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RUMMY 500 RULES

RUMMY 500

 

The Rules of Rummy 500 and How To Play Rummy 500

Rummy 500 (also known as Persian Rummy, Pinochle Rummy, 500 Rum, 500 Rummy) is a hugely popular Rummy game which has important distinction that for two players,  each receives 13 cards (In straight Rummy, for two players each player receives 10 cards) and that players may draw more than just the upcard from the discard pile.

According to the most commonly played Rummy 500 rules, points are scored for cards that are melded, and points are lost for cards that are not melded (ie deadwood) and remain in a player’s hand when someone goes out. The game is won by the player who is first to reach the cumulative target score of 500 points.

The Deck

Rummy 500 is played with what is called a standard deck of cards, which is 54 cards (52 playing cards and two jokers). You can play this game with 2 to 8 players. If there are 5 or more people playing, you should use two decks of cards (108 cards total).

The Deal

The cards are dealt by the dealer, who deals the cards one at a time going clockwise, starting with the person to the dealer’s left. This continues until each of the players has received 7 cards or 13 cards if there are just two players.

Number of players Deck of Cards Number of cards dealt to each player
2 Players 1 Deck 13 cards each
3 or 4 Players 1 Deck 7 cards each
5+ Players 2 Decks 7 cards each

The rest of the cards are placed on the table to form the stock pile, which is a face down pile that each player can reach. The first card should be lifted over and set face up beside the stock. This will become the discard pile. The players may now examine and sort their cards.

Object of the game

Draw (Compulsory) - When it is your turn, you must either draw the top card from the stock and put it into your hand without showing anyone, or you can take one card from the discard pile. The discard pile is fanned out and you may draw from the entire pile, not just the upcard, but if you take one from lower down in the discard pile you must take all the cards above it. A card drawn in this way must be placed in a meld right away - either in a new combination or by adding it to an existing meld on the table. The other cards taken in addition to this discard, may be added to your hand or melded in the same turn.

As with regular Rummy, the object of Rummy 500 is to dispose of all your cards and you can do this in one of three ways after the initial draw:

(1) Melding (Optional) - Cards may be discarded by placing combinations of three or more cards from your hand face up on the table before you. Alternatively, you may keep melds in your hand. You may only lay down one meld during a turn. There are two kinds of combinations: runs and sets.

A run (aka sequence) is three or more cards of the same suit in sequence:

Example of a Valid Run Example of an Invalid Run
3 4 5 3 4 5
10 J Q K 10 J Q K

A set (aka group) is three or four cards of the same rank and different suits:

Example of a Valid Set Example of an Invalid Set
A A A A A 2
K K K K K K Q

(2) Laying Off (Optional) - This involves adding cards from your hand to melds already on the table. Cards added must form a valid meld. Thus, if there is a run of 4 5 6 on the table, you may add 3 or you could add 2 and 3 or you could even add 2 3 and 7. If there was a 6 6 6 on the table, you could add a 6 but not anything else. Even if you are playing with two packs, the cards of a set must all be of different suits, so there is no fifth 6 that can be included in that meld.

You are not permitted to move cards from one meld to another to form new melds. You are not obligated to lay off cards just because you can but there is no limit to the number of cards you can lay off during a single turn.

When laying off a card, there is often more than one meld it could be attached to. The player laying off must choose which meld to extend. For example, if there is a run (sequence) of 4 5 6 and a set (group) 7 7 7 on the table, and you have a 7 in your hand, you must choose whether to add your 7 to the run or the set, but once it is played, it cannot be moved.

Jokers () are wild cards that can stand for any card in a meld and even a duplicate of a card already in another meld. The player who melds a joker must declare what card the joker represents as this cannot be later changed by any player. Some house rules say you do not need to specify the suit in a situation where you have formed a group of two jokers melded with another, example: 2 and because it has to represent a specific card, you cannot meld a joker against four kings, as a fifth king does not exist.

(3) Discarding (Compulsory) - Unless you melded all the cards in your hand, you must place a card from your hand face up on top of the discard pile to complete your turn. Once the player has discarded, his turn is over and he may not play any cards until it is his turn again. According to some house rules, unless you drew more than just the upcard from the discard pile, you cannot discard the upcard in the same turn.

Drawing from the Discard Pile

For the purpose of clarification, here is an example of how "drawing from the discard pile" works in practice according to standard Rummy 500 rules. Let us say that the discard pile consists of K 4 8 6 9 and the upcard is 4 and you want to get hold of the 6 in order to complete a set of three sixes. You would take 6 9 and 4. The 6 completes your set and you put in your meld. The 9 and 4 are added to your hand. If you then discard 9 to complete your turn, the new discard pile arrangement becomes K 4 8 and the upcard is now 9.

End of Hand

The game continues until a player has no cards left in hand. It will also stop when a player, whose turn it is, wants to draw from stock and there are no cards left. When either of these two things happen, the hand is over. At this time, the scores for this hand will be added up for each of the people playing. Some house rules provide that if the stock pile runs out, the top card from the discard pile is set aside and the remainder of the discard pile is shuffled and turned face down to become the new stock pile. The top card starts the new discard pile.

When play ends no more cards can be melded. Any cards remaining in the hands of players are scored against them even if they could have been added to a meld. If your deadwood count is more than the total of the cards you have melded, your score for that hand is negative. Further hands are played until someone reaches the target score of 500 points and that player is the winner of the game. In the event of a tie, deciding hands are played until there is a firm winner.

Scoring

The cards are assigned fixed point values according to standard Rummy 500 rules.

Cards Value Example 1 Example 2
Jokers 15 points is worth 15 points is worth 15 points
Aces 15 points A is worth 15 points A is worth 15 points
Faces 10 points J is worth 10 points K is worth 10 points
Others Pip value 2 is worth 2 points 8 is worth 8 points

For the Jack, Queen and King, their points values are 10 points each. For the Ace and Joker, you get 15 points each. The only exception to this rule is that when you meld an Ace with a 2 or a 3 of the same suit as part of a sequence, you get 1 point instead of 15. The rest of the cards have their own pip value. This means that the 2 has the value of 2, and the 3 card has the value of 3, and so on.

Other House Rules

The above are the most commonly used items included in default Rummy 500 rules but the following individual house rules may be introduced to the game at the discretion of the those organising play, including:

(1) Some house rules say that in order to draw from the discard pile you must meld. You can take a card you need for your meld plus all the cards above it. This rule applies even in the case where you only take the top card from the discard pile (the upcard). If you are not going to meld, you must draw from the stock.

(2) A player is required to discard a card before going out. A player without a card to discard must become a floater until their turn arrives and they are able to draw and discard a card that cannot be melded ie one unplayable card. If it can be melded, you must remain a floater for another round. Note that you cannot simply draw the upcard and discard it in the same turn since that is an illegal move.

We are conscious about the variations in different Rummy games and our features are therefore constantly subject to review. If you know a different version of Rummy 500 rules or can suggest some corrections, please let us know so that we can amend this page accordingly. Please contact us via email at the address below:
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