Rummy rules
Rummy is a draw-and-discard card game for 2 to 6 players. You collect sets, such as three 7s, and runs, such as the 4, 5 and 6 of hearts, and try to be first to get rid of every card. This page gives basic rummy, also called straight rummy. Households play it differently, so common house rules are listed too.
Also called Basic Rummy, Straight Rummy, Rum.
- Players
- 2 to 6. Best with 2 to 4.
- You need
- A standard 52-card deck, plus paper and a pencil for the score
- Deal
- 10 cards each for 2 players, 7 each for 3 or 4, 6 each for 5 or 6
- Each turn
- Draw 1 card, lay down sets and runs if you want to, then discard 1 card
- Goal
- Be the first to get rid of all your cards by laying them down in sets and runs
- Game ends
- When a player reaches the target score agreed before the first deal, such as 100 points
- Playing time
- About 20 to 30 minutes for a game to 100 points
Quick start
- Deal 10 cards each to 2 players, 7 each to 3 or 4, 6 each to 5 or 6. Put the rest face down and turn one card face up beside it.
- On your turn, first draw one card. Take the top card of the face-down stock or the top card of the face-up discard pile.
- You may lay sets and runs face up. A set is 3 or 4 cards of one rank. A run is 3 or more cards in order in one suit.
- You may also add cards from your hand to any set or run on the table, including another player’s. Then end your turn by discarding one card face up.
- The first player out of cards wins the hand. The others add up the cards they still hold: 10 for kings, queens and jacks, 1 for aces, the number for the rest.
- The winner scores that total, or double for going rummy: going out in one turn with nothing laid down or laid off before. Play to an agreed target, such as 100.
Rule sheet and score sheet
Print the whole game on one page, and a score sheet made for Rummy. Both are free PDFs for Letter paper.
Setup
2 to 6 players with one deck, each playing alone. The game is at its best with 2 to 4. Notes for 2 players and for bigger groups are further down.
You need: One standard 52-card deck with the jokers taken out.
| In the set | Count | Worth when scoring |
|---|---|---|
| Aces | 4 | 1 point each |
| Number cards, 2 through 10 | 36 | The number on the card |
| Jacks, queens and kings | 12 | 10 points each |
| Total | 52 |
- The points show what a card is worth to the winner when it is caught in another player’s hand.
- Use a standard 52-card deck with no jokers. Aces are low and kings are high.
- Pick the first dealer at random. After each hand the deal passes to the left. With 2 players, the winner of a hand deals next.
- Deal one card at a time, face down, starting on the dealer’s left: 10 cards each for 2 players, 7 each for 3 or 4, and 6 each for 5 or 6.
- Stack the rest face down as the stock. Turn its top card face up beside it to start the discard pile. The player on the dealer’s left goes first, and turns pass clockwise.
| Players | Each player gets | Notes |
|---|---|---|
| 2 | 10 cards | 1 card is turned face up and 31 form the stock. |
| 3 | 7 cards | 1 card is turned face up and 30 form the stock. |
| 4 | 7 cards | 1 card is turned face up and 23 form the stock. |
| 5 | 6 cards | 1 card is turned face up and 21 form the stock. |
| 6 | 6 cards | 1 card is turned face up and 15 form the stock. |
Each player’s hand
Stock
The 23 cards left over, face down
Discard pile
Starts with one face-up card
- Deal sizes differ a little from one rule book to another. The sizes here are the ones the two main rule sources we checked agree on.
How to play
Every turn follows the same order: draw a card, lay cards down if you want to, then discard. The hand ends as soon as one player has no cards left.
-
Draw one card
Start your turn by drawing one card: the top card of the stock or the top card of the discard pile.
- You can see the top discard before you choose. A card from the stock is not shown to the other players.
- A card taken from the discard pile goes into your hand like any other. You do not have to lay it down right away.
-
Lay down melds if you want to
You may lay sets and runs from your hand face up on the table. These are melds. A set is 3 or 4 cards of the same rank, such as three 9s. A run is 3 or more cards of one suit in order, such as 5-6-7. The ace is low, so queen-king-ace is not a run.
- Melding is never required. You can keep a meld in your hand, but its cards count against you if another player goes out first.
- You can lay down more than one meld in a turn. Some rule books allow only one new meld per turn, so settle this before the first deal.
- A card can be part of only one meld. The 7 of hearts cannot count in a set of 7s and in a heart run at the same time.
A set
Same rank. The 9♦ could be added later.
A run
Same suit, in order
Not a run
The ace is low, so it cannot follow the king
The two kinds of meld, and three cards that do not make one. -
Lay off cards if you want to
You may also lay off cards, which means adding cards from your hand to any meld on the table, yours or another player’s. A set can take its fourth card. A run can grow at either end.
- For example, a run of the 5, 6 and 7 of hearts can take the 4 or the 8 of hearts. If you hold the 8 and the 9, you can add them together.
- You may lay off any number of cards in one turn.
- Melds cannot be rearranged. Say the table shows four 8s and the 5, 6 and 7 of hearts, and you hold the 9 of hearts. You may not shift the 8 of hearts from the set to the run so that your 9 fits.
- You do not need a meld of your own on the table before you lay off. Some groups do require one.
-
Discard one card
End your turn by putting one card from your hand face up on the discard pile. If you took the top discard this turn, you may not put that same card back.
- A card you drew from the stock may be discarded in the same turn.
- A card you took from the discard pile may be discarded on a later turn.
- You discard on every turn, whether or not you laid anything down. The one exception is a turn on which you go out with no card left.
-
Go out to win the hand
You go out when you get rid of your last card. The hand ends at once and you win it. The last card may be melded, laid off or discarded, so you do not need a final discard.
- After a player goes out, nobody else may lay down or lay off anything. That includes complete melds still held in a hand.
- Many groups play that the last card must be a discard. Agree on this before the first deal.
-
Go rummy for a double score
Going rummy is getting rid of your whole hand in one turn when you have not laid down or laid off any cards before. It doubles your score for the hand.
- Some groups give a 10-point bonus instead of doubling. Others do not play the rule at all, so agree on it before the first deal.
-
If the stock runs out
If the stock is used up, the next player may still take the top discard. If they do not want it, turn the discard pile face down without shuffling. It becomes the new stock, and that player draws from it.
- That player’s discard starts a new discard pile, and play goes on as before.
- Because the pile is not shuffled, a player with a good memory knows which cards are coming. Many groups shuffle it for that reason.
-
Score the hand
The other players add up the cards left in their hands. Kings, queens and jacks count 10, aces count 1, and other cards count the number on them. The winner scores the total, or double the total for going rummy. The deal then moves on.
| Cards | Meld | Why |
|---|---|---|
| 7♠ 7♥ 7♦ 7♣ | Yes, a set | 4 cards of the same rank |
| 10♥ J♥ Q♥ K♥ | Yes, a run | Same suit, in order, with the king at the top |
| A♣ 2♣ 3♣ | Yes, a run | The ace is low |
| Q♠ K♠ A♠ | No | The ace cannot be high |
| K♥ A♥ 2♥ | No | A run cannot pass through the ace |
| 4♥ 5♥ 6♠ | No | A run must stay in one suit |
| J♣ J♦ | No | A meld needs at least 3 cards |
Example: going out with a lay-off
Four players are in the hand. On an earlier turn you laid down a set of three 7s. Sam has a run on the table: the 9, 10 and jack of diamonds. You hold the 4 and 5 of clubs, the queen of diamonds and the king of spades. You draw the 6 of clubs from the stock. First you lay down the 4, 5 and 6 of clubs as a run. Next you lay off the queen of diamonds on the end of Sam’s run. Your only card left is the king of spades. You discard it and go out. This is not going rummy, because your 7s went down on an earlier turn.
Your set, laid down earlier
Sam’s run
Your Q♦ fits on the end
Your hand
Lay down the clubs, lay off the Q♦, discard the K♠
Scoring
Only the player who goes out scores for a hand. The points come from the cards the other players are still holding.
| Card | Points |
|---|---|
| King, queen or jack | 10 |
| 2 through 10 | The number on the card |
| Ace | 1 |
| How the hand ended | The winner scores |
|---|---|
| A player goes out | The total of all the cards left in the other players’ hands |
| A player goes rummy | Double that total |
- Cards on the table never count. Only cards still in a hand are added up.
- A complete set or run that is still in a player’s hand counts in full, the same as loose cards.
- The two main rule sources we checked do not fix a target score. Some groups agree on a number of deals instead of a target.
Agree on a target score before the first deal, such as 100 points. The first player to reach the target wins the game.
Use a sheet of paper with a column for each player. After each hand, write the winner’s points in that player’s column and add them to the running total. Nobody else scores for that hand.
A worked example: scoring one hand
This is a different hand, with 4 players. You go out, and the other three are caught holding the cards shown. Kim’s three 9s make a set, but they were still in Kim’s hand, so they count. You score 76 points. Had you gone rummy, the score would be doubled to 152.
Sam
10 + 8 + 3 = 21
Lee
10 + 10 + 5 + 1 = 26
Kim
9 + 9 + 9 + 2 = 29
| What happened | Points |
|---|---|
| Sam: king of clubs | 10 |
| Sam: 8 of diamonds | 8 |
| Sam: 3 of spades | 3 |
| Lee: queen of hearts and queen of diamonds, 10 each | 20 |
| Lee: 5 of spades | 5 |
| Lee: ace of clubs | 1 |
| Kim: three 9s, a set that was never laid down | 27 |
| Kim: 2 of diamonds | 2 |
| Your score for the hand | 76 |
Scorekeeper
One row for each hand. Only the player who went out gets points for that hand. The first player to the target wins. The target starts at 100 and can be changed, because groups set their own. It works in this browser, keeps the game if the page reloads, and needs no account.
Other ways to play
Rummy for 2 players
Deal 10 cards each. The player who did not deal takes the first turn. Play and scoring are the same as in the main rules. The winner of a hand scores the value of the cards left in the other player’s hand, or double for going rummy. The winner also deals the next hand. Some rule books have the two players take turns dealing instead, and some deal 7 cards each. Gin rummy, a related game for 2 players, has its own page.
Rummy for 5 or 6 players
Deal 6 cards each from one deck. Nothing else changes. Fewer cards are left for the stock, 21 with 5 players and 15 with 6, so it can run out sooner. When it does, turn the discard pile over as usual. The game works with up to 6 players, but it is at its best with 2 to 4.
Rummy for 7 or more players (two decks)
One deck is enough for up to 6 players, and the two main rule sources we checked stop there. Rule books that cover bigger groups shuffle two 52-card decks together, which makes 104 cards, but they do not agree on the deal. One deals 7 cards each. Another deals 10 cards each and goes up to 7 players. Choose one before you start. Some of these books bring in the second deck sooner, for 6 players or even for 4. Two decks hold two copies of every card. One rule book lets a set hold two copies of the same card.
House rules and other versions
- Discard to go out
- Your last card must be a discard. You cannot go out by melding or laying off every card, so you always need one card left over to throw away. This is a common house rule, and some rule books give it as the standard rule.
- Ace high or low
- The ace can be the low end or the high end of a run, so ace-2-3 and queen-king-ace both count. King-ace-2 still does not. Groups that play this often make the ace cost more when it is caught in a hand. One rule source says 15 points and another says 11.
- Round the corner
- A few groups let a run pass through the ace, such as king-ace-2. This is unusual.
- One meld a turn
- Some rule books let you lay down only one new set or run on each turn. Laying off stays unlimited.
- Meld before you lay off
- You may not lay off cards until you have laid down a meld of your own. In one version you must also wait until your next turn.
- Shuffle the discards
- When the stock runs out, shuffle the discard pile before turning it over. Many rule books give this version. It stops players from memorizing the order of the cards.
- Block rummy
- The discard pile is never turned over. When the stock is gone and the next player does not want the top discard, the hand ends with nobody out. All players add up their hands. The lowest hand wins and scores the difference between it and each of the other hands. Players tied for lowest share those points.
- A limit on turning the pile
- Agree that the discard pile is turned over only once, or only twice. After that, when the stock runs out and the next player does not want the top discard, the hand ends with nobody out. Score it the same way as block rummy.
- A 10-point bonus for rummy
- A player who goes rummy adds a 10-point bonus to the score for the hand instead of doubling it. Some groups do not reward going rummy at all.
- Penalty points
- Nobody scores for winning a hand. Each player caught with cards writes down their value as penalty points. If a hand ends with nobody out, everyone takes the points in their hand. When a player reaches 100 or more, the player with the lowest total wins the game.
- Wild cards
- Add the jokers to the deck as wild cards, or agree that every 2 is wild. A wild card can stand for any card in a set or run. A wild card caught in your hand counts 15 points.
- Other deal sizes
- Rule books do not all agree on the deal. One gives 10 cards each to 2, 3 or 4 players. Another gives 7 cards each to 5 players. A 2-player game is sometimes played with 7 cards each.
Rule questions
How many cards do you deal in rummy?
It depends on how many are playing. Deal 10 cards each to 2 players, 7 each to 3 or 4 players, and 6 each to 5 or 6 players. Use one standard 52-card deck. The cards left over form the stock, and its top card is turned face up to start the discard pile.
Can you pick up a discard and throw the same card back?
No. If you take the top card of the discard pile, you must discard a different card on that turn. You may discard it on a later turn. A card drawn from the stock is another matter. You may discard that one right away.
Can you take more than the top card from the discard pile?
No. In basic rummy you may take only the top card. Taking a card from deeper in the pile, along with every card on top of it, is a rule from Rummy 500.
Do you have to discard to go out?
No, not under the basic rules. If your last cards all fit into melds, you lay them down and the hand is over. Many groups play a stricter house rule that the last card must be a discard, so agree on this before the first deal.
Is the ace high or low in rummy?
Low. The ace ranks below the 2, so ace-2-3 of one suit is a run and queen-king-ace is not. An ace left in your hand counts 1 point. A common house rule lets the ace be high or low. Groups that play it often count the ace as 15 points, or as 11.
Can you add cards to another player’s meld?
Yes. On your turn you may lay off cards on any meld on the table, no matter who put it there. Under the basic rules you do not need a meld of your own first. Some groups do require one.
How many melds can you lay down in one turn?
As many as you can, under the rules on this page. Rule books differ here. A stricter version allows only one new set or run on each turn, with no limit on laying off. Pick one before the first deal.
What is going rummy, and what is it worth?
Going rummy is going out in a single turn when you have not laid down or laid off any cards earlier in the hand. It doubles your score for the hand. Some groups give a 10-point bonus instead, and some do not play the rule.
What happens when the stock runs out?
The next player may take the top discard as usual. If they do not want it, the discard pile is turned face down without shuffling to make a new stock, and they draw from that. Many groups shuffle the pile first. Others end the hand there, which is called block rummy.
Do melds still in your hand count against you?
Yes. When another player goes out, every card left in your hand is counted, even cards that form a complete set or run. Only cards already laid on the table are safe.
What score do you play to in rummy?
There is no single fixed number. One of the two main rule sources we checked plays to a target the players agree on. The other sets none. Agree on yours before the first deal. Another rule book plays to 100 points, or to 250 for a longer game. You can also agree on a set number of deals instead.
Can you call rummy on another player’s discard?
Not under the basic rules. The two main rule sources we checked have no such call. Some groups add it as a house rule, as some do in Rummy 500. When a player discards a card that fits a meld on the table, the first other player to call rummy takes that card and lays it off. Agree before you deal if you want to play it.
Words used in Rummy
- Meld
- A set or a run laid face up on the table. To meld is to lay one down.
- Set
- 3 or 4 cards of the same rank, such as three kings. Also called a group or a book.
- Run
- 3 or more cards of the same suit in order, such as the 4, 5 and 6 of clubs. Also called a sequence.
- Stock
- The face-down pile of undealt cards that players draw from.
- Discard pile
- The face-up pile where every turn ends. Only its top card can be taken.
- Upcard
- The card turned face up after the deal to start the discard pile.
- Lay off
- To add a card from your hand to a meld that is already on the table.
- Go out
- To get rid of the last card in your hand. It ends the hand.
- Going rummy
- Going out in a single turn without having laid down or laid off any cards earlier in the hand. It scores double.
- Hand
- One round of play, from the deal until a player goes out. Also the cards a player holds.
- Straight rummy
- Another name for basic rummy, the game on this page.
- Block rummy
- A version in which the discard pile is never turned over to make a new stock.
- Round the corner
- A run that passes through the ace, such as king-ace-2. Basic rummy does not allow it.
- Wild card
- A card, often a joker, that can stand for any other card. Basic rummy has none unless your group adds them.
What you need
- A standard deck of playing cardsOne 52-card deck is enough for 2 to 6 players. Take the jokers out.Find it on Amazon (A standard deck of playing cards, opens in a new tab)
- A second deckOnly for groups of 7 or more. Decks are often sold two to a box.Find it on Amazon (A second deck, opens in a new tab)
- A score pad and pencilAny paper works. A printed pad has a column ready for each player.Find it on Amazon (A score pad and pencil, opens in a new tab)
- Card holdersOptional. They help small hands keep 7 or 10 cards in order.Find it on Amazon (Card holders, opens in a new tab)
As an Amazon Associate, we earn from qualifying purchases. How the site is paid for.
Checked against
These rules are written in our own words from Bicycle Cards and checked against Pagat. Sources last checked on October 11, 2026.
- First source: Bicycle Cards, Rummy (Rum). The deal sizes, the stock and upcard, the turn, laying off, going out without a discard, going rummy for double, the stock running out, card values and who deals next with 2 players.
- Second source: Pagat, Rummy. The order of a turn, sets and runs, the low ace, laying off on other players’ melds, no rearranging, the same-discard rule, the running score with an agreed target, 2 to 6 players, and most of the house rules.
Other sources we used (5)
- Wikipedia, Rummy. Two decks dealt 10 cards each for up to 7 players, the 7-card deal for 5 players, no limit on melds in a turn, the meld-before-laying-off rule, the required final discard, round-the-corner runs, an ace worth 11 when it can be high, and jokers worth 15.
- Card Games For Dummies, How to Score in Rummy. The target of 100 points and the longer game to 250. Confirms the card values, the 15 points for a wild card, and that unmelded sets in a hand still count..
- Card Games For Dummies, How to Play Rummy: All You Need to Know. Two decks and 7 cards each for 6 or more players, the 10-card deal for 2 to 4 players, the 7-card deal for 2, wild cards, shuffling the discard pile, the ace high or low, and the final discard as the standard way to go out.
- Wikipedia, 500 rum. Two Rummy 500 rules that get mixed into basic rummy: taking cards from deeper in the discard pile, and calling rummy on a discard.
- Bicycle Cards, 500 Rum. Confirms that taking a card from below the top of the discard pile belongs to 500 Rum.
Where the sources differ (12)
| Topic | Bicycle Cards | Pagat | This page |
|---|---|---|---|
| Melds in one turn | A player may lay down “any meld.” No limit is stated, and going rummy means getting rid of a whole hand at once. | Only one new meld per turn. Any number of melds is listed as a house rule. | Any number, which Wikipedia states outright and Card Games For Dummies implies. One meld a turn is a variant and a rule question. |
| Ending a turn with a discard | Worded so that a player who does not wish to lay down a meld discards one card. | Every turn ends with a discard, unless the player has gone out. | Follows Pagat, as Wikipedia does: every turn ends with a discard. |
| Going rummy | Part of the main rules. Every other player pays double. | An optional house rule. The hand’s score is doubled, or in some versions the winner gets a 10-point bonus. | In the main rules as a double score. The 10-point bonus is a variant, with a note that some groups do not play the rule. |
| Scoring and the game target | Each loser pays the winner the value of the cards in their hand after every hand. No running score and no target. | The losers’ card values are added to the winner’s running score. Play to a target score or a number of deals agreed beforehand. | Pagat’s running score with an agreed target. The example target of 100 and the longer game to 250 come from Card Games For Dummies. |
| Who deals next with 2 players | The winner of each hand deals the next. | The two players take turns dealing. | Follows Bicycle. Taking turns is mentioned in the 2-player notes. |
| Choosing the first dealer | Not stated. | Chosen at random. | At random. |
| The ace | Low, with a remark that many forms of rummy let it rank high or low. | Low in the basic game. High or low is a house rule, and the ace is then worth 15 points. | Low. Ace high or low is a variant. Wikipedia gives 11 points for such an ace, so both figures are shown. |
| When the stock runs out | The discard pile is turned over without shuffling. | The same in the basic rules, with a note that most books now say to shuffle. Block rummy and a limit on reusing the pile are house rules. | Turned over without shuffling. Shuffling, block rummy and the limit are variants. |
| Laying off before you have melded | No condition is stated. | No condition in the basic rules. Needing a meld of your own first is a house rule. | No condition. The house rule is a variant. Wikipedia gives it as the normal rule. |
| Final discard when going out | Not needed when all the remaining cards are matched. | Not needed in the basic rules. Required under a house rule. | Not needed. Discard to go out is the first variant. Card Games For Dummies gives the final discard as the standard way and says most people also allow going out without one. |
| Number of players and decks | Lists 2, 3, 4 and 5 or more players. Deal sizes stop at 6 players. No second deck in the rules. | 2 to 6 players with one deck, best with 2 to 4. | 2 to 6 with one deck. Two decks for bigger groups come from Wikipedia (10 cards each, up to 7 players) and Card Games For Dummies (7 cards each for 6 or more players). Both deals are given. |
| Deal sizes in other books | 10 cards each for 2 players, 7 for 3 or 4, 6 for 5 or 6. | The same. | The sizes both main sources give. Wikipedia’s table (7 each for 4 or 5 players, 7 or 10 for 3) and Card Games For Dummies (10 each for 2 to 4 players, 6 for 5) are covered under Other deal sizes. |
What on this page is our own
- The playing time of about 20 to 30 minutes is our estimate.
- The example turn and the scoring example are our own. So is the doubled figure of 152.
- The stock sizes after the deal (31, 30, 23, 21 and 15 cards) are our arithmetic from the deal sizes. The remark that a smaller stock can run out sooner follows from them.
- Reading Bicycle’s “any meld” as allowing several melds in one turn is our reading. Wikipedia states it outright.
- Two points are not stated outright in the main sources: that a discard you take need not be melded right away, and that a card can be part of only one meld. They follow from how those sources describe the draw and the ban on rearranging melds.
- The advice on keeping score on paper is ours.
- The notes under What you need describe products and are not rules.
- That the discard made after the pile is turned over starts a new discard pile follows from Bicycle saying play then goes on as before.
- That each player plays alone is implied by the individual scoring and is not stated in the sources.
- The pieces pictured at the top of the page are our own example.
Spotted a mistake? Email contact@familygamerules.com and we'll check it against the sources.