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5000 Rummy

Card games · Draw and discard (Rummy)

Also Backwards Rummy, Bitchin' Rummy, Circle Rummy, Dumbbell Rummy, Hillbilly Rummy, Polish Rummy, Wild One

Launch

Create a free account to keep score — you come straight back here.

Summary — 3–8 players

5000 Rummy is a card game where your first card decides your hand size and the wild card, and the first to 5000 points wins. Lay sets and runs for their card values, and go out first to add your opponents' leftover cards to your own score too.

Scored by
melds score their card values as they're laid, going out also scores you every unmelded card left in your opponents' hands, and first to 5000 wins
Origin
North America; no exact date is recorded.

Rules

How to play

Players and equipment

Three or four players use a single standard 52-card deck; five to eight use two decks shuffled together, 104 cards. Deal and play go clockwise.

The deal

The turn to deal starts anywhere you like — draw cards and low deals, say — and moves left after every hand. Before dealing, shuffle and have the player on your right cut.

Deal to each player in turn, starting on your left. Give that player one card face up first: its rank says how many more cards they get, face down, straight after it. A numbered card from 2 to 9 means that many more; a jack, queen or king means ten more; an ace means eleven more. You deal yourself last, and your own face-up card works the same way — but it also names the wild card for the whole hand, whatever its rank. Hands come out different sizes around the table, and that unevenness is the game, not a mistake.

Stack whatever is left face down as the stock, and turn its top card face up beside it to start the discard pile. Everybody picks up their cards — the face-up one and the face-down ones together — and play begins.

Play

The player to the dealer's left starts, and the turn goes clockwise from there. Every turn has three parts, in order.

Draw. Take the top card of the stock, or take one or more cards off the top of the discard pile. If you take more than just the top card, the deepest card you take has to go straight into a meld this turn, and you must take every card that was sitting on top of it too — you cannot leave some of them behind.

Meld. Lay down any sets or runs you can, either new ones of your own or cards added to anyone's already on the table. If you add to somebody else's meld, say so out loud, because the table needs to know what it can now be extended with. A wild card stands in for any card missing from a set or a run. If you hold the real card that a wild is standing in for in a run, you may meld that real card in front of you during this step; the wild card stays where it is.

Discard. Put one card face up on top of the discard pile to end your turn. The one exception: if you drew only the top card of the discard pile, you may not put that same card straight back down.

Calling rummy. If a card is discarded that could extend a meld on the table, and you have melded something of your own already, you may call "rummy" out of turn: take that card, meld it onto the combination you name, and discard if you can. Play then carries on from whoever was due to go next anyway.

What counts as a meld. A set is three or more cards of one rank — with two decks in the pack, a set can repeat a card exactly, so three identical sevens is fine. A run is three or more cards in a row, of one suit; the ace can sit at either end but never in the middle.

Going out and floating. You go out by melding everything except one card and discarding that last card — and that discard has to be unplayable, meaning nothing on the table could use it. If every card in your hand is playable, you cannot go out yet: meld what you can and float, holding nothing. On your next turns, draw from the stock only (you cannot draw from the discard pile, since you would not be able to discard what you just took) until you draw something that cannot be melded, which you then discard to finally go out.

Play also ends without anyone going out if the stock runs dry and the player to act does not want a card from the discard pile. Either way, the hand stops at once and is scored.

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