Conquian (Coon Can)

Conquian, also known as Coon Can, is a rummy game for two players. Conquian follows an open (face-up) melding style, and allows users to rearrange their melded cards. One unusual feature of the game is that players are not allowed to draw cards into the hand—any new cards the player gets must immediately be melded!

Conquian is one of the oldest rummy games in existence, and it is believed to be the common ancestor of the entire family of Western rummy games. It is believed to originate from Mexico, although it could share a common Phillipine heritage with Panguingue. The roots of the rummy family may trace even further back, to the Chinese game of Khanhoo.

Object of Conquian

The object of Conquian is to be the first player to lay down eleven cards in melds.

Setup

Conquian is played with the traditional 40-card Spanish deck. To get your hands on such a deck, just take a deck of Denexa 100% Plastic Playing Cards and remove all the 10s, 9s, and 8s. You’ll be left with the aces, face cards, and 7s through 2s in each of the four suits.

Shuffle and deal ten cards to each player. Place the stub face down in the center of the table, forming the stock.

Game play

The non-dealer plays first. They turn the first card of the stock face up. If they can form a valid meld with that card and two or more others from their hand, they can lay all the cards in the meld face-up in front of them as a group, then discard one card from the hand, placing it next to the stock to start the discard pile. Otherwise, they simply discard the card from the stock. The turn then passes to the dealer. They have the opportunity to use the discard to form a meld. If they can’t or don’t want to, they draw the next card from the stock and can meld it if possible, and so on.

Melding

There are two types of valid melds in Conquian. The first is the set or group, which is three or four cards of the same rank (e.g. 5-5-5). The second is the run or sequence, which is three or more consecutive cards of the same suit (e.g. 3-4-5♦ or 7-J-Q♠). Note that a nine- or ten-card sequence would make it impossible to go out, so a player will usually avoid sequences of longer than eight cards if they can help it. For the purposes of runs, aces are always considered low, and 7s are considered consecutive with jacks.

A player can only lay a new meld down when they have access to a card from the center of the table that can be added to it. That is, unlike in most rummy games, a player can never lay down a fully-formed meld from the hand. Nor can a player lay down cards on their opponent’s melds—all cards must be played only to a player’s own melds.

Players may rearrange their melds on the table in order to meld new cards from the stock or discard. A player may, for instance, move a card from a set of 4s to extend an A-2-3 sequence. They could then extend it further with a matching 5 from the discard pile. All cards on the table must be part of valid melds with three or more cards after rearranging.

Forcing

A player is not required to accept a card from the stock or discard pile that they are able to meld. However, if a player notices their opponent passing up a melding opportunity, they can compel the opponent to take the card and meld it anyway. This is a surprisingly powerful move, since it can occasionally force a player to make a meld that makes it impossible to go out.

Ending the hand

Game play continues until one player has melded eleven cards, i.e. the ten from their hand plus one more from the center of the table on the last turn. If the stock is depleted before a player goes out, the hand is considered a draw.

 

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Kowah

Kowah is a rummy-esque game for two to four players, from the Indonesian island of Java. In this game, players try to form their eight-card hands into triplets—but winning the game requires holding three cards of the same rank and suit!

Object of Kowah

The object of Kowah is to form a hand of a certain structure so that the player can make a declaration of checki. Then, the player must obtain a card of the same rank and suit as two others in their hand.

Setup

Kowah uses a highly unusual 120-card deck. To build such a deck, start with four decks of Denexa 100% Plastic Playing Cards. From each deck, remove the aces through 10s of clubs. From the other three suits, remove the 10s and face cards. You’ll be left with two 30-card decks consisting of A–9♠, A–9♦, A–9♥, and J-Q-K♣. Shuffle these four 30-card decks together to form the full 120-card deck.

Shuffle and deal eight cards to each player. Place the stub in the center of the table, forming the stock.

Game play

The player to the left of the dealer goes first. They draw from the stock, then discard one card from their hand, placing it face-up next to the stock to form the discard pile. Upon discarding, the turn passes to the left. Thereafter, players may draw either the top card of the stock or the top card of the discard pile at the beginning of their turns.

Declaring checki

Players are trying to form a hand that meets either of these criteria:

  • Two threes-of-a-kind (suits do not matter) and a pair of the same rank and suit. For example, 5♠-5♥-5♦-7♥-7♠-7♦-A♦-A♦.
  • Three of a kind and a five-of-a-kind consisting of two pairs of the same rank and suit and one card of the same rank but a different suit. For example, 5♠-5♥-5♦-7♠-7♠-7♦-7♦-7♥.

Upon forming one of these hands, they declare checki, and place the pair of identical cards face up on the table in front of them. (For a checki of the second type, they may place either pair face up.) These cards are still considered part of the player’s hand.

When a player has declared checki

After player has declared checki, each time an opponent draws from the stock, they must reveal the card they have drawn. If it is a third card matching the same rank and suit as two in a checki player’s hand, they may claim that card. Likewise, if a player discards a card that would be the third card of the rank of suit a checki player needs, they may claim that card out of turn. As play continues, additional players may declare checki and are then able to claim cards out of turn the same way.

Game play continues until a checki player gets the third card they need. This player wins the game. If the stock is depleted before a player gets the card they need, the hand ends without a winner.

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Rumino

Rumino is a rummy-type game of Italian origin for two to six players. Although it is played with a double deck, and uses reverse scoring (lowest score wins), at its core it plays much like Gin Rummy. The game also includes the rumino—a special type of seven-card meld that allows a player to win the game instantly.

Object of Rumino

The object of Rumino is to be the last player remaining with a score of under 100 points. Points are scored when a player has unmelded cards remaining at the end of the hand.

Setup

Rumino is played with a 108-card deck of playing cards, formed by shuffling together two decks of Denexa 100% Plastic Playing Cards, complete with four jokers. You also need something to keep score with, such as pencil and paper.

Rumino is often played for money. If you choose to do so, all players should agree to the value of one stake. Collect this amount from each player and amass it into a pool to be won by the winner of the game.

Shuffle and deal seven cards to each player. Place the stub in the center of the table, forming the stock. Turn over the top card of the stock and place it face up next to it. This card, the upcard, is the first card in the discard pile.

Game play

The player to the dealer’s left goes first. They begin their turn by drawing a card, either the upcard or the top card of the stock. After this, they discard a card (which becomes the new upcard for the next player’s turn). The next player does the same thing on their turn.

Players are trying to form their hand into combinations of cards called melds. A meld is three or four of a kind, or three or four cards of the same suit in sequence. (Cards rank in their usual order, with aces low.) If a player holds a joker, it is wild, and can substitute for any other card in a meld. When a player forms a meld, they keep it in their hand, rather than laying it out on the table.

While a player is forming melds, they are also keeping track of their deadwood count. This is the point value of all of the cards in their hand which are not part of a meld. Aces count for one point, face cards and jokers count as ten points, and all other cards count as their face value.

Going out

When a player reaches a deadwood count of seven or less at the beginning of their turn, they may knock. Knocking must be done before a player draws to start their turn. When a player knocks, every player lays their hand face up on the table, breaking the melds out separately. Each player then has the total value of their deadwood added to their score.

If a player manages to reach a deadwood score of zero, they may go gin instead of knocking. In this case, the player going gin scores –10, while all other players score their deadwood count, as before.

Ruminos

There are two special conditions known as ruminos: seven cards of the same suit, in sequence (e.g. 7-8-9-10-J-Q-K♦) or seven of a kind. Either of these may contain jokers. When a player obtains a rumino, they reveal it, and the game ends immediately, with the player holding the rumino as the winner.

Should a player have six cards to a rumino, and a card that could be used as the needed seventh card is discarded by another player, the player holding the potential rumino may interrupt and draw it out of turn. They then reveal their newly-completed rumino and win the game, as usual.

Ending the game

If no ruminos are scored, game play continues for several hands, with players’ scores gradually increasing. When a player reaches a score of 100 or more, they drop out of the game.

If playing for money, a player may rebuy into the game by contributing more money to the pool. A player’s first rebuy is the same as the initial stake. If a player rebuys again, their second rebuy is double that amount. The third rebuy is again double the cost (four times the amount of the initial buy-in), and so on. Whenever a player rebuys, their score is reset to that of whichever opponent has the highest score under 100. A player no longer rebuy when there are only two players left in the game (i.e. whenever the third-place finisher is eliminated from the game).

Whichever player is the last remaining with a score under 100 wins the game. That player collects the entire prize pool.

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Pif Paf (Cacheta)

Pif Paf (pronounced with a long sound in Pif, like peef), also known as Cacheta, is a Brazilian card game that combines rummy-style game play with betting. It can be played by three to eight players. Players race to be the first to form their entire hand into melds. Whoever does that first gets to collect the pot!

Object of Pif Paf

The object of Pif Paf is to be the first player to arrange your hand into melds.

Setup

Pif Paf is played with a 104-card deck formed by shuffling two standard 52-card decks (like Denexa 100% Plastic Playing Cards) together. You’ll also need something to bet with, such as poker chips. If desired, each chip can have a real-world cash value; if so, give each player chips equal to the amount of their buy-in. On the other hand, if you want to just play for fun, give each player an equal number of chips to start with.

Each player antes. Shuffle and deal nine cards to each player. Place the stub in the center of the table, forming the stock.

Game play

In Pif Paf, cards rank in their usual order, with aces low.

Betting

Each hand begins with a round of betting. The player to the dealer’s left has the first opportunity to bet. Betting is conducted the same as betting in poker. Players cannot raise beyond the ante multiplied by the number of players in the game (for example, in a four-player game with a 5¢ ante, the maximum bet allowed is 20¢). Should all players but one fold, that player takes the pot by default and the hand is not actually played.

Play of the hand

After the betting round is resolved, the player to the dealer’s left goes first. They begin their turn by drawing one card from the stock. Then, they discard a card, placing it next to the stock to form the discard pile. This ends their turn. Thereafter, each player may draw either the unknown card from the top of the stock or the top card of the discard pile, as is typical in rummy games.

Players attempt to form melds as they play the game. There are two types of meld in Pif Paf. The first is the sequence, which is three or more consecutive cards of the same suit. The second is the group, which is three or more of a kind, containing exactly three suits. For example, Q♠-Q♥-Q♦ and Q♠-Q♥-Q♦-Q♦ are both groups, but Q♠-Q♦-Q♦ is not, and neither is Q♠-Q♥-Q♦-Q♣. Players keep their formed melds in their hand and do not lay them down on the table or otherwise reveal them.

If the stock is exhausted before a player goes out, simply turn over the discard pile to form a new stock without shuffling it.

If a player discards a card that is the last card another player needs to go out, they may claim that card out of turn. In the event that there are multiple players who could go out with the same card, the next player in turn order from the player that discarded it gets the right to claim it first.

A player may go out when they can form all nine of the cards from their hand into melds. They discard and then reveal their hand, broken out into melds. If all of the melds are valid, then they win the hand and collect the pot. The winner of the hand then deals the next one.

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Indian Chief

Indian Chief is a unique rummy game for two to eight players. It bears a slight similarity to the Contract Rummy subfamily of games, due to its requirement to form a particular series of melds. Unlike the Contract Rummy games, however, the order that the melds are formed doesn’t matter, so long as the cards melded can be counted as something. In this way, the game is more akin to the dice game Yacht than many card games!

Indian Chief was created by Stven Carlberg of Decatur, Georgia. He posted its rules to the BoardGameGeek forum in January 2009. The game was very well received there; several players created additional scoresheets and reference materials for it. It continues to be actively recommended by the site’s userbase to this day.

Object of Indian Chief

The object of Indian Chief is to form the highest-scoring instances of the game’s seven melds.

Setup

Indian Chief score sheetIndian Chief uses one standard 52-card deck of playing cards, when playing with two or three players, and two standard decks if you’re playing with more than that. If you’ve got some Denexa 100% Plastic Playing Cards handy, why not use those?

You also need a Indian Chief score sheet and something to write with. If you want, you can print off ours (shown to the right; click on it to bring it up full-size). Otherwise, just copy it down onto whatever sort of paper is handy. Most people will use something like a piece of notebook paper, but if you want to scribble it down on the back of a junk mail envelope, well, you do you.

Shuffle and deal eight cards, face down, to each player. Set the deck stub aside.

Game play

Players look at their hands and decide on which meld they wish to form. They take the cards forming that meld from their hand and, at a signal, all players reveal their melds simultaneously. The value of each player’s meld is calculated and recorded in the appropriate box on the score sheet under their name.

Players do not have the option to simply not meld—a player must make a meld on every turn. Because each meld includes a different number of cards, it is obvious which meld a player is attempting to make by the number of cards they reveal. If the revealed cards don’t qualify for the meld attempted, the player simply enters a score of zero in that box. Players may not attempt to re-make a meld that they already have a score written down for (e.g. if you already have a number in the “Doctor” box, you cannot make another six-card Doctor meld).

Once the melds have been scored, the dealer replenishes everyone’s hands back up to eight cards from the deck stub. The melds from the previous round are then collected and restored to the deck. The deck is then shuffled in preparation for the next turn.

The melds

Below are the seven possible melds (each named after a line in a Mother Goose rhyme) in Indian Chief. When a card’s “face value” is referred to, aces are worth one point, face cards are worth ten points, and all other cards their pip value. The number next to each meld is the number of cards it contains.

  • Rich Man (5): Any five cards. The face values of these five cards are added together and placed on the score sheet as a negative value.
  • Poor Man (3): Any three cards. The face values of any spades melded are added together to determine the score for the meld.
  • Beggar Man (2): Any two cards. Score two points for each of the cards in the opponent’s melds that match the Beggar Man cards in rank.
  • Thief (1): Any one card. Score its face value. After the melds have been scored, a player melding the Thief may steal a card from an opponent’s meld instead of being dealt an unknown card from the deck. If multiple Thieves have been played on one turn, they steal in order from the lowest card played to the highest. If there’s a tie, they must agree to steal different cards, or neither of them may steal.
  • Doctor (6): Six cards of all different ranks, one of which must be a heart, and one of which must be an ace. If all conditions are met, the player names a suit and scores ten point for each of the cards in the meld of that suit. Otherwise, score zero.
  • Lawyer (4): Four cards whose face values add up to exactly 25. If they do, score 25 points; otherwise, score zero.
  • Indian Chief (7): A five-card poker hand (see rank of poker hands) and a two-card Baccarat hand. Score the Baccarat hand first, by adding the values of the two cards, then dropping the tens digit. Add the value of the poker hand, as listed below, to get the total score for the meld:
    • Five of a kind: 50 points.
    • Straight flush (including royal flushes): 45 points.
    • Four of a kind: 40 points.
    • Full house: 35 points.
    • Flush: 30 points.
    • Straight: 25 points.
    • Three of a kind: 20 points.
    • Two pair: 15 points.
    • Pair: 10 points.
    • High card: 5 points.

Ending the game

The game ends after seven turns, after which each player will have filled up their score sheet. The players’ scores for each meld are simply totaled, and the player with the highest score wins.

External link

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Carousel

Carousel is a rummy-type game for two to five players. Carousel is one of a small family of “manipulation rummy” games. The chief feature of this group that all of the melds on the table are shared between the players. Players can lay off on any meld on the table, and not only that, they can move cards between melds, break them apart, and reform them at will! Rummikub, a proprietary tile-based game, fits into this game family quite well, and was probably derived from one of its members.

Object of Carousel

The object of Carousel is to get rid of as many cards as possible by putting them into melds. That allows a player to knock, hopefully ensuring that the total of their unmatched cards is lower than that of their opponent.

Setup

The number of cards used in Carousel depends on the number of players. For two players, use one deck of Denexa 100% Plastic Playing Cards, including one joker. For three to five players, use two decks with two jokers. You’ll also need something to keep score with, such as the traditional pencil and paper, or a smartphone app dedicated to the task.

Shuffle and deal ten cards to each player. Place the rest of the deck face down in the center of the table, forming the stock.

Game play

The player to the dealer’s left goes first. A player begins their turn by drawing one card from the stock. If they are able to meld, they may do so, melding as many cards as they legally can. Once they are done melding, their turn ends, and play passes to the next player to their left. If they cannot or do not wish to meld, they may draw a second card from the stock. Again, they may meld after their second draw if they can, which ends their turn. Otherwise, they draw a third card from the stock and their turn ends at that point. (Unlike most other rummy games, there is no discarding.)

Each card has a point value assigned to it. Jokers are worth 25 points each, face cards are worth 10 points each, and aces are worth 1 point each. All other cards are worth their pip value.

Melding

There are two types of valid melds in Carousel. The first is a set, which consists of three or four cards of the same rank and different suits. You cannot have two cards of the same suit in a set.

The second type of meld is a sequence, which is made of three or more consecutive cards of the same suit. For the purpose of sequences, cards rank in their usual order. Aces may start or end a sequence, but cannot be in the middle (A-2-3 and J-Q-K-A are both perfectly fine sequences, but K-A-2 is not).

When melding, you may rearrange the cards on the table to whatever combination of meld you see fit. For example, you may take a 10 from a set of four 10s on the board to use it in a run. Or you can take a card off the end of a run of more than three cards to form a set. The important thing is that at the end of your turn, every card on the table must still be part of a valid meld. (You cannot, say, take a card from the middle of a sequence, or leave only two cards in a meld.) You cannot take any cards from the table and put them into your hand.

Below is an example of a meld a player might make. Suppose two of the melds previously on the table were 8-9-10-J♦ and J-Q-K-A♠. The active player has the J♥ in their hand. They may remove the J♦ and J♠ from their existing melds and combine them with the J♥ from their hand in order to form a new meld of three jacks. The melds on the table at the end of the hand would be 8-9-10♦, Q-K-A♠, and J♦-J♠-J♥.

Carousel melding example

Using the joker

The joker is wild and can represent any other card in the meld. When playing a joker, you must specify the exact rank and suit of the card that it represents. The joker is then treated as though it is a natural card of that rank and suit. The joker can only be moved to a new meld where the card it represents would legally fit.

If the natural card that a joker is substituting for is in play, a player may remove the joker from its meld and add the natural card in its place. The natural card can come from either the player’s hand or another meld. The joker can then be moved to a different meld. It can once again represent any card that the player names. The joker cannot be returned to the player’s hand, however.

Going out

If a player ends their turn with less than five points in deadwood (unmatched cards), they may knock before the next player takes their turn. This ends the hand immediately, and no further melding may take place at that point. All players reveal their hands and total their deadwood score. The player who knocked wins the hand, unless any of their opponents has a lower or equal deadwood total. In that case, the player with the lowest score wins and scores a ten-point bonus for undercutting. (In the event that multiple players tie for the lowest deadwood score, every tied player other than the player who knocked is considered to have won and scores accordingly.) If a player melds all of their cards (and thus has a deadwood score of zero), they score a 25-point bonus.

The winner’s hand score is determined by calculating the difference between the winner’s deadwood and that of each of their opponents. They then total all of the differences, along with any relevant bonuses, as described above. No other players score for that hand.

The deal passes to the left and new hands are dealt. Game play continues until one player reaches a score of 150 or more. That player is the winner, and receives a game bonus of 100 points. Each player also scores a 25-point box bonus for each hand that they won.

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Panguingue (Pan)

Panguingue (pronounced pan-ginn-geh), also known as Pan, is a Rummy-type game for two to fifteen players. It is best for six to eight. Unlike most Rummy games, however, players cannot simply hang onto the cards they draw. They must be melded immediately or discarded!

Panguingue is probably of Philippine origin. In fact, the Oxford English Dictionary attributes the name Panguingue as deriving from Tagalog, one of the principal languages of the Philippines. It was first recorded in the United States in 1905. In the early twentieth century, Panguingue was widely played throughout the American Southwest, including in Las Vegas casinos. While it is no longer played as widely, an active community of players still enjoys the game.

Object of Panguingue

The object of Panguingue is to be the first player to meld eleven cards.

Setup

Panguingue is played with an unusually large number of cards. A Panguingue deck is based upon 40 cards, obtained by starting with a standard 52-card deck (like Denexa 100% Plastic Playing Cards) and removing the 10s, 9s, and 8s. Eight of these 40-card decks with the same back design are shuffled together to form a 320-card pack. (Some players choose to play with as few as five or as many as eleven decks—a 440-card pack!)

You will also need some sort of tokens to keep track of the score with, such as poker chips. If you wish, each chip can be purchased for an agreed-upon amount of real currency. Otherwise, the chips will serve as valueless MacGuffins, which should be distributed equally to the players.

All players ante to form the pot. Shuffle and deal ten cards, two at a time, to each player. Place the stub face down in the center of the table, forming the stock. Turn over the first card of the stock. This card, the upcard, is the first card of the discard pile.

Game play

Prior to the first play of the hand, each player has the opportunity to drop out of the hand. If they choose to do, they must play two chips to the pot.

The player to the right of the dealer goes first. Thereafter, turn order continues to the right, the opposite of most games.

A player begins their turn by drawing a card. This may be either the upcard or a card from the stock. If a player draws from the stock, they may either meld it or discard it. If drawing the upcard, the player must be able to meld it immediately, then discard another card from their hand. A player may not draw a card and add it to their hand for use later.

If the current player is faced with an upcard that they can meld, any other player may compel them to draw and meld that card. This is known as forcing. Forcing can cause players to discard cards they might otherwise wish to hold onto.

In the event that the stock runs out, set the upcard aside and turn the rest of the discard pile face down. Shuffle it to form the new stock. The upcard remains in place as the new discard pile.

Melding

As players form melds, they lay them face up on the table in front of them. A player may meld as many cards as they wish on their turn. There are two types of melds in Panguingue. The first is the spread or square, and the second is the rope or stringer, which roughly corresponds with the sequence found in other rummy games.

A spread consists of three or four cards of the same rank in different suits. A spread can also be three identical cards (i.e. three copies of the 5♠). A meld of two cards of one suit and one of a different suit, e.g. 5♠-5♠-5♦, is not a valid spread. Aces and kings, however, are exempt from suit restrictions on melds. That is, any three kings or aces may form a valid meld.

A rope consists of three or more cards of the same suit, in sequence. An example of a valid rope is 5-6-7♥. Because the 8s, 9s, and 10s have been removed, 7s are considered consecutive with jacks, so 6-7-J♦ is a valid meld. Cards otherwise rank in their usual order, with aces always low.

As players acquire cards that match with their existing melds, they may lay off these cards to their melds. Spreads that are all of one suit can only be extended with further cards of the same rank and suit. Spreads of multiple suits may be augmented with any card of the correct rank (suits may be duplicated). Ropes may be extended on either end by cards of the same rank in sequence.

Conditions

Players score extra payouts from certain melds known as conditions. Whenever a player forms a condition, each of their opponents pays them a certain number of chips depending on the condition. Some conditions are based upon valle cards (pronounced as in “valley cards”)—3s, 5s, and 7s.

The conditions are:

  • A spread of valle cards…
    • …of different suits (one chip)
    • …all clubs, diamonds, or hearts (two chips)
    • …all spades (four chips)
  • A spread of non-valle cards…
    • …all clubs, diamonds, or hearts (one chip)
    • …all spades (two chips)
  • A sequence of A-2-3 or J-Q-K…
    • …all clubs, diamonds, or hearts (one chip)
    • …all spades (two chips)

If a player lays off further cards to a condition they played, their opponents must pay them the prescribed amount again for each card added to it.

Borrowing

A player may split a meld of six or more cards into two melds, so long as both of the new melds are valid melds on their own. This is known as borrowing from the larger meld. A player may also take cards from an existing meld to form a new meld with cards from the hand. The remaining cards must still form a valid meld, however. For example, you cannot cannibalize the 4 from a 2-3-4-5 rope to form a spread of 4s, as 2-3-5 is not a valid sequence.

When borrowing creates a new condition, the players opponents pay them exactly as if they had just played the meld from the hand.

Going out

A player is out when they have eleven cards melded in front of them. This means that a player must meld all ten cards in their hand, plus one draw. That means a player may find themselves with ten cards on the table and none in hand. A player in this situation must simply keep drawing, hoping to find a card that matches with their melds to allow them to meld that critical eleventh card.

This situation is the only time in which a player does not have to meld a card they just drew. If the next opponent in turn order has ten cards melded, and discarding the card they just drew would cause the next player to go out, they may instead retain that card and discard another.

When a player goes out, the hand ends. The player collects the pot, plus one chip from each active player, plus another round of payments for each condition they hold.

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Three Thirteen Rummy

Three Thirteen Rummy is a simple rummy game for two or more players. Aficionados of Gin Rummy will find its closed melding style quite familiar, but it allows for much larger, more social games. Additionally, gradually-increasing hand sizes and different wild cards on each hand mean that each hand plays slightly differently!

Like many games, Three Thirteen Rummy has been adapted as a commercial game with a proprietary deck. Called Five Crowns, the proprietary version of the game introduces a fifth suit, stars, and six jokers, expanding the deck to 116 cards!

Object of Three Thirteen Rummy

The object of Three Thirteen Rummy is to have the lowest score at the end of eleven hands. This is achieved by being the first player to arrange all of your cards into melds.

Setup

The number of cards you need for Three Thirteen Rummy depends on the number of players. For two players, you’ll need one standard 52-card deck of playing cards, like Denexa 100% Plastic Playing Cards. When playing with three or four, shuffle in a second deck. For five or six, add a third deck, and so on. You also need something to keep score with; pencil and paper will perform admirably.

The number of cards dealt varies from hand to hand. On the first hand of the game, deal each player three cards. On the second hand, deal four cards, and so on each hand, increasing by one card each hand. The eleventh and final hand will consist of thirteen cards. Place the deck stub in the center of the table, forming the stock. Turn the top card of the stock face up. This card, the upcard, will be the first card of the discard pile.

Game play

Game play begins with the player to the dealer’s left. They may take either the top card of the discard pile, or the top card of the stock. They then end their turn by discarding a card from their hand. Play then passes to the next player to the left, who follows the same procedure, and so on and so forth.

As with most rummy games, Three Thirteen Rummy revolves around melds, which are combinations of three or more cards. Valid melds include three or more of a kind, or a run or sequence, such as 5-6-7, of the same suit. Aces are low, and kings are high, and a sequence cannot progress from one to the other (Q-K-A and K-A-2 are not valid melds). The players’ goal is to form their entire hand into melds, eliminating their deadwood (unmatched cards). Melds are kept in the hand when formed, not laid out on the table.

A different rank of cards is wild on each hand. On the first hand, 3s are wild. On the second, 4s are wild, and so on, until the eleventh hand, when kings are wild. Wild cards may substitute for any other card in a meld. There is no limit to how many wild cards can be in a meld. Melds of all wild cards are also acceptable.

In the rare event that the hand continues until the stock is exhausted, set the upcard aside, shuffle the rest of the discards, and turn them face down to form a new stock.

Ending the hand

When a player has formed their entire hand into melds, they are entitled to go out. They discard as normal, announcing that they are going out as they are doing so. Each opponent then takes one final turn. The hand ends when the turn reaches the player that went out.

The player who went out reveals their hand, arranging it into melds to allow the other players to verify that they have no deadwood. The opponents do the same. Each player then scores the value of their deadwood (with the player that went out scoring zero for the hand). As in Gin Rummy, aces are worth one point, face cards worth ten, and all other cards their face value. Wild cards are scored the same as they would be if they were not wild. Players may not lay off deadwood on their opponents’ melds.

After the end of the hand, the deal rotates, and the cards are shuffled and a new hand is dealt. Game play continues until eleven rounds have been played. The player with the lowest score at the end of the game is the winner.

See also

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Kaluki (Caloochi)

Kaluki (also known as Caloochi) is a game in the Rummy family that was popular in the eastern United States in the middle part of the 20th century. It can be played by two to four players, but is best for four.

Despite its homophonic name, it is not to be confused with the Caribbean game named Kalooki, which is a totally different game based on Contract Rummy.

Object of Kaluki

The object of Kaluki is to be the first player to deplete their hand of cards. A player achieves this by forming combinations of cards called melds.

Setup

To play Kaluki, shuffle together two standard 52-card packs of Denexa 100% Plastic Playing Cards, complete with jokers. You’ll be left with a 108-card pack that has two of each card, ace to king, in each of the four suits, with four jokers.

You also need some form of token to keep track of the scoring with. Poker chips work well, as do buttons, pennies, or any number of other small doodads. Establish whether or not each counter will hold some form of monetary value. If so, determine how much they’re worth and exchange them for cash appropriately. (If you’re using pennies as tokens, you really shouldn’t make them worth anything more than 1¢, since otherwise, you risk making a mockery of fiat currency systems.) Simply distribute the tokens equally between the players if you opt not to play for money.

Shuffle. The player to the dealer’s right cuts the cards, exposing the bottom card of the half of the deck they lifted up. Should this be a joker, the player cutting the cards keeps it and is dealt one fewer card than the other players. The player then completes the cut. Deal fifteen cards to each player (unless the player at their right kept a joker, in which case skip them in the last round of dealing). Place the stub in the center of the table, forming the stock. Turn over the top card of the stock. This card, the upcard, will become the first card of the discard pile.

Game play

Before actual game play begins, the dealer gets a chance to draw the upcard. If they do, they replace it with a discard from their own hand, which becomes the new upcard, and their turn ends. If they choose not to take the upcard, the play simply passes to the dealer’s left. They do not get a draw from the stock or any other consideration if they simply don’t like the upcard.

The player at the dealer’s left gets the first full turn. They may draw either the top card of the stock or the upcard. If they take the upcard, it must immediately be used in a meld. After drawing, they may meld, as described below, if able. Thereafter, they discard one card, and the turn passes to the next player.

Melding

Each card in Kaluki has a point value, used to determine the value of melds it is used in. Aces are worth eleven points, face cards ten, and all other cards their face value.

Valid melds are the same as in most other Rummy games: three or four of a kind, or three or more cards of the same suit in sequence. An added stipulation is that duplicate cards are not allowed in melds. That is, in three or four of a kind, all of the cards must be of different suits. J♠-J♣-J♦ is a valid meld, but J♠-J♦-J♦ is not. Aces may be either high or low in sequences, but not both. K-A-2 isn’t something you can meld.

The first set of melds a player makes in each hand is their initial meld. These melds must total at least 51 points. If other players have melded, the player may lay off on their opponent’s melds as well, and count these toward their initial meld total. However, a player must lay down at least one meld of their own to satisfy the initial meld requirement.

After a player has made their initial meld, they may meld on their turn as much or as little as they please.

Ending the hand

The hand ends when a player runs out of cards. That player wins the hand. Each of the winner’s opponents pays them one unit for each unmelded card left in their hand, and two units for each joker. If a player is able to meld all fifteen of their cards in one turn, they have gone Kaluki and the payouts are doubled—two units for each unmelded card in hand, and four for each joker.

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Continental Rummy

Continental Rummy is a Rummy variant that supports a lot of people. A lot of people. You can play it with as few as two or as many as twelve players! Unlike many other rummy games, in Continental Rummy you cannot lay down melds as you get them. Also, unlike Gin Rummy, you cannot go out with part of your hand unmelded. Going out is an all-at-once, one-and-done deal.

Object of Continental Rummy

The object of Continental Rummy is to be the first player to organize your hand into sequences and go out.

Setup

The size of the deck in Continental Rummy scales up as the number of players do. A game can use as few as 106 or as many as 212 cards! If playing with two to five players, shuffle together two decks of Denexa 100% Plastic Playing Cards plus two jokers. For six to eight players, use three decks plus three jokers. And for nine or more players, use four decks plus four jokers.

You will need some way of keeping score. The simplest way is to give each player an equal number of poker chips or similar tokens and handle the accounting that way. Each of these chips may represent a cash value, if desired, or simply an abstract point. You can also use pencil and paper, but scoring on paper is complicated by having to enter each score twice (as a plus for the winner and as a minus for each loser).

Shuffle the cards, using the multiple-deck shuffling technique if needed. Deal fifteen cards, three at a time, to each player. Then, place the stub in the center of the table, forming the stock. Turn the top card of the stock face up. This card, the upcard, is the first card of the discard pile.

Game play

The player to the dealer’s left goes first. They begin their turn by drawing either the upcard or the top card of the stock. Then, they discard any card they wish, which becomes the new upcard. Play then passes to the left. Play continues like this until a player can go out. If the stock runs out before then, set aside the current upcard, shuffle the discard pile, and turn it face-down to form a new stock.

Players are attempting to use the cards they draw to build sequences. A sequence is three to five cards of the same suit in consecutive order. Cards rank in the usual order, and aces may be high or low, but not at the same time. That is, 3-2-A-K-Q is not a valid sequence. Jokers count as wild cards, and may substitute for any card a player wishes. A player may have multiple sequences of the same suit. Unlike most other rummy games, sequences are the only melds in the game; sets of three or more of a kind do not count as a meld.

In order to go out, a player must have all of their cards in sequences. The following are the only valid combinations of sequences a player is allowed to go out with:

  • Five three-card sequences.
  • Three four-card sequences and one three-card sequence.
  • One five-card sequence, one four-card sequence, and two three-card sequences.

No other combination of sequences (e.g. three five-card sequences, a twelve-card and a three-card sequence, etc.) is allowed. When a player is able to go out, they discard their sixteenth card and lay the others face up on the table. The players then verify that it meets one of the legal patterns listed above. If it does, the player wins the hand. If it doesn’t, the hand continues, with the player who wrongly declared themselves out being forced to play with an exposed hand.

Scoring

A player who wins the hand collects the following from each of their opponents:

  • One point for winning
  • Two points for each joker melded
  • Seven points for going out on the first turn
  • Ten points for going out with the fifteen cards dealt (i.e. on the first turn, without drawing)
  • Ten points for using no jokers
  • Ten points for the entire hand being of the same suit

Game play continues until one player reaches a previously agreed-upon number of points. That player, of course, wins the game.

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