Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
when you hold a natural card that is being represented by a wild
card in a sequence, you may add it to the sequence and move the
wild card to either end. For example, holding 7, you can lay it of
to 6W89, making the W either 5 or T. (W = wild card.)
Ending and Scoring Play ceases when someone either lays of or
discards the last card from their hand. Everyone else scores
penalties for deadwood at the rate 15 for Aces and wild cards, 10
for courts, and numerals at face value. The player with fewest
penalties at the end of seven deals wins.
Zioncheck
(2–6p, 2 × 52c) The earliest form of Contract Rummy, credited to
Ruth Armson. Five deals of ten cards each, contract requirements as
in deals 1 to 5 above. (From Sifakis.)
King Rummy
(4p, 2 × 52c + 4ik) Four deals often cards each. Contract
requirements: (1) #3 $4, (2) #3 #3 #3, (3) $4 $4, (4) #3 #3 $4.
You may make more than the minimum requirement when you
first meld, and may lay of single cards on the same turn. As soon as
a Joker is melded, the first player in rotation able to take it in
exchange for the natural card it represents may do so, and the
person who melded does not discard until this has happened or
everyone has passed. Jokers 25, Aces 15, courts 10, numerals face
value. (From Sifakis.)
Progressive Rummy
(2–6p, 2 × 52c, Deuces wild) Precursor of Contract Rummy. Seven
deals of ten cards each. The contract requirements may be met with
sets or sequences or one of each. Meld (1) three cards, (2) four
cards, (3) five cards, (4) two threes, (5) three and four, (6) three and
five, (7) two fours. Sets of three must be of three dif erent suits; sets
of four or more must include al four suits. You can go out only
with a discard. Deuces 15, Aces 11, courts 10, numerals face value.
Players drop out upon reaching 100 penalty points. (From Phil ips.)
Liverpool Rummy
Same as Contract, but the player at dealer’s right cuts the pack and
Same as Contract, but the player at dealer’s right cuts the pack and
deducts 50 from his penalty points if he manages to cut exactly the
number of cards required for the complete deal plus one upcard.
(From Paul Welty, via Pagat website.)
Carioca
is the Argentine name for a game similar to one played in Central
America under the name Loba (which in Argentina is a dif erent
Rummy). The dif erences from Contract Rummy (above) are too
slight and probably too variable to justify separate description.
(Details on Pagat website.)
Czech Rummy
(2–5p, 104c + 4ik) This interesting variation on a theme of
contract was the ‘default’ Rummy played in Prague in the 1960s
(source: Mike Arnautov). Deal twelve each, stack the rest face down,
and turn an upcard. At each turn draw from stock or take the
upcard, optional y meld or lay cards of to melds (your own only),
and discard one. You may also steal a Joker from any meld on the
table if you can replace it with the card it represents. A meld is
three or more cards of the same rank, or three or more cards in suit
and sequence (Ace low). In the first deal, the first meld each player
makes must be worth at least 15, counting Ace 1, numerals face
value, Jack 11, Queen 12, King 13. In subsequent deals, the
minimum required value of an initial meld depends on one’s
current score. That of the leading player must count at least 15, of
the second player 20, the third 25, and so on up in fives. If two
players have the same score, the minimum required of the next
players have the same score, the minimum required of the next
player down wil be 10 more than that of the tied players. When
someone goes out, everyone else counts their unmelded cards as
deadwood, even if meldable. Players drop out upon reaching 300
in total. The winner is the last left in, or the player with the lowest
score if al pass 300 simultaneously.
Buy Rummy
(2-6p, 52 or 104c) Use one or two packs, depending on the number
of players. Deal five each. Play as Basic Rummy but: On your turn
to play, either draw the top card of stock or, if you want the
upcard, bid for it by stating how many additional cards you wil
also draw from stock, up to a maximum of six. For example, if you
bid ‘One’, and no one overcal s, you wil take the upcard plus one
card from stock. But any other player may make a higher bid, and
whoever bids highest takes the upcard plus the same number from
stock. That player continues by melding, if possible, or, having once
melded, by laying a card or cards of to any meld on the table. His
turn ends with a discard and passes to his left. First out of cards
wins 1 point or stake for each card remaining in other players’
hands.
Variant Cards to the number bid are drawn not from stock but from
the discard pile, in succession from the upcard downwards, and the
maximum bid isthe numberofcards available. The bidder may
continue by melding and laying of , but does not discard.
Push
4 players (2 × 2),108 cards
A partnership version of Contract Rummy with an unusual method
of play. This description is based on one by Paul Welty (via the
Pagat website).
Preliminaries Four players sit ing crosswiseinpartnerships
useadouble 52-card pack plus four Jokers. Al Jokers and Deuces
are wild.
Deal There are five deals. The first dealer is chosen at random and
the turn to deal passes to the left. The number of cards dealt and
the initial meld requirement for each deal are as fol ows:
deal hand
initial meld
1
6
2 sets of three
2
7
1 set of three, 1 run of four
3
8
2 runs of four
4
9
3 sets of three
5
10 2 runs of five
Deal the appropriate number of cards in ones, turn the next to
start a discard pile, and stack the rest face down. If the turn-up is a
wild card, bury it in the pack and turn the next instead.
Object In each deal, to meld al your cards, or as many as possible.
Melds A meld is a run of three or more cards in suit and sequence,
or a set of three or four cards of the same rank and dif erent in suit.
A set may not contain duplicate cards, but any player or side may
meld two sets of the same rank.
In a run, Ace counts high or low but not both, and wild cards
may count as Twos (permit ing A-2-3… or… Q-K-A but not… K-A-
2…). You may meld two separate runs in the same suit, for
example 4-5-6-7 and 8-9-T-J, or could meld al these together as a
run of eight. Once melded, however, runs cannot be split up or
joined together, only extended.