
Kings, Queens, Jacks, and 10s: 10 points.Once the round ends with a player going out, total up the other players' cards as follows: The round immediately ends when a player gets rid of all cards in his or her hand, or "goes out.” That player wins the round. (See Variations of Play for alternate practices) When the stock runs out, the discard pile is shuffled, turned face-down and the top card is turned face up next to it. If a player picked up the card from the discard pile at the beginning of his or her turn, that player may not discard the same card in the same turn. To signal that his or her turn is over, a player must discard a card from his or her hand to the discard pile. Players can lay off as many cards per turn as they'd like. After melding, players can add on to runs or sets already melded by any player. Players can only put down one meld per turn (see Variations of Play). After beginning his or her turn by drawing a card, a player may lay a valid set or run down if he or she has one. Players can choose to take the first card from the discard pile or the stock pile. Each player must start his or her turn by adding a card to his or her hand.

In a two-player game, players alternate turns.Įach turn includes the following, in this order: Players take turns, rotating clockwise, starting with the person to the left of the dealer. Then, the player with the lowest score wins. The rounds continue in this manner until one player reaches or goes over a target score and the rummy game is over. Once a player has laid down all of his or her cards, the other player's cards are totaled up and added to the previous round's total. Players signal the end of every turn by getting rid of a card in this way. To discard, put one of your cards in your hand face-up on the discard pile.Example: If a set of the 6 of clubs, 6 of spades, 6 of diamonds, and 6 of hearts and a run of the 3 of spades, 4 of spades, and 5 of spades are both on the table, a player couldn't move the 6 of spades from the set to the run in order to lay down a 7 of spades.However, players may not rearrange any melds as they lay off.Example: To a run of a 3 of spades, 4 of spades, and 5 of spades, a player could add a 2 of spades to the beginning or a 6 of spades to the end.Example: To a set of a 10 of spades, 10 of diamonds and 10 of hearts, a player could add a 10 of clubs.To lay off, add cards in your hand to already-existing melds.Example: 9 of hearts, 10 of hearts, Jack of hearts, and Queen of hearts.Example: 3 of spades, 4 of spades, and 5 of spades.Consecutive cards of different suits do not constitute a valid sequence. A run or sequence is 3+ consecutive cards of a matching suit.Example: 6 of clubs, 6 of spades, 6 of diamonds, and 6 of hearts.Example: 10 of spades, 10 of diamonds and 10 of hearts.

A set, book or group is 3 or 4 same-ranking cards.Sets (sometimes called groups or books) and runs (sometimes called sequences) are the two valid types of melds in Rummy.

Melding is the quickest way to get rid of cards. That combination of cards then stays there.
