1. Online Rummy's Objectives
In Indian Rummy, also known as “Rummy,” two players sit at the same table (with one deck of cards) or six players sit at the same table (with two decks of cards). All 13 cards must be arranged in sequences and sets to win the game.
Two sequences must be created by players, one of which must be perfect (without jokers) and the other either pure or impure. However, a player is only allowed to make two pure or impure sets at a time.
A player must complete all these melds and press the Declare button before the opponent to win a game.
2. Rummy toss
To determine who moves first and in what order, it is first necessary to toss. Every player receives a card at random from the closed deck. First move is given to the person who receives the highest value card. Shuffled cards are returned to the closed deck after a toss. As soon as the Toss Winner has been determined, the turns move clockwise.
3. Card Dealing
To determine who moves first and in what order, it is first necessary to toss. Every player receives a card at random from the closed deck. First move is given to the person who receives the highest value card. Shuffled cards are returned to the closed deck after a toss. As soon as the Toss Winner has been determined, the turns move clockwise.
Custom Rummy Rules: Mix it Up!
At the standard tables in the lobby, the rules of Rummy described above apply. Mix and match custom rules to create the version you and your friends like best. You can choose from the following options:
Custom Rule | Description |
---|---|
Short Deck | Only one deck of French-suited playing cards is used, i.e., 55 cards – three of them Jokers. Additionally, in a two-player game, players receive ten hand cards each, or seven each with more players. And the custom rule Without First Meld is automatically enabled. |
40 Points for First Meld | The score requirement for your initial meld of each round is raised from 30 to 40 points. |
Without First Meld | There is no score requirement for the first meld of each round at this table. |
Cyclic Sequences | With this custom rule, the Ace can also sit between other cards in sequences instead of at the beginning or end only. Sequences must still consist of 13 cards at most. |
No Jokers | All Jokers are removed from the deck. As a result, 104 instead of 110 rummy cards are in the game. |
Strict Jokers | Using this custom rule, you can neither discard Jokers, nor have two consecutive Jokers in a meld. Before swapping a Joker in a group with your hand card, the group must be complete, i.e., contain four cards. Swapped Jokers must be played within the same turn. |
Strict Groups | This rule specifies the order of suits in groups: Clubs, Spades, Hearts, Diamonds must always be followed without interruption. That requires special attention with Jokers: Clubs – Joker – Hearts would work since only Spades is missing, which is replaced by the Joker. Joker – Clubs – Spades would not work since Clubs is the first suit of the order. Hence, the Joker cannot replace any card before it. |
Knocking | Now, you can gain the last discarded card even outside of your turn by knocking. If you knock and receive a card, you must draw an additional card from the stock. Whoever knocks or draws first, gets the card. The next player in regular order does not have to knock but can draw from the stock or discard pile. You cannot knock for a card you just discarded. Hence, this rule only works with three and more players. |
Win Without Discarding | You do not have to discard the last hand card anymore to finish the round. Instead, you can meld it or add it to a meld in the playing field. |
Casino Scores | The scoring at the end of a round is modified. We explain the differences to our standard scoring in the chart below. |
Training | With this custom rule, the results of the table do not count for the league. You are still gaining experience points, though. |