Card game crazy rummy




















Ace is always low and cannot be used as a higher card in runs over a king. There are two types of melds: sets and runs. Sets contain three to four cards of the same rank. Runs consist of three or more cards of the same suit in consecutive order. Sets can never contain more than 4 cards, as even when using a wild there are only 4 cards of that rank to represent. Wild cards can be used to represent any other card needed for a set or run.

Multiple wild cards can be used in a set or run, but if there is ambiguity for what suit or rank the card represents or what the meld is, the player must state what the cards are meant to represent. They may begin the game by placing any melds if they want and discarding a card to end their turn. In future turns, players start by drawing the top card of either the stockpile or discard pile. Then they may place any melds they wish. Once a player has melded their first meld, and in future turns, they may also add cards to their melds and other players melds.

Players end their turn by discarding a card. Once a player has played a meld, they may now pick up wild cards from the table to use or hold in their hand by replacing the card it represents with the actual card.

The basic rules common to most or all of these versions of the game will be given first, followed by a survey of the variants that I have come across. From 3 to 6 people can play, using a standard international card pack. The cards of each suit rank from high to low K-Q-JA.

Deal and play are clockwise. A complete game consists of 13 deals. In each deal, the players aim to get rid of all their cards by melding them, that is laying them down in valid combinations or melds face up on the table. Note that Aces are always low in runs.

In each deal the cards of one rank are wild. In the first deal all Aces are wild, in the second deal all Twos, then Threes, Fours and so on upwards until the thirteenth and final deal when all Kings are wild. A wild card can be used as a substitute for any card in a combination.

For example in the seventh deal 7- 10 is a valid set and A- 2- 7 is a valid run. When a wild card is used in a run, the arrangement of the cards indicates which card it represents.

A player holding 5, 6 and 9 in the ninth deal could lay them down as 5- 6- 9 in which case the 9 represents the 7. This run could later be extended by adding the 8 but not the 3. Alternatively the same three cards could be laid down as 9- 5- 6 with the 9 representing the 4, so that the run can be extended by the 3 but not by the 8.

In a set, a wild card can represent any missing suit. In the ninth deal a player who puts down Q- Q- 9 does not need to specify whether the 9 represents the club or the diamond Queen. There is no limit to the number of wild cards that can be used as substitutes to make up a set or run. When two or more wild cards are used, the player putting down the combination must state, if there is any ambiguity, whether it is meant to be a set or a run and what the wild cards represent.

For example in the third deal J- 3- 3 could be a set of three Jacks, or J-Q-K of diamonds, or J of diamonds if seen from the other side. The player must say which it is when putting it down and it must be treated as such in the subsequent play if it is extended or wild cards reclaimed. Note that a set can never contain more than four cards. In the eleventh deal K- K- J- J is a set of four Kings, with the Jacks representing the Kings of diamonds and spades, but it is impossible to add another wild Jack to this set, as there is no fifth King that it could represent.

The first dealer is chosen by any convenient random method. For example players may draw cards from the shuffled deck and the player who draws the lowest card deals first in case of a tie for lowest the tied players draw again. The dealer deals seven cards to each player, one at a time, and ends by dealing an eighth card to the player to their left, who has the first turn.

The remaining cards are stacked face down to form a drawing stock. The first player begins by optionally putting down any melds that can be formed from their hand of eight cards, and then discarding one card face up beside the stock pile to start the discard pile. The turn to play then passes to the left and each turn consists of:. The first meld a player lays down must be a new set of 3 or 4 cards or run of 3 or more cards.

Players who have done this may, in the same or in later turns, add further cards from their hand to extend any sets or runs already on the table, both their own and those originally laid down by other players, as well as laying down new melds. A player who has already laid down a set or run may take a wild card from the table if they hold the real card that it represents. This can only be done in stage 2 of their turn after drawing.

The wild card that is taken can be used as the player wishes - it can be put down as part of the same or another meld, or they may risk keeping it in their hand for later use.

For example if in the second deal Twos wild there is a run 7- 2- 9 on the table, a player holding 5 and 8 could - provided that they had already laid down a set or run of their own, replace the 2 by the real 8 and move the 2 to represent the 6 so that the 5 could be added, making 5- 2- 7- 8- 9. Since a wild card in a set can represent any missing suit, in the second deal the wild Two in the set K- K- 2 can be claimed in exchange for either the K or the K.

A player who is able to lay down all their cards but one in step 2 of their turn can discard their last card and "go out", ending the play. A final discard is always required. A player who has two cards in hand and draws a third that completes a set or run cannot lay down this combination, because that would leave them with no card to discard.

It may happen that the whole stock is exhausted before anyone has gone out. This may happen, for example, if all the melds on the table are sets of four, which cannot be extended. When the player who drew the last card of the stock discards without going out the play ends immediately and the hand is scored: everyone gets penalty points for the cards they have left.

One purpose of these restrictions is to prevent a player with one card from minimising their loss by drawing a low card such as an Ace and then hanging onto it until the end while drawing and discarding other cards.

They must keep replacing their card and thereby risk having a 10 in hand when some other player goes out. It is never compulsory for a player to lay down cards just because they are able to. It is legitimate to keep playable cards or even entire melds in your hand, and it is sometimes good tactics to do so. Of course cards held in this way will count for penalty points as usual if some other player goes out. A cumulative score is kept for each player.

A player who goes out scores no points and the others score penalty points for the cards remaining in their hands. Some use a double deck of cards when there are more than four players. In this double deck game a set can include duplicate cards - for example Q- Q- Q is a valid set, and a set can therefore contain as many as eight cards. Round One: 2 sets of three of a kind.

Round Two: 1 run and 1 three of a kind. Round Three: 2 runs. Round Four: 3 sets of three of a kind. Round Five: 2 sets of three of a kind and 1 run. Round Six: 2 runs and 1 set of three of a kind. Round Seven: 3 runs. A High End Summer. How to get revenge. The game starts once everyone is dealt 13 cards and the pile is put in the center. The first card is flipped over and the player to the left of the dealer can either pick it up or choose the top card.

Your turn starts by either picking up the last card from the discard pile or the top one from the deck as you go clockwise, trying to look for the cards of that round. You need to have the entire set of what you are looking for that round before placing them down in front of you on your turn. Once you have laid down your cards in front of you, then you can lay them down on other players. If your mom has a pile of 3s, feel free to add yours to the mix.

The goal is to lay down all your cards so that you have no more left.



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