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Arlington

Card games · Draw and discard (Rummy)

Also Oklahoma Rummy

Launch

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Summary — 2–8 players

Arlington is a rummy card game where the first to 1,000 points wins, scoring every meld you lay down and losing points for cards left in your hand. Deuces are wild and the Queen of Spades swings hardest of all — 50 if you meld her, 100 against you if she's caught in your hand. Going out first adds a bonus.

Scored by
melds score their card and deuce values as they're laid, cards left in hand count against you, going out adds 100, and the first to 1,000 across hands wins
Origin
The United States; a widely-played two-deck relative of Fortune Rummy, also known as Oklahoma Rummy.

Rules

How to play

Players and equipment

Two to eight players, each for themselves, and best with four or five. Shuffle two full 52-card decks together into one 104-card pack — Arlington runs on two decks from the first hand, not one. The deuces (every 2) are wild all through the game and can stand in for any other card in a meld. There is no joker in the base game, though some tables add one; see Variations.

The deal

Deal thirteen cards to each player, one at a time. Turn the next card face up beside the pack to start the discard pile, and set the rest face down as the stock everybody draws from.

Play

Turns go round to the left. On your turn:

First, draw. Either take the top card of the face-down stock, or take the whole discard pile — but only if you can meld its top card at once, using at least two cards from your own hand to do it. Lay that meld down before you touch any of the other cards underneath; only then do the rest of the discarded cards come into your hand, to use for the remainder of your turn. You cannot take the pile and simply hold onto it unmelded.

Second, meld. Lay down, face up, any melds you can make from your hand — as many as you like, or none at all. A meld is either three or four cards of the same rank, or a run of three or more cards in one suit (a run has no upper limit; a same-rank meld stops at four). Aces run high or low (A-K-Q or A-2-3) but never bridge the two (no K-A-2-3). You may add cards to melds you have already laid on the table, but never to anyone else's — each player's melds stay theirs alone.

A deuce can fill any gap in a meld, standing in for whatever card is missing. You may also lay down a meld of deuces on their own — something most rummies do not allow — and each deuce in it scores for itself rather than for the card it would otherwise be replacing.

Third, discard. Finish your turn by placing one card face up on top of the discard pile. You may not discard a queen of spades unless she is the only card in your hand. The pile stays squared so only that top card shows; nobody may look back through the cards buried under it.

A hand ends the moment a player melds every card from their hand — they have "rummied" — and that player may discard one last card as part of going out, or simply run out with nothing left to throw away.

If the stock is ever used up mid-hand, turn the whole discard pile over except for its current top card, and carry on drawing from that as the new stock, unshuffled.

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