RollieRummy is an online rummy gaming platform that enables players to compete against each other for prizes. The
game is played with a standard deck of 52 cards, and each player is dealt 13 cards. The aim of the game is to remove
all of the cards from your hand by forming melds, which are combinations of three or more cards of the same rank.
For example, if you have two 7s and a 9 in your hand, you can form a meld by discarding the 7s and 9 & drawing a
new card from the deck.
The game ends when one player has no cards remaining in their hand, or when the draw pile is depleted and no player
can continue. The player with the lowest score at the end of the game wins.
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The objective of Rummy is to remove all of the cards from your hand by creating various combinations. There are two
types of combinations: sets and runs. A set is three or four cards of the same rank, such as three 8s or four Kings.
A run is three or more cards of consecutive rank, such as 7, 8, 9 or 10, J, Q.
The game begins with each player being dealt a hand of cards. The remainder of the deck is placed face down in the
middle of the players. The player to the dealer’s left starts the game by drawing a card from the deck and adding it to
their hand. They then discard one card by placing it face up in the middle of the table. Play then passes to the next
player who does the same.
Players must try to create valid combinations with the cards in their hand. When they have done so, they lay the
combination down on the table in front of them. Once a player has laid down all of the cards in their hand, they win
If the draw pile runs out of cards, the player who last added a card to it takes the entire pile, shuffles it and places it
face down to serve as the new draw pile.
The game can end in one of two ways. Either a player manages to lay down all of the cards in their hand, or the play
reaches a stalemate where no player can lay down any more cards. In the latter case, the player with the lowest score
wins the game.
Rummy is a turn-based game, and players take turns to draw and discard cards. The game starts with each player
being dealt a hand of cards. The remainder of ā deck is placed face down in the middle of the players, and the top
card is turned over to start the discard pile.
On your turn, you must first draw a card. You can either draw the top card from the face-down deck or the top card
from the discard pile. You then add this card to your hand and decide whether to meld any of your cards.
If you choose to meld, you can either create a set or a run. A set is a group of three or four cards of the same rank,
such as three queens or four sevens. A run is a sequence of three or more cards of consecutive rank, such as
4-5-6 or 9-10-J-Q.
Once you have melded, you can then discard a single card from your hand onto the top of the discard pile. The turn
then passes to the next player, who repeats the draw-meld-discard process.
If at any point you are able to meld all the cards in your hand, you can declare rummy. To do so, you simply discard
your final card, and then reveal your hand to the other players. If your hand is valid, you win the game!
A sequence is a valid meld in rummy consisting of three or more cards of consecutive rank, such as
4-5-6 or 9-10-J-Q. Aces can be high or low in a sequence, so A-2-3 and Q-K-A are both valid sequences.
There are a few different ways to define pure sequence in rummy, but one common definition is a sequence of three
or more cards of the same suit in which no card appears more than once. For example, a pure sequence of Ace,
Two, and Three of Spades would be valid, but a sequence of Ace, Two, and Three of Hearts in which the Ace of Hearts
appears twice would not be considered pure.
(It is a pure sequence that consists of three consecutive cards of diamonds. Here no card has been replaced
by a joker.)
(It is a pure sequence that consists of four consecutive cards of clubs. No card has been replaced by a joker
in the sequence.)
In this pure sequence, five consecutive cards from the heart suit are used. No joker is used in this sequence.
An impure sequence is a run in which at least one of the cards is not the same suit. Basically, it’s a sequence in
which one or more cards have been replaced by a joker or jokers.
One example of an impure sequence in rummy would be if a player has a run of 4 cards in which the 7 card has been
replaced by a printed joker to complete the sequence (e.g., 4-5-6-J).
Another example would be if a player has a run of 3 cards in which all of the cards are the same rank (e.g., 9-10-8♦)
A set is a valid meld in rummy consisting of three or four cards of the same rank, such as three queens or
four sevens. Sets cannot have more than one card of the same rank, so 2-2-2 is not a valid set.
Without a Joker
This set has 7s from three different suits.
This set has 2s from four different suits.
With a Joker
In this set, the K♥ is a wild joker.
In this set, the printed joker is optional. If there was no joker, the set would be still complete as it contains all 9s from
The printed joker has been used to replace the missing cards: Q♥ or Q♠.
In this set, the A♥ is a wild joker.
As per rummy set rules, this combination does not qualify as a valid set. It is an invalid set as it has
two 2♦ cards. If it had 2♥ instead of one 2♦, it would have been a valid set. The correct example
of valid set is: 2♦-2♣-2♠-2♥.
This is an invalid set as it includes two A♣ cards. If the combination had either A♦ or A♥ in place of one
A♣, it would have been a valid set. The correct examples of valid set are: A♣-A♦-K♦ (WJ), A♣-A♥-K♦ (WJ)
Jokers are wild cards that can be used to replace any other card in a meld. For example, if you have the cards
4-5-6-7-8, you can use a joker to meld 9-10-J, since the joker stands in for the missing 9.
Jokers are typically added to the deck in games of rummy that use two decks of cards. In these games, there are
usually two jokers per deck.
A printed joker is a card that is included in the deck specifically for the game of rummy. This card can be used in
place of any other card in the deck, which makes it a very valuable card to have.
The printed joker has been used to replace 10♥ in this impure sequence.
The printed joker has been used to replace 2♣ or 2♥ in this set.
The wild joker is randomly picked at the beginning of the game. The wild joker can be used to represent any card
of your choice when completing a hand. This can be helpful when you are one card short of a straight, flush, or
full house, for example.
In this sequence, the 8♦ is a wild joker. So it’s an impure sequence.
In this set, the 3♣ is a wild joker that has been used to replace 6♣ or 6♦.
A wild joker can be used in a pure sequence too. Examples of pure sequence with a wild joker are as follows:
K♠-Q♠-J♠ (WJ): Here J♠ is the wild joker and it is used to complete the combination which ultimately forms the
4♥-5♥(WJ)-6♥-7♥: Here 5♥ is the wild joker and it connects 4♥, 6♥ and 7♥. The combination created is a pure
In order to win the game of rummy, you must first meld all of the cards in your hand into either sets or runs. Once you
have done so, you can then declare rummy.
To make a valid declaration, you must first discard your final card. You then reveal your hand to the other players and
arrange your cards into sets and runs. If your hand is valid, you win the game!
If you are playing with jokers, you can use them to replace any other card in a meld. For example, if you have the
cards 4-5-6-7-8, you can use a joker to meld 9-10-J, since the joker stands in for the missing 9.
To make a valid declaration, these are the conditions:
A pure sequence: It is mandatory to make at least one pure sequence in order to win a game of rummy. Pure
sequences are made up of at least three consecutive cards from the same suit.
A printed joker can’t be used to replace any card in a pure series. A wild joker, however, can be used to make a pure
sequence if it is part of the suit. A declaration without a pure sequence of cards is null and the player loses the hand
by the sum of the value of all his/her cards.
Second sequence. Rummy rules require that you make at least two sequences in order to declare a game correctly.
You must also form a second, pure sequence. It can be either an impure or a pure sequence, depending on which
cards you have.
An impure sequence can include a joker that acts as a substitute for any card in the impure sequence. It is possible
to create multiple sequences.
You should arrange all your cards: Any cards not included in the two sequences must be arranged either in sets or
sequences. Although it is not necessary to form a set, all cards must be part of a valid combination.
It is a pure sequence that has four consecutive cards of the same suit.
This is an impure sequence as a printed joker has been used to replace J♦.
This is a set containing three 2s from different suits.
This is also a set. Here a printed joker has been used to replace 9♣ or 9♦.
This is an example of 2 Sequences + 2 Sets
This is a pure sequence consisting of four consecutive cards. Despite being a wild joker, 8♥ is a part of the
suit and completes the combination.
This is a pure sequence with three consecutive face cards of the club suit.
This combination is a set containing three 5s from different suits.
In this combination, a printed joker is used to complete the set. It is used to replace either A♦ or A♥.
A valid declaration in rummy consists of all of the cards in your hand being arranged into sets and/or runs. Jokers can be
used to replace any other card in a meld.
An invalid declaration in rummy is one where not all of the cards in your hand can be arranged into sets and/or runs.
Jokers can be used to replace any other card in a meld.
There are a few tips and tricks that you can use in order to increase your chances of winning at rummy:
Pay attention to the cards that have been played. This will give you a better idea of what cards are still in the deck and
what cards your opponents are likely to have.
Try to create as many melds as possible. This will reduce the number of cards in your hand and make it easier to
Use jokers wisely. Jokers can be extremely helpful in creating melds, but you should only use them when absolutely
Use your opponents’ melds to your advantage. If you can add cards to your opponents’ melds, you can get rid of
unwanted cards in your hand.
Be careful of what cards you discard. You don’t want to give your opponents an opportunity to create a meld with the
cards you have discarded.
The scoring system in rummy is relatively simple. If you are the first player to meld all of your cards, you win the game and
score points equal to the value of the cards remaining in your opponents’ hands.
If you are not the first player to meld all of your cards, you lose the game and score points equal to the value of the cards
remaining in your hand.
There are a few common rules that are used for point calculation in rummy:
Cards of rank 2 through 10 are worth face value (2 points for a 2, 10 points for a 10, etc.).
Cards of rank J, Q, K are worth 10 points each.
Aces are worth 1 point each.
Jokers are worth 0 points.
Each turn you must draw a card, and then discard the unwanted card. Drawing and discarding are the actions of choosing new cards and getting rid of your unwanted cards.
At the start of the game, a random card is chosen to be the wild joker. Wild jokers are also made from cards with the same rank in each of the four suits.
In a points rummy, for example, dropping out before you make your first move is worth 20 points and dropping out after you pick your first card earns 40 points. A first drop is when you drop before your first move, while a second drop is when you drop in the middle of a round.
A predetermined number of chips will be taken from your chip balance when you sign up for a practice game. The virtual chips you win are credited to the account when you win.
Open the app and click “Tournaments”. To join a tournament, select an ongoing tournament and pay an entrance fee.
Rummy card game is played between 2 to 5 players and each player is dealt with 13 cards. Two decks (104 cards) and 4 Printed Jokers are used. Player has to draw and discard cards to form valid groups.
To start, one random card is picked as the Wild Card of the game. This card can then be used to form impure sequences and sets.
Once all the 13 cards are arranged in valid 2 sequences with 1 pure sequence and groups, one can make a declaration and win the game.
A pure sequence is a group of three or more cards of the same suit, placed in consecutive order. To form a pure sequence, a player cannot use any Joker or wild card.
5♥ 6♥ 7♥
3♠ 4♠ 5♠ 6♠
An impure sequence is a group of three or more cards of the same suit with one or more Jokers or wild cards used.
(Q♠ as a wild card)
6♦ 7♦ Q♠ 9♦
5♠ Q♥ 7♠ 8♠ Joker
A set is a group of three or more cards of the same rank but of different suits. When you are forming set, you can use Joker and wild card.
(Q♠ as a wild card)
A♥ A♣ A♦
8♦ 8♣ 8♠ 8♥
9♦ Q♠ 9♠ 9♥
5♦ 5♣ 5♠ Joker
5♦ 5♣ Q♠ Joker
5♦ 5♣ Joker Q♥ Q♠
Ace can be used as a lower card as well as a higher card. For example, you can make a sequence as Q♠ K♠ A♠ , as well as A♠ 1♠ 2♠ . However, K♠ A♠ 2♠ is invalid.
A set can have more than four cards. So, if you have a set of four cards and you are using an additional Joker, then in total it becomes a 5 cards group and still be a valid set.
If the card kept under stock pile is a Printed Joker, then the Printed Joker and all suits of Ace are available for use as wild cards.
If the first card discarded by system is a wild card, you can pick it up. However, you cannot pick up the wild card discarded by other players.
The unmatched cards of the rest of the players are counted. Even if a player has valid groups but does not meet the basic requirement of two sequences (First Life and Second Life), all the 13 cards are counted as unmatched.
Ace = 10 points
King = 10 points
Queen = 10 points
Jack = 10 points
10 = 10 points
The other cards carry points according to their numbers. For example, 4 will have 4 points and 9 will have 9 points. Joker will not cost any point.
If you drop from the game without picking even a single card from the discard pile or stock pile, you lose 20 points. If you drop in between a hand, before any other player has done a valid declaration, you lose 40 points.
An invalid declaration is considered as a dropping, you lose 80 points.