The Rummy rules still hold: sets and runs of at least three cards, jokers as stand-ins, first player empty wins. But when you start Royal Robber Rummy you are not meeting your grandmother’s rulebook. Six things are different — and a game that hides its own rules is an irritating game, so here they all are.
What you are dealt
Open the game, press play, and this is the deal:
| Royal Robber Rummy (a standard game) | classic Rummy | |
|---|---|---|
| Decks | 2 (plus 6 jokers, 110 cards) | 2 (plus 6 jokers, 110 cards) |
| Cards in hand | 12 | 13 |
| Players | 3 (you + 2 opponents) | 2 to 6 |
| Opening meld | no points hurdle | 40 points |
| Discard | none | mandatory, every turn |
| Hand limit | 15 | – |
K-A-2 (a run around the corner) | allowed | not allowed |
The same numbers apply to the Daily Run and to games online. If you prefer it classic, you can change the decks, jokers, hand size, opening-meld hurdle (0, 30, 40 or 50 points) and the discard rule before the game starts.
1. The opening meld costs no points — and you still miss it
There is no 40-point hurdle in front of your first meld here. That does not mean you may rob from the first second. Until you have laid down a valid meld of your own, you are locked: no laying off, no rebuilding, no robbing. Your first meld — however cheap — is what unlocks you.
That shifts the whole opening. In classic Rummy you wait until 40 points come together. Here you want to get anything onto the table as fast as you can, because only then does the interesting half of the game open up for you.
2. There is no discard
You do not end your turn by throwing a card away. You end it by ending it. No discard pile, no card handed to the next player for them to snatch.
That removes one of the two information sources classic Rummy gives you — and replaces it with another. What lies on the table now tells you everything. Watch it, and you can read what the others are collecting.
3. So your hand grows — and that gets punished
With no discard, cards accumulate. Hence the ceiling: 15 cards.
4. The robbery: the card moves to your hand
This is the heart of the game, and where we part company with every other robber variant. Once you are unlocked, you may take cards out of any meld on the table — your opponents’ and your own alike — and put them in your hand.
5. The table only has to be legal at the end of your turn
The common misreading is that a meld must be valid at all times. It need not. During your turn you may take the table apart — shrink a four-card run to two, break a set open, move cards between melds, merge two melds, split one in two.
The check comes when you are done. Then every meld on the table must be valid again: at least three cards, a clean set or an unbroken run, and never more jokers in it than real cards. Leave a ruin standing and you cannot end the turn.
In practice: you may rebuild the entire table — as long as you put it back together afterwards. That is more freedom than classic table manipulation gives you, and it is why a round here has a different tempo.
6. Runs may go around the corner
K♠ A♠ 2♠ is a valid run here. In classic Rummy it would not be — there the ace is the end of the line, high or low.
That makes the ace the most connective card in the game rather than an expensive edge piece. Players coming from classic Rummy underrate it for their first few games almost without exception. If you dislike it, switch it off before the game.
What stays the same
So that no false impression forms — everything else is ordinary Rummy:
- Sets (same rank, different suits) and runs (same suit, unbroken), always from three cards up.
- A joker stands in for any card, but a meld may never hold more jokers than real cards.
- Scoring: 2 to 10 at face value, Jack, Queen and King 10 each, the ace 11, a joker left in hand 20.
- The first player to empty their hand scores 0. There is no bonus for going out — the zero is the prize. Everyone else counts their hand as penalty points. You need not do the arithmetic: the game scores itself, and for the kitchen table there is our scoring calculator.
Play by these rules
Royal Robber Rummy — free in your browser, against the computer or online.
And if you want it classic
Then set it that way. One deck, two jokers, seven cards, a 40-point hurdle, a mandatory discard, no runs around the corner — each of those axes can be set individually before the game. The robbing stays, because the robbing is the game.
How our robbery relates to classic table manipulation is laid out in the Robber Rummy overview and in our comparison with Rommé Palast.
- Royal Robber Rummy (Spielio) — the ruleset described here — playable right now
- John McLeod, "Rummy", Pagat.com — rules reference for the Rummy family we diverge from
- Wikipedia: Rummy — the standard rules and their variations