Rummy looks like a mountain of rules at first, but it is really one of the most approachable card games there is. The core idea fits in a single sentence: put your cards in order and lay them down. This guide walks you through your first turn, step by step — no prior knowledge, no jargon.
Step 1: Set up and deal
You need two shuffled 52-card decks plus six jokers — 110 cards in all. Each player is dealt 13 cards. Stack the remaining cards face down in the middle; that is the stock (the draw pile). Turn the top card of it face up and place it beside the stock — that starts the discard pile.
Step 2: Understand what you’re building
Your goal is to combine cards into melds. There are only two kinds, and both need at least three cards:
- Set: three or four cards of the same rank but different suits — for example
8♥ 8♠ 8♦. - Run: three or more cards of the same suit in unbroken sequence — for example
4♣ 5♣ 6♣.
Step 3: Your turn — draw, meld, discard
When it is your turn, every turn runs the same way:
- Draw. Take one card — either face down from the stock (you don’t know what’s coming) or the face-up top of the discard pile (when it happens to suit you).
- Meld and lay off. Now you may put melds on the table and add cards to existing ones. You don’t have to, though — sometimes waiting is smarter.
- Discard. Finally, place one card face up on the discard pile. That ends your turn and passes play on.
Step 4: The opening meld — your first hurdle
There is one important condition before you can really join in: your very first meld of the round must total at least 40 points (30 in some circles). Only once that opening meld is down may you, on later turns, add single cards to other players’ melds. Until you reach 40 you stay “locked” — even if a card would fit perfectly.
For example: K♥ K♠ K♦ is three kings at 10 points each, which makes 30 — not enough alone. Combine them on the same turn with the run 5♣ 6♣ 7♣ (18 points) and you reach 48, clearing the hurdle.
Step 5: The joker
The joker is your wildcard: it stands in for any card in a set or run. In 9♦ Joker J♦ it represents the 10♦. Remember two things. A joker left in your hand at the end of a round costs 20 penalty points — so get it into play in good time. And when a joker sits in a meld and you hold the real card, you can often swap it for the joker and reuse the joker yourself.
Step 6: Going out and counting
Whoever gets rid of all their cards first and goes “out” with a final discard wins the round and scores 0 points. Everyone else totals the cards left in their hand as penalty points. Across several rounds, the winner is whoever has collected the fewest points. To value a hand precisely, use the Rummy scoring calculator.
Practise now
Play your first round against the computer — Royal Robber Rummy eases you in, free in your browser.
The best first step
The fastest way to learn Rummy is a round against the computer with nothing at stake. You see your cards, try out sets and runs, and get instant feedback on whether a meld is valid. Once the basics feel solid, the variants are worth a look — chief among them Robber Rummy, where you snatch cards off the table.
- John McLeod, "Rummy", Pagat.com — rules reference for the Rummy family
- Wikipedia: Rummy — history and rule variations
- Royal Robber Rummy (Spielio) — practise free in your browser