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This variation of straight rummy games was one of the most widely played games of the Rummy family prior to the advent of multiple deck  Rummies.  In recent years it is showing signs of a comeback.
            The game is played by two to six players.  As in Straight Rummy, six or seven cards are dealt each player.  It is generally conceded that the seven card variety requires more skill.  In seven card variety requires more skill.  In seven- card Knock Rummy, a four-handed game is more fun in Six-card knock, the five-handed game is likely to be found the more interesting .  but whether played with six or seven cards, a standard deck of 52 cards is used.
Object of the Game

  1. To go rummy by melding the entire hand at one time in melds of three or four of a kind or three or more in sequences of the same suit.
  2. Or, to knock and terminate the hand at any stage.

Value of the Cards.  Ace is low, counting 1 point; kings, queens, and jacks count 10 points; all other cards have their face value.
            Start of the Play.  After each player has been dealt his cards, the leader may elect to knock.  This he does by rapping his knuckles on the table or just uttering the worked “Knock.”  That means he proposes to end the game then and there.  He must place on the table his melds, if any (it is not necessary to have any melds   in the hand as a requisite to knock), and, separately, his unmatched cards, announcing his total of the latter.  Players in rotation from the dealer’s left must do likewise.  The player with the lowest total in unmatched cards is the winner.
            continuation of the Play.  If the leader does not elect to knock, he must pick a card off the stock and then discard one.  Each player to his left in rotation may pick up either the top card of the discard pile or the top card of the stock and then discard one.  A player cannot pick up an upcard and discard it immediately.  He must wait until his next turn of play to discard it.
            A player cannot knock after he has taken a card from the discard pile or the stock.  If he wants to knock, he must decline to pick a card at his turn to play.  Instead, he must knock and expose his hand face up, melds and unmatched cards separately, on the table.  If he picks a card and with that picked card completes a Rummy hand, he then discards one card and lays the hand face up on the table.  But this rule applies only to a rummy hand.
            The Break.  No player can knock after the break (see the rule on this under straight Rummy).  When it is a player’s turn to break, he cannot pick the upcard unless he can use it in a meld, and other players are privileged to ask him whether he can so use it.  If not, he must not take it, and must pick the top card of the remaining stock.  This restriction applies to all players after the break. 
            There is no laying off of cards on other player's melds in Knock Rummy each player must hold his own cards in his hand.  Players must discard their highest unmatched  card after the break.  When the stock is exhausted, the player with the lowest total of unmatched cards is the poker winner .  In case of ties the breaker or the player nearest to the breaker’s left is the winner.
            Knockers and Winners.  Even if another player can tie the knocker’s count (total of  unmatched cards), the knocker is still the winner.  If another player or other players have a count lower than the knocker’s, the player who has the lowest count wins.  In case of ties, the player nearest the knocker’s left wins.
            The Payoff

  1. The player who wins by a knock is paid one unit by each other player.
  2. The knocker who loses to another player having fewer points in unmatched cards than he (which is an underknock) must pay the underknocker two units.  Each of the other players pays the underknocker one unit.
  3. When a player knocks and melds all his cards, he has gone rummy, and must be paid three units by each of the other players.
  4. If a player goes rummy without making a pick or by melding his entire hand in a sequence of the same suit before the break, he must be paid six units by each of the other players.

Strategy.  Be quick on the trigger in knocking.  Any hand of Knock Rummy that lasts more than about six draws is probably misplayed by some or all.  Knock on your first turn (in two-hand) if your deadwood ( unmatched cars in the hand) totals 60 or less.  After one draw, 40 are a good knock after two draws, 30; after three draws, 20; at any later time, knock on 10 or less.  You may well knock with more at any of these later turns, if the play convinces you that your opponent has not bettered his hand appreciably.
            In three-hand play, the average requirements are: for a knock on first turn, 35 or less; on second turn, 20; thereafter, 10.  These figures are conservative you will win many times by knocking with considerably more.

Poker Rummy

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

  1. With four or more players, using only one deck, only six cards are dealt to each.  A preferable alternative is to shuffle two full packs together and deal ten cards to each player.  With the double deck, there is no limitation or requirement as to the number of suits in a group.
  2. A player may knock only if the count of his deadwood is 15 or less.
  3. An ace may be used as either high or low, so that queen–king-ace and ace-two-three are valid sequences but king-ace-two is not.  An ace counts 10 as deadwood.

One Hundred and One Rummy

A Knock Rummy variation canasta poker with certain additional, exciting, negative scores to be aimed for.  It is a favorite in the united States wherever gamblers congregate.

  1. A standard deck of 52 cards.
  2. From two to six players, four making the best game.

Beginning of the game.  Selection of the dealer, seating positions, changing seats, shuffle, and cut are described under General Rules for Rummy Games.
            Object of the Game.  This game resembles an elimination tournament.  When a players score reaches 101 or more points, he is barred from further play.  One by one the contestants are eliminated until only one is left.  The player who hasn’t reached 101 wins.
            Play of the Hand.  Starting with the player at his left and dealing clockwise, the dealer deals each player seven cards one at a time.  The remaining cards are put in  the center of the table, constituting the stock.  The leader makes the first play by picking the top card of the stock, then discarding.  Other players, starting with the player at the leader’s left, may take the top card of the stock or the upcard, then discarding.  This goes on clockwise until a player knocks.

            Knocking.  If a player’s score is 91 or fewer points, he may knock with a count of 9 or fewer points in unmatched cards in his hand.  If his score reads 92, he must have a count of 8 points   or fewer to knock.  If his score reads 93, his knocking count must be 7 points or less.

  And so on up to 99, when he must have a count of exactly 1 point to knock.  If he has a score of 100 points, he cannot knock at all.  He must go rummy.  If a player knocks with more points than this law allows, he is eliminated from the game immediately as his penalty, and the hand is no-game for the other  scoring.
            When a player goes rummy he gets a score of zero.  All other players must add to their cumulative score their total amount of unmatched cards.  They cannot lay off cards, but can lay down melds.  A knocker must enter his total knocking count on the score sheet.  Scoring and melding for the other players is the same as prescribed for Straight Rummy .
            The Break.  Should a player fail to knock or go rummy and should cards in the stock be reduced to the number of players in the game, we arrive at a phase of the game called the break.  The player whose turn it is to pick the top card of the stock is called the breaker.  After the break has begun, a player cannot in a his turn pick the top card of the discard pile (upcard) unless   that card of the discard pile  upcard unless that card can be used in an immediate meld.
            When the cards are broke (i.e. when fewer cards remain in the stock than there are players in the game), the player breaking must put down all his melds on the table in separate sets and hold covered in his hand his unmatched cards. The next player does likewise, but may lay off cards if he can on any exposed melds.  He also holds covered his unmatched cards. All the players do likewise in rotation.  When the last player has completed his play:-

  1. He announces the total value of the unmatched cards still in his possession, and shows the cards.
  2. Each player in turn, clockwise, does the same until all the players have laid their unmatched cards on the table, and the total is entered on the score sheet.

Buying into the Game.  This game is generally played for a stipulated amount, say, $1 a game per player, which is put into the kitty beforehand.  The winner gets the kitty.  It can grow to a pretty respectable size, that kitty, because a player can buy his way back into the game after he has scored his fatal 101.

  1. It costs an eliminated player $1 to get back into the game.  That dollar goes into the kitty.
  2. And he must start now with a score equal to the highest surviving player’s.

Now, if he should be eliminated a second time he can still get back into the game.  Only this time his reentry costs him $2.  Out again?  He can buy back into the proceedings, this time for $4.  The cost of returning doubles   every time a player does it.

#hicago Rummy

This is an exciting double-deck variation of One Hundred and One Rummy, which permits up to eight players.  #hicago Rummy follows the rules of One Hundred and One Rummy except as noted:

  • Two identical standard packs of 52 cards, shuffled together and used as one.  All eight deuces are wild.  Any deuce maybe used to represent any card a player likes.
  • From two to eight players, six making for the best play poker game.
  • When a player goes rummy and his meld is comprised of seven cards of the same rank (wild deuces may be included ), such as seven five’s, seven six’s etc., the game automatically ends and the holder is declared the winner



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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