantage is to refrain from melding low sets; instead sacrifice one card from the set. This so called “bait” enables the player to take the pile at any later time, after sufficient riches have accumulated, always provided that it has not been captured by another player.
A player could not wish for better fortune than to be dealt some such holding as deuces of spades, diamonds, and hearts, and three of hearts. He can then discard the two of hearts with positive assurance that no other player can dig down to this card in taking the discard pile. Lacking deuces of spades and diamonds and the three of hearts, no other player could use the two of hearts in a meld.
The early discards should be used, when possible, to “salt” the discard pile in this way. Make your first discard one of a low set or a low pair. The points to be gained by melding, say, three sixes are trifling, compared with the potential advantage to be gained by using such a set to salt the discard pile. Also as a matter of course, try to avoid discarding high I cards (say, eights or higher) until you are! forced to do so, or until you see that such 1 discards are fairly safe. Even letting another player take the fit discard pile (say, through a pair of deuces) is not so mortal a blow as giving him 30 in 10-point, cards or 45 in aces.
When the stock is low, and no one has gone out the normal condition of affairs the question sometimes arises whether to take the discard pile for a middling meld (as three sevens) at the cost of taking a larger count of nondescript cards into the hand. More mistakes are made through failing to “dig” than through digging. Apart from the cash points involved-the actual meld as against the additional deadwood-there is also an equity to be weighed: whatever you take from the discard pile decreases the chances of another player to increase his score or to go out before you have had another opportunity to unload.
You must tacitly conspire with other players not to help a player who nears a 500-
point score. As a general poker, do not meld at all from your hand (apart from establishing
the right to dig into the discard pile) unless you thereby go out or unless you see that such a meld will not add to the chances of other hands to layoff.

Partnership Five Hundred Rummy

This is a partnership game two players against two, facing each other across the table which is played exactly the same as Five Hundred Rummy, except that partners try to help each other to form matched sets and to go out. When any player goes out, play ends and the score of each partnership is figured as a unit. The game is over when either
side reaches 500.

Michigan Rummy

The game is played exactly as Five Hundred Rummy, with the following exceptions:

  1.  Each hand is a completed game.
  2. Should a player discard a card that can be laid off on a meld, the first player to call stop may use this card, then discard one. The turn of play then reverts to its proper place.
  3. Winner of the game is the first to go Michigan (rummy).

Polish Rummy

This game is played exactly as Michigan Rummy, except that a player may pick up the entire discard pile at any time.

Wildcat Rummy

This game is the same as Michigan Rummy, except for the following:

  1. Deuces are wild. One or two jokers may be added to the deck, as wild cards, if desired. Wild cards left in the hand count 15; melded, they have the value of the cards they represent. A melded wild card may be captured by any player in exchange for a natural card.
  2. Round-the-corner ‘sequences are permitted, so that king-ace-two as well as queen-king-ace and ace-two-three are valid sequences. Aces count one in all circumstances.
  3. The same card may be used to complete both a sequence and a group. Thus a player may meld, for example, eight, seven, and six of spades, and the sixes of hearts and diamonds as two valid sets. When melded sets can be made to interlock in this way, but need not do so to contain the minimum of three cards each, the melder must state his intention, and following players are bound by the statement.
  4. Variation: Players often agree on the following special rules: (a) It is forbidden to discard a card that is of the same rank, or same suit and in sequence with, the top card of the discard pile; (b) for going out after drawing only one card, a player wins double; for going out without drawing any card (and so without discarding), a online poker player wins triple; (c) an unmatched queen of spades held in the hand counts 40 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
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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

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Lottery guessing game
Tossing Game
Race Horse Keno
The match Game

Glossary of Game Terms


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