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Jump to: navigation, search This article does not cite any references or sources. Please help improve this article by adding citations to reliable sources. Unsourced material may be challenged and removed. (January 2009) Butanoshippo (豚のしっぽ?) is a Japanese card game. It literally means pig's tail in English. The game is usually played with three or more players. It can be considered a party game.
 Basic rules
In Japan, there are several varieties of "pig tail" card games played in a circle and this is just how to play one of those. 1. On a table or on the floor, make a large circle with face down cards. This ring is what is referred to as the "pig's tail". Every player places their hand on the outside of the circle and gets ready. 2. Players do janken, a Japanese version of rock, scissors, paper, to decide who plays in what order. In that order, each player takes a card from the pig's "tail" and quickly flips it up and places it inside the circle. Then the player puts their hand back outside the circle. 3. Next, when a player flips over an attack card (such as a joker, or the same suit as the last card flipped over, the same number as the last, etc) each player quickly takes their hand from the outside of the circle and piles it up on the flipped over card's inside the ring of cards. This is called "attack". 4. Of all the players, the player with the hand on the top (that is, the slowest player) has to take all the cards that have been flipped over until the attack happened. If a player tries to attack on the wrong card and touches the flipped over cards, that player must take all the currently flipped over cards. The loser is based on the number of cards held at the end of the game. 5. As the cards are taken from the "tail" the circle should get smaller.
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Daifugō (大富豪?, Grand Millionaire) or Daihinmin (大貧民?, Extreme Needy) is a Japanese card game for three or more players played with a standard 52-card pack. The objective of the game is to get rid of all the cards they have as fast as possible by playing progressively stronger cards than those of the previous player. The winner is called the daifugō (the grand millionaire) earning various advantages in the next round, and the last person is called the daihinmin (the extreme needy). In that following round, winners can exchange their one or more unnecessary cards for advantageous ones that losers have. The game is very similar to the Chinese climbing card games Big Two and Zheng Shangyou, to the Vietnamese game Tien Len, and to Western card games like President, also known as Capitalism and Asshole, and The Great Dalmuti. Like those other games, there are many variations and rules.
1 Basic rules o 1.1 Special Titles o 1.2 Dealing o 1.3 Playing o 1.4 End of a round o 1.5 Winning the game o 1.6 Basic strategy 2 Optional rules 3 Social aspects 4 Popular culture 5 External links
 Basic rules
The rules described here are based on rules made popular in the U.S. by Tokyopop, in volume two of the manga Fruits Basket. They are fairly basic and attempt to condense the game to its core elements. Since card games like this are taught and evolve by word of mouth, the game play varies according to state of origin.
 Special Titles
There are five special titles for players during the game, along with popular North American and European equivalents:
Daifugō (the grand millionaire) - The winner of the previous round. (President) Fugō (the millionaire) - Second place in the previous round. (Vice President) Heimin (the commoner) - Average placement in the previous round. (Neutral) Hinmin (the needy) - Second to last in the previous round. (Dirt) Daihinmin (the extreme needy) - Last place in the previous round. (Lowest Dirt)
or until a 2 is played. etc. The daifugō and fugō then hand back an equal number of any "junk" cards they do not want. with daifugō on the dealer's left. (In a few variants. while the hinmin must hand over their one strongest card to the fugō. The ace is next highest. the King the next highest. In a three player game. Notes on game play: The ordering of the face values is a little different from most American card games . Jokers. only pairs may be played on top of it. After every hand. However.  Dealing The daihinmin shuffles and deals the cards. or may pass. In the first round. only three-of-a-kinds can be played on top of it. (There are notable exceptions among the variants. even during the same trick. deal starts on the heimin for five players) and therefore be more likely to maintain their domination. Players can pass anytime. Another variant leaves one-eyed jacks (jacks of hearts and spades) higher than the deuce. unlike those games. this does not limit them in any way from playing later. but typically games require the same number of deuces to be played as were originally led. 5 or more are possible with wilds). . each trick can involve more than one card played by each player. it is permitted to play cards with an equal value as the last cards played. This continues until all players pass. with the 3 being the lowest. The player on the dealer's left begins by leading any number of cards of the same rank (1-4. If the leader starts with a pair. the deal starts at the point which will allow the richest players to have the least cards (e. or the game might not have a heimin. Alternately.) Note that the same number of cards as the lead must be played.g. All the cards are dealt. and everyone is seated clockwise in order of their titles. When players pass. The number of cards that can be led to begin any trick is only dependent on the cards in the player's hand and his/her strategy. even if the player has cards that could be played. in clockwise rotation. If three-of-a-kind is led. players must get up and switch seats so that the daihinmin deals. In some variants. This process is known as zeikin (taxation). however. the one-eyed jacks can be bested by the suicide king (king of hearts). After cards are dealt.  Playing Play in Daifugō is organized into tricks. everyone is heimin. A few variants allow a single deuce to be played on top of any other combination. other wilds or extra 2s from another deck are used to ensure the cards can be dealt evenly. much like Spades or Bridge. Decide randomly who will be the dealer. and players do not have to play a card in a trick. Depending on the number of people.the deuce (2) is the highest value and is unbeatable. multiple players could be heimin. until none are left. and so on. and hinmin on his right. The player on his left may then play an equal number of matching cards with a higher face value. there is no fugō or hinmin. see below) The next player may do the same. The last person to play a card leads the next trick. the daihinmin must hand over their two strongest cards to the daifugō. a player cannot play on a trick in which he or she passed previously.
) Dummy Hand . it will be very hard to get to play it and empty a hand. clockwise. one more hand is dealt than the number of players at the table. that is. he/she is out of play for the rest of the round. the "dummy" hand. The daihinmin is the dealer.At the outset of every round after the first. one weak card can be kept to be played last. Additional elements of strategy can be introduced with optional rules (see below) such as skips and clears. players attempt to get rid of weaker cards first so that only stronger cards are left in the players' hands near the end of a game. (If there are four players and a dummy hand. This last hand. as winning a trick lets the player lead any card to start the next trick. then the deal will start with the fugō so that the dummy hand and default daifugō hand both have one less card than the other hands dealt. so everyone plays in the same order each hand (though the daifugō still leads the first trick). the player preceding him/her can elect to try to "block" the next player by playing a high value card or combination even if a lower value combination is available. every round. and thus hopefully prevent the next player from playing as they are unable to top it. or simply count the number of cards remaining in each player's hand.  Winning the game The winner is usually the player who is daifugō at the end of the game.  Basic strategy The basic strategy of Daifugō is very simple. However. When playing by traditional rules.  Optional rules One or more 'house' rules are usually observed when playing a game of Daifugō. respectively. However. If a player is stuck with a low card. once titles are decided. where the fugō and daifugō earn 1 and 2 points. it is always dealt last and therefore may change who gets the first dealt card. and the players must rearrange themselves around him so that they are seated in order of rank. The daifugō may not look at the dummy hand before the optional swap. . but a point system can also be used. Here are a few examples: Strict 52-card . is ignored unless the daifugō decides he wants to chance swapping his dealt hand with the dummy hand. End of a round When one player runs out of cards. players count remaining card values to establish titles. The deal generally starts with the richest heimin (or with the hinmin in a fourplayer game) and continues clockwise. A few versions hold that once a player goes out. down the socioeconomic scale. but the other players can continue to play to figure out the titles. everyone needs to get up and move. The swap must occur before taxation. when trying to prevent a player who is low on cards from emptying their hand. If there is a dummy hand (see below).Uneven card count in hands is allowed and the benefit (smaller hand) goes to the richest players. Most American variants do not rearrange the seating of the players. which afford the other players more options in attempting to prevent play by a person about to empty their hand.
the trick is cleared. or a pair of 4s on another pair of 4s. play skips one extra person for each extra card played. and the next player plays a joker. o Multi-Skips . This is sometimes known as the Grand Palace Rule. sequences of 2 might be allowed. This variant is rare. if you play a 5. Skips . a Joker or a pair. After the trick in which the Jack is played ends. Another variant allows 'double straights' where a player plays a pair of . Revolution (kakumei) . Jokers are 2s . which lasts only for the current trick. Forbidden Last Card . a. one can play a 7 on top of this to clear. For instance. a single 2 beats any other combination of cards. 5-6-7) may be played together (they do not necessarily have to be of the same suit). skips the next player.Can be played almost any time but cannot beat a 2. if a 7 is played. and you play a joker and a 7. or in a row by different players. Alternatively. Jokers are Wild .If a player can match the current active play. When a joker is played by itself.In some variations. they can play them at any time (even if not their turn) to do so. This is common in Western versions of the game including Asshole. one can play two Kings to clear. the next player can play a lower-ranked card. it is assumed to be one higher than the card played before it.a. Completion . playing a 7 on top of another 7. the same-suit restriction could be lifted. or the lowest card might be required to be higher than the highest of the set just played. Counterrevolution (kakumei-gaeshi) would restore the power. Completo. It could also make the titles of the players reversed.In addition to deuces (2s) being the highest value. For instance. that joker effectively becomes a 6. Kaidan (sequence) . For example. If two 4s are played and the next player has a 4 and two wild cards. making 3 the highest and 2 lowest. This can be essential when attempting to keep a person who has few cards remaining from going out.It is forbidden to go out on a specific card or combination of cards.Jokers always count as 2s. he/she may play all three cards and skip the next two people (two cards required to play and skip. There even would happen counter-counterrevolution (kakumei-gaeshi-gaeshi). Jack-Back . if two Kings are played. For instance. which makes the strength of cards reversed until the end of the round (or session).Three or more cards in sequence (ex. playing a 2 on a pile of pairs and starting a new pile of three-of-a-kinds means a person with only two cards left is dead in the water. if a single 4 is played and the next player has the other three 4s in the deck. Deuce Means Clear . he/she may play more of that card than is required in the current trick. instead of playing a three-of-a-kind or four-of-akind. The one who plays such sets can choose not to have a revolution. This results in a "clear. Match Means Clear . If you are playing a pair. meaning the number of Deuces in the game is increased. a deuce becomes a "clear" card that allows the holder to "steal" the lead play from someone who would otherwise have played first. Common examples include going out on a 2. previous card strengths are restored.Playing four of a kind causes a revolution. Because it can't be beat.k. and adds an extra element of strategy. nor may he change his mind after the swap. on the J. he/she may play two of them and skip the next two people. if a player plays a single J on a 9. the joker is effectively a 7. The dummy hand is generally taken only if the daifugō feels the cards in his dealt hand are significantly below average. or play all three and skip the next three people. For example. By doing so. plus one extra).A player who plays the same number of cards of the same rank as the previous player skips the next person who would have played." and the person who completed the set of four goes next. Revolution could also spark when a set of four or more sequential cards of the same suit is played such as 4-5-6-7 of spade (see kaidan below). such as a 3. playing a Jack or some other combination including a Jack results in a temporary kakumei. The highest card must be higher than the highest card of the set just played.If a player has more than one of the card played previously. though more common in American versions. Or. Often a five card limit is placed on these straights.If a player has the cards to complete a set of four of the current card.
so they are subject to who will play before and after them based on the daihinmin's strategy. People's Revolution . set of 8s. the next two will trade two cards. a "People's Revolution" ends the game immediately with all players swapping rank.In this variation. may choose to ask the daihinmin if the daihinmin has a card(s) of a specified value. Three of Clubs Start . but when trading is open. Jokers may be played in pairs. Middle Class 6. In multi-deck games. cannot control who trades what. Therefore. the daifugō is not allowed to do extended trading without it being open to all. King 2. and the last two will trade one. Daifugō's Choice . there is generally no limit to the number of cards played in a Kaidan or in a multiple card of a kind hand (ex. a five player game would utilize two decks. Trades need not be one card for one card. a pair of 8s following a pair of 5's played previously).This ranking is for a nine player game. and no other rank.A subtle rule where the Daifugō. individuals never change seats. but may not be played in a Kaidan. such as nine. With an odd number of players. Add or subtract ranks depending on the number of players. then its value trumps anything 3 through K. when more than one deck is used. decides the direction of play. but in addition. The player who plays the 8s leads the next trick. In this variation. Lower Middle Class 7. the person in the middle will not trade any cards. and with whom. Trading will also end when the first to go places their cards. Duke 3. It may be played in combination with other cards per legal combinations. Upper Middle Class 5.The daihinmin is required to shuffle and deal but. For example. Despotism . Direction of Play . and if the Despotism variant is used. Upper Class 4. if the daihinmin has multiples. Jokers High . he will take the daifugō position in the next round as normal.The person with the three of clubs starts the first round in the game by placing down that card. The daihinmin is the first to go after the shuffle and the round starts once the daihinmin places down his first cards. the various heimin would trade rankings for card-passing purposes. Deuces Wild. 1. . can end the trick immediately. Q-K-A2). straights (ex. Eight Enders . eight 10's may be played.In multiple deck games.The number of cards traded between the upper and lower ranks strictly depends on the number of players. English Ranking System .Deuces may be any value and any suit except they are not allowed to be a joker. 5-5-6-6-7-7). the daifugō may allow for extended trading where individuals can barter their cards with other players. or straight ending or beginning with an 8. Poor 8. Another Kaidan variant limits runs to those of the same suit (straight flushes). the daihinmin and daifugō will trade four cards. the first person to throw down a three of clubs (or legal combination thereof) starts. Destitute. A deuce played as a deuce may be used as the highest card in a Kaidan when following an ace (ex. The daifugō may end trading at any time. based on the direction of the deal. more if there are wild cards).Playing an 8. Extended Trading . if the daihinmin is the first to shed all of their cards.After all of the cards are traded and before the round starts. Very Poor 9. the daifugō is immediately out of the current round and will become the daihinmin in the next round. The Daifugō may only ask once and must take multiple cards of the specified rank (up to the number of cards traded). and must return the same number of high cards given to the daifugō from the daihinmin. Jokers are not wild but will always trump anything including a deuce. A rule of thumb for determining multiple decks is 1 deck for every four players. in a two deck game. Multiple Decks . This request can happen only after traded cards are given to the daifugō and before the round starts. o In some variants. The next two opposing ranks will trade three cards. If the deuce is played as a deuce. the fugō and hinmin would also trade places. In a nine player game. though it must follow the pattern of play (ex.
threes-of-a-kind. or "the hinmin must give me a backrub". and allowing other players to override a new rule by unanimous vote (or a sufficiently large percentage). However. There is also a card game called The Great Dalmuti. so. a pair of 5s (Clubs-Spades) followed by a pair of 7s (Clubs-Diamonds) must be followed by a pair containing Clubs. Declaration is a significant part of strategy since only a player who can satisfy the suit requirement will benefit from declaration. the suit requirement is not official until a player notices the sequence and declares the suit name(s) out loud. Another tight variant requires that the same suit or combination of suits be played three times in a row in order for the suit(s) to "take.  Popular culture In Fruits Basket.can also add rules related to the game itself. Haruhi Fujioka and Tamaki Suou (very poor man and poor man. Additional rules govern drinking (Common ones include the players being able to force anyone of a lower title to drink. this game is played with only sevens and up. a pair of 5s (Clubs and Spades) followed by a pair of 7s (Clubs and Spades) would have to be followed by another Club-Spade combination. Each hand thus played must beat the previous hand according to standard poker rules (five-of-a-kind beats straight flush beats full house beats flush beats straight). for example. and straight flushes may be played during five-card tricks. A variant of this rule allows "partial tights. full houses. Daifugō is often played as a drinking game called "Asshole". The titles are President. Vice President. the third player cannot play a King of Spades (though he could play a King of Clubs). such as a maximum number of additional rules (requiring rules to be repealed when new ones are added). The daifugō ." In some variants. Also the daifugō may be able to give an order after each round that must be followed. which is similar in concept and play. there is a similar game by the name of "Arschloch" (Asshole in German). like "all heimin must bark like dogs". The person with the seven of diamonds always leads. Poker hands: Straights. . In volume 6 of Ouran High School Host Club. The daihinmin may be required to get up and fetch everyone's snacks and drinks (often this task is given to the hinmin so the daihinmin can shuffle and deal). emphasizing the fun social aspects of the game. respectively) were made to obey Kyoya Ootori (rich man) after a game of Daifugō. or any rule that suits him. and the next player plays a 9 of Clubs. the characters in the story often play the card game with each other. or any other legal play depending on the rules used. For example. Common guy. In Germany. Score Entertainment recently released a Fruits Basket card game that contains a set of rules to Daifugō (in addition to an original game developed by Score). flushes. if one player plays a 7 of Clubs. a popular manga and anime series." in which any suit pattern between subsequent plays of more than one card must be followed for the rest of the trick: for example. The same rule applies to pairs. Asshole. Poor guy (Vice-Ass or Beer Wench). Tight . all subsequent cards in that trick must also be of the same suit. It is often a good idea to impose limitations on such rule-making before the game starts. Asshole/President . or that the asshole buys the next round)  Social aspects Often the titles used in the game can be extended to social interactions.In North America. such as the rules in the list above.When cards of the same suit are played consecutively.
(June 2007) Hanafuda The start of a game of Koi-koi Players 2–6 Age range 8 and up Setup time 2 minutes Playing time 10–180 minutes Random chance Medium . New. the Kakumei-Revolution rule is standard. Unsourced material may be challenged and removed. Also. because it's at the Swiss' discretion to swap at the start of each round 2 cards of his for these 2 "Swiss cards" as a one-time option. Half-Nigga. with aces being the most powerful (No deuces are used). The original game play features 5 ranks (Masta. Each player gets 6 cards and cards utilized are only sevens and up. Nigga). Swiss. there is also a Greek variant of Daifugō called "Νίγκα" (Greek imitation of US-pronounced "nigga"). Please help improve this article by adding citations to reliable sources. search This article needs additional citations for verification. Hanafuda From Wikipedia. Half-Masta. In Sweden. This title reflects the injustice and hierarchy of slave-age USA. a common name for this game is "neger och president" which means Negro and President. the free encyclopedia Jump to: navigation. The remaining 2 cards (4*8 equals 32 whereas 5*6 equals 30) are called "the Swiss cards". less controversial titles have since been devised in the name of political correctness. Similar to the Swedish and German versions. Other differences from the original Daifugō: There is no seat rearrangement at each round and no wild cards are being used.
armor. When Japan subsequently closed off all contact with the Western world in 1633. Contents [hide] 1 History 2 Hanafuda in the world 3 Cards o 3.4 Hiki o 5. and was not as popular as the Western card games had been simply because of the difficulty of becoming familiar with the system.2 Rules of Play o 5. however. refined card games were played in Japan by the nobility. The crew of his ship had carried a set of 48 Portuguese Hombre playing cards from Europe. along with their use for gambling. Despite that prohibition.6 Oya-gachi 6 See also 7 References 8 External links  History Since its early years. weaponry. gambling with cards remained highly popular. in 1549. the government banned those . The name also refers to games played with those cards. each depicting Chinese warriors.Skill(s) required Probabilistic analysis Strategic thought Hanafuda (花札?) are playing cards of Japanese origin that are used to play a number of games. These cards were decorated with Chinese art.5 Scoring o 5. new cards were created with different designs to avoid the restriction. when a missionary Francis Xavier landed in the country. and dragons. an anonymous game player designed a card game known as Unsun Karuta. This deck consisted of 75 cards. Each time gambling with a card deck of a particular design became too popular. foreign playing cards were banned.3 Play o 5. Because playing with card games per se was not banned. For example. and they were not commonly played by the lower classes nor used for gambling. This changed. and eventually card games became popular with people. the 18th year of Tenbun.1 Card significance 4 Variants 5 Rules o 5. The name literally translates as "flower cards". Private gambling during the Tokugawa Shogunate was illegal.1 Object o 5.
it has a partially limited use for gambling. several new card games were developed and subsequently banned because they were used almost exclusively for gambling purposes. however. and card games became popular in Japan again. it became so commonly used for gambling that it was banned in 1791. However. In South Korea. card games were not nearly as popular as they had been due to past governmental repression. it became wildly popular and was one of the most common forms of gambling during this time period. with two-person variants. Hanafuda is also played in Micronesia. This cat and mouse game between the government and rebellious gamblers resulted in the creation of many differing designs. Hanja: 花鬪). By this point. Hwatu is very commonly played in South Korea during special holidays such as the Lunar New Years. though under different names. the government began to realize that some form of card games would always be played by the populace. during the Kansei Era. The eventual result of all this was a game called Hanafuda. where it is known under the same name. In 1889. Anei. which then prompted the creation of new ones. Because hanafuda cards do not have numbers (the main purpose is to associate images) and the long length to complete a game.  Hanafuda in the world Hanafuda is commonly played in the state of Hawaii in the United States and South Korea. Fusajiro Yamauchi founded Nintendo Koppai for the purposes of producing and selling hand-crafted Hanafuda cards painted on mulberry tree bark. One of the most common Hwatu game is Go-stop (Korean: 고스톱) or Sutda (Korean: 섯다). Through the rest of the Edo era through the Meiwa. Nintendo still produces the cards. However. the name literally translates as battle of flowers. including a special edition Mario themed set for Club Nintendo. Playing Go-stop at holiday family gatherings has been a Korean tradition for many years. Today. and also during the Korean holiday of Chuseok (추석). and Tenmei eras (roughly 1765– 1788). although this business is diminishing. Higobana. which included Koi-koi. The Korean version is usually played with three players. and is a four-person game. Over the next few decades. despite its focus on video games. and began to relax their laws against gambling. the cards are called Hwatu (Korean: 화투.cards. In Hawaii. which combined traditional Japanese games with Western-style playing cards. and sometimes Hanafura. In 2006. Nintendo published Clubhouse Games (42 All-Time Classics in the United Kingdom) for the Nintendo DS. it is still possible to gamble by assigning points for completed image combinations. which is often paired cross-table. soon the Yakuza began using Hanafuda cards in their gambling parlors. . a game called Mekuri Karuta took the place of Unsun Karuta. there is Hawaiian-style Koi-koi which is called Sakura. Consisting of a 48-card deck divided into four sets of 12. Though it took a while to catch on. In fact.
Each is designated a flower. each suit will have two normal cards and one special card. peony) . one Red Ribbon (5 points) and one Special: Water Iris and Eightplank Bridge (10 points) Two Normals (1 point). Typically. pine) Cards Two Normals (1 point).Nintendo Hanafuda cards today in Japan (September 15th 2010)  Cards There are twelve suits. cherry blossom) April Fuji (藤. The point values could be considered unnecessary and arbitrary. wisteria) Two Normals (1 point). one Poetry Ribbon (5 points) and one Special: Crane and Sun (20 points) Two Normals (1 point). one Poetry Ribbon (5 points) and one Special: Bush-warbler in a Tree (10 points) Two Normals (1 point). one Red Ribbon (5 points) and one Special: Cuckoo (10 points) Two Normals (1 point). iris) June Botan (牡丹. one Poetry Ribbon (5 points) and one Special: Camp Curtain (20 points) Images February Ume (梅. as the most popular games only concern themselves with certain combinations of taken cards. Month January Flower Matsu (松. plum blossom) March Sakura (桜. and each suit has four cards. one Purple Ribbon (5 points) and one Special: Butterflies (10 points) May Ayame (菖蒲. representing months.
two Specials: Geese in Susuki (薄. The town is known for its sakura blossoms. The September kiku Poetry card image has the character for kotobuki (寿). paulownia) Three Normals (1 point. 비) is December. Ono no Michikaze November Yanagi (柳. The March sakura Poetry Ribbon card has the phrase Miyoshino. 오동) is November and yanagi (柳.  Card significance The January matsu Poetry Ribbon card has the phrase akayoroshi. employing a hentaigana character for the ka. popular in the Kansai region Sudaoshi . one Red Ribbon (5 points) and one Special: Boar (10 points) August Two Normals (1 point).  Variants There are variations of games played with Hanafuda cards. willow) ("Rainman") with Umbrella and Frog (20 points). Chinese Flight (10 points). referring to the place Miyoshino in Nara. maple) One Red Ribbon (5 points). and three Specials: Swallow (10 points). bush clover) Two Normals (1 point). Full Moon with Red Sky (20 silver grass) points) Two Normals (1 point). one Purple Ribbon (5 points) and one Special: Deer and Maple (10 points) Kiku (菊. one off-shaded). The November yanagi Rain card image portrays Ono no Michikaze. kiri (桐. The February ume Poetry Ribbon card has the same phrase akayoroshi. Koi-koi Hachi-hachi (eight-eight) Hana Awase Mushi. one Purple Ribbon (5 points) and one Special: Poetry Sake Cup (10 points) Two Normals (1 point). Lightning (1 point) December Kiri (桐. September chrysanthemum) October Momiji (紅葉. and one Special: Chinese Phoenix (20 points) In Korea.July Hagi (萩.
If there isn't a matching card. and then eight cards are dealt face-down to each player. .  Scoring At the end of the round.  Hiki If there are a number of cards on the playing field of one suit.  Play Play starts with the dealer. Then. each player adds the value of all cards he has taken. The player takes a card that was dealt to him and matches suit with a card that is on the table. the player discards a card to the center of the table. the top stock card is turned face up. If the cards are dealt so that all four of one suit are on the playing field. but can be the value of the cards in the playing field.  Rules of Play Cards are shuffled and placed into a pile (called the stock). or players try to get so many more points than their opponent. the cards are shuffled and redealt. that player automatically wins the round. If three cards are on the table. Trying to take a card from a hiki with the storm card is an illegal move. otherwise the stock card is added to the playing field. If a player is dealt four pairs or two complete suits. Either a set number of rounds is played. then the hand size is decreased. a point goal is set to determine the winner. this is a hiki. The player may take the entire suit of cards on his turn instead of playing a card from his hand. Play ends when either the stock is exhausted or either player's hand is empty. the player takes the cards. and if there is a matching suit on the playing field. they are stacked together and the remaining card takes all three. and a player has the rest of the suit in hand. Tensho Hachi Hawaiian-style Koi-koi Go-Stop  Rules The following rules are not official: there are many different games played with Hanafuda and as many different variations as there are players. If there are more than two players. Scoring for this instance varies. Eight cards are placed face up between the players.  Object Accumulate more points than your opponent.
2 Chirashi-dori . The standard collection of the poems used is called Hyakunin Isshu. the player closest to the dealer's left wins. meaning the winner of the match gets all the points the opponent has accumulated in that round. search This article does not cite any references or sources. (December 2009) Uta garuta being played by women in traditional dress Uta-garuta (歌ガルタ?) are a kind of karuta.  Oya-gachi In case of a tie. a poem (waka) is written. dealer wins. which is often also the name of the game. the free encyclopedia Jump to: navigation. and there are a total of 100 poems. There are national conventions for the game. Unsourced material may be challenged and removed. Japanese traditional playing cards. The collection was chosen by a poet Fujiwara no Teika in Heian period. Contents [hide] 1 How to play o 1. Card sets and scoring can vary by which variant of Hanafuda is being played. If the dealer isn't involved with the tie. The game is played mostly on Japanese New Year's holidays. 'winner takes all'. Please help improve this article by adding citations to reliable sources. It is also the name of the game in which they are used. Uta-garuta From Wikipedia.1 Basic rule o 1.In some variations. On each card.
the reader moves on to the next waka. When they took cards on the opponent side. and give 50 cards to each side. Lay out 50 cards in front of each group in three lines to face the group.  Genpei-gassen One reader. When the reader starts reading out a poem on the yomifuda. There are two ways to play the game based on the rule above. Mix up the deck of torifuda. their name and poem on each one Torifuda: One hundred grabbing cards with only the lower phrases of poems At the start of a game. 2. 2. Yomifuda: One hundred reading cards with a figure of a person. Divide the players into two groups. The reader starts reading out the waka. 3. more than three players: 1. the players quickly search for the torifuda on which the corresponding lower phrase is written. 4. 6. 5. 7. Genji and Heike sit face to face.3 Genpei-gassen  How to play  Basic rule The game uses two types of cards. One even may be able to take the cards immediately after hearing the reader read aloud only the first letters of the waka.o 1. Players can take cards on both sides. When all the cards are taken. Mix up the torifuda. One is called the Genji side and the other the Heike side. 8. Rummy . and lay them out on the floor. 4. They can do it immediately when they already know the lower phrase. all the 100 torifuda are neatly arranged on the floor faced up. 3. The way to take the torifuda is the same as with Chirashi-dori. the player with the most cards wins the game. Players sit around the cards. The odds of winning increase if one knows the phrases. players on two sides: 1. they can move one card to the side of the opponent. If they take a wrong card. the opponent can move a card from their side. The side that takes all the torifuda on their side wins the game. When a torifuda was taken.  Chirashi-dori One reader. and players take corresponding torifuda as fast as possible.
2 Deal o 1. Contents [hide] 1 General features of Rummy-style games o 1.3 The Play o 1. see Rummy (disambiguation).4 Scoring 2 Basic Rummy o 2.2. the free encyclopedia Jump to: navigation. Rummy is a group of card games notable for gameplay based on the matching of similar playing cards. which itself is derived from a Chinese game called Khanhoo and.1 The Shuffle and Deal o 2.1 Books o 1.1 Melding . Unsourced material may be challenged and removed. going even further back.From Wikipedia.2 Playing Rummy 2. search For other uses. This article needs additional citations for verification. Mahjong. (February 2009) A game of Rummy 500 in progress. The Mexican game of Conquian is considered by David Parlett to be ancestral to all rummy games. Please help improve this article by adding citations to reliable sources.
which may be initially empty. The dealer flips one card to and places it next to the pile to begin the game. they may either put three cards of the same number or a straight.5 Going Out o 2. This is an almost universal pattern.3 Declaring Rummy o 2. the others can play off of them. 2. for example. When the player has done that. The number of wild cards in a meld may be restricted. which is turned from the stock. although there exist minor variations. or if they do not make a play at all. If another player has cards down.4 Scoring o 2. such as allowing only melds of the first type or requiring in melds of the second type that the cards are all of a different suit. The person left of the dealer is the first person to play.2. or it can contain one card.3 Discarding 2. which can be used to represent any card in a meld. Some games also feature wild cards. This varies from one standard deck upwards. There is also a face-up pile called the discard pile. The remains of the deck is placed face down to form the stock. The first person to go takes a card from the deck or the card placed beside it. Each player is dealt a hand of cards. In some games it is required that the melds of the second type contain at least four cards. The dealer switches from person to person going to the left. the deck is never completely emptied. When there are more than two people. fewer cards are dealt to each player.  The Play In the card game of Rummy.  Deal A fairly large number of cards is used.1 Simple variations for children o 3.2.4 The End of the Stock 2. The winner is obliged to deal when a new game commences. a card from their hand is discarded onto the pile beside the deck. two people playing get ten cards each. games that use five standard decks plus some jokers shuffled together. . while the specific number is dictated by the strain of rummy being played.2. There are.2 Laying off 2.5 Variations of basic Rummy 3 Variants of Rummy o 3.2 Related card games 4 References 5 External links  General features of Rummy-style games  Books A book consists of at least three cards of the same rank or consecutive cards of the same suit. After this is done.2.
This forms the stock pile. in which case each player receives six cards. The player on the dealer's right cuts (this is optional). Rummy can be played to a certain score. or it can be the deciding factor of the game. A single card is then drawn and placed face up next to the stack. for reasons of strategy. Melding is optional. before discarding. A player may choose. Second type Rummy is also called Sanka Rummy. Each player draws a card from the stock or the discard pile. in front of them.  Basic Rummy There are many variations of the card game Rummy. You typically get positive points for your melds. they may meld by laying these cards. If they have at least three cards of the same value. In some games everyone can make melds at this phase. for one. In three or four player games. Starting with the player to the dealer's left.  The Shuffle and Deal Each player draws a card.  Melding If a player has three cards of the same suit in a sequence (called a sequence or a run). each player gets ten cards. Basic Rummy is also called Sai Rummy. In some games large bonuses are given for special. face down. In two player rummy. Scoring When someone melds all his/her cards (except. and some games allow a player to end a hand with a few unmatched cards in his/her hand. face up. They all share a common set of features found in the basic game. . the hand ends and the scores are calculated. Also being the person who melded all his/her cards is usually awarded. one at a time. This is called the discard pile. particularly difficult melds. depending on the game this award may be rather small compared to other scoring. In Rummy if both players go over five hundred in the same round. or to a fixed number of deals. The dealer then puts the rest of the deck. The player may then meld or lay off. which is thrown into the discard pile). not to meld on a particular turn. cards are dealt clockwise.  Playing Rummy Play begins with the player on the dealer's left and proceeds clockwise. and/or negative points for non-melded cards in your hand. The deal then proceeds clockwise. The most important reason is to be able to declare "Rummy" later in the game. A standard deck of 52 cards is used. The player with the lowest card deals first. which are both optional. the player who was leading before that round win. The cards rank from 2 (low) to A (high). they may meld a group (also called a set or a book). possibly. between the players. Five or six players may also play. seven cards are dealt to each player. face down.
they can not win the hand at this point. This means that if a player can add to a sequence or a group that is in front of them or any of the other players. they may do so. Playing with this rule makes ending a hand slightly more difficult.And a player can lay down cards afterwards. the player must discard a single card to the discard pile. but it carries the reward of . Either the player must discard the last remaining card in their hand on the last turn. because they have to finish the turn by discarding one of the three cards in their hand. There are two variations. the next player may choose to draw from the discard pile or to turn the discard pile over to form a new stock.  Declaring Rummy If a player is able to meld all of their cards at once. they must also discard after melding. Game players are still in game but hand goes dead. However. then the game ends when the player lays down the sequence. if the player is allowed to lay off this sequence without a final discard. and 3 of hearts in front of them. the player would be able to add any of the following: K of hearts. one of which continues another sequence on the field then another player may also continue off that card. In this way. The only condition is that it not be the card that they drew from the discard pile on the same turn. if they drew from the stock instead of the discard pile. Playing for Rummy is more risky. while playing. face up. the top card is drawn to form the new discard pile. they may say "Rummy" on their turn and go out. however. Laying off A player may also choose to "lay off" some cards on an existing meld. and so on. To declare Rummy. that player is out for that turn. For example: if a player had a 3. causing them to no longer have a sequence. If playing with the discard rule. they are allowed to return that card in the same turn. They may. If they are playing this variation. a player must not have melded or laid off any cards prior during the hand.. thereby continuing the sequence in either direction. 4 of hearts. 4. the discard pile changes every turn. 2. or they need not. You cannot however call rummy if the card becomes a point while in the discard pile. After forming the new stock. If a player goes rummy when a card can be played.  Going Out When a player has gotten rid of all of their cards. For example: if another player had a sequence consisting of A. In addition.  Discarding Finally. after any melds or lay offs. return it on the next turn. Also if a player has 3 of a kind. then whether they win the hand or not depends on if they are playing the discard rule variation. For example. just like after the deal. The discard pile is not shuffled in the process. the stock runs out. then another player may continue the sequence off the player with 6. if a player has only the 7 of diamonds and 8 of diamonds left in their hand. they win the hand.  The End of the Stock If. and 5 of hearts and another player had a three of a kind with 6. and they draw the 9 of diamonds (forming a sequence). You can call rummy if a point is discarded into the discard pile.
The player with the most cards in piles at the end wins. jokers are used. Any cards left in each player's hand are counted up and subtracted from their score on the table. and the rest are worth 5 each. Each player must wait until their second turn to go out. In a variation called "Block Rummy". If there is a rummy lying in the pile. a run of ace. a run of ace. face cards and 10s count as 10. Players immediately put down all cards of the same value (example. When playing with this pack. If a player has declared Rummy. If another person has a card of that value. and the rest are worth 5. Aces count as 15. the hand ends. Round the Corner Rummy is a variant where melds can be made in the following way: Queen-King-Ace-Two. the ace is 15. and the pile building and taking is repeated until all cards have been dealt. queen. the player must then pick up the entire pile. Another variation is that face cards count as 10. The other players must deduct the points in their hand from the points they have accumulated throughout the game.  Variants of Rummy  Simple variations for children Children's Rummy or Ruckus is played by young children. two 6's or three Kings) face up. three.double the score. All players do this at the same time.  Scoring After a player goes out. for example it has been played with the rule if you discard a joker you miss some turns. then this score is doubled. two. they can put it down on the pile and take the pile to their part of the table. they all lose the points in their hands after the pack has been gone through once. melds can be formed either by matching sets . Any cards left in each player's hand are counted up and added to the winner's score. Other variations of Children's Rummy include Safari Pals packs which have cards arranged in sets of animals. each player is dealt 7 cards. Commercial versions of this game exist. In another variation. missing two turns for discarding the red joker and 5 turns for discarding the black joker. the ace is 5. You cannot count Jokers or Wild Cards during the scoring. Once all play has stopped. the dealer hands out new cards. The player that goes out first receives a 25 point bonus. three aces count as 15 each.  Variations of basic Rummy In some instances. king. players do not continue after going through the pack once .e. and the last card picked up is played immediately. This becomes difficult when it is sometimes unavoidable to pick up a joker and keeping it will prevent you from creating a fully melding hand. If only picking up the top card. it is possible to put an ace in a run after a King. so long as he or she also picks up all the cards that are on top of it. and the players count up their cards. At the beginning of his or her turn.if no players are out. the player must keep it and discard a different card from their hand. discards are placed so that all the cards are visible. a player may take any card from the discard pile. i.
or by arranging animal cards together which share a behaviour or habitat. For example a meld may be formed with the crocodile. . flamingo and kingfisher cards because they all live near fresh water Shanghai rum From Wikipedia. the free encyclopedia Jump to: navigation. search Shanghai rum "A meld of four cards in the game Shanghai rum." Origin Chinese Alternative name(s) Shanghai rummy Players 3-8 Skill(s) required Strategy Cards 2-4 54 cards Deck Anglo-American Play Clockwise Playing time 30 min.
3 Melding o 1. The rest of the deck is then placed face down in the middle of the players. Contents [hide] 1 Play o 1. based on gin rummy and a variation of Manipulation Rummy played by 3 to 8 players.1 Basics o 1. .3 Number of Wild Cards allowed in a meld 4 Points 5 Rules to play Shanghai with Rook playing cards 6 See also 7 References 8 External links  Play  Basics Shanghai rum is played with multiple decks of 52 standard playing cards. and the rules for each hand are unique. The number of decks varies from 2 to 4 and is based on the number of players (see chart). One person begins as dealer for the first hand. contract rummy.1 Number of decks required o 3. Aces are high (above a King).Random chance Easy Related games Gin Rummy Shanghai rum is a Rummy card game.4 Play for the player who has gone down o 1. Each player is dealt eleven cards. and then the person to the dealer's left becomes dealer for the next hand.5 Winning the game 2 Sequence of Hands 3 Rule charts o 3. this is referred to as the stock.2 Number of buys allowed o 3. Each game is based on 10 hands. and so on. This card is called the upcard and becomes the beginning of the discard pile.2 Buying o 1. It is also known as shanghai rummy. One card is taken from the top of the stock and placed face up next to it. or California rummy. including the Jokers. and Jokers and 2's are wild cards.
and the suit is not important. There is a limitation to how many wild cards a player can use in forming each set or run (see chart). a player can then play on the melds of other players. In other variations of the game. As always. and the 5 of clubs. They may either pick up one new card from the top of the stock or take the upcard. An example of a combination for a hand is for hand #2. If multiple players want to buy the same card. Each player has a choice at the beginning of their turn. In some hands (7 through 10). An example of a "set of 3" is three cards that are all 8's. . which serves as the cost for buying the card. the current player has precedence over the other players. A set is a combination of a specific number of cards of the same rank. you earn a bonus of 25 points (50 if you have not used a joker). He can only lay out his meld cards and no additional cards. he is declared the winner. then when he has the correct sequence of cards. A bonus subtracts points from your score. The current player cannot buy a card. a buyer takes the upcard plus two additional stock cards. The combination for each hand is different (see chart). the person who first said "buy" gets the card. However. In another variant. In case of a tie. the person seated in closest order to the left of the current player gets priority. Play always progresses in this clockwise direction." and they take the upcard plus one new card from the top of the stock. A player can meld only when it is his turn. play any cards playable. he must then discard. and he then places this card face up on the discard pile." This means that a player must have both a set of 3 cards and a run of 4 cards in his hand before he can meld. If you "go out blind" (discard all your cards in one play). the other players in the game have the ability to buy the upcard. 4 of clubs. a player says "Buy it. A run is a combination of a specific number of cards of the same suit that have consecutive ranks. either from the stock or the upcard. and then discard. giving the buyer a total of three additional cards. meaning that you cannot use the same card in both the set and the run. The combinations for each hand are either sets or runs or a combination of both. Also. he can meld or "go down. he must then choose any card in his hand to discard. they end up with two additional cards in their hand. or "lay out". the priority for buying goes in the order of play. and the 8's can all be of different suits. A player is limited to how many buys he can have during a hand (see chart).  Melding The object of each hand is to come up with the correct combination of cards to be able to meld. which the next player in turn can take or other players can buy. If the player does not have a discard he must take the top card from the discard pile and the top card from the stock. The player must have a discard and may not discard a playable card. the number of cards required to meld is greater than the number of cards a player is dealt. he must start his hand by drawing a card. If the player has no more cards in his hand after discarding.The first player to play is the player to the dealer's left. so he can take the upcard even if other players want to buy it. An example of a "run of 3" is the 3 of clubs. After melding. and they become more difficult with each subsequent hand. The cards in the set and the run must be unique. Thus. When done.  Buying To buy a card. so the player must buy cards before he can meld. After the player draws his card." He does so by laying his meld cards face up on the table in their correct sequence. each time a player buys a card. That card then becomes the new upcard. "1 set of 3 and 1 run of 4.
he still takes his turn in turn with the other players.  Winning the game Play progresses until one of the players "goes out. After all ten hands are played. If a run has a wild card in it. He does this by placing the 8 with the set of 8's. For example. he could replace the Joker with the 7 of clubs. if the run had 5-6-Joker-8-9 of clubs and he had a 7 of clubs. if a player has laid down a set of 3 8's. For example. nor can he stop a player from buying the upcard when it is his turn. The winner for the hand gets zero points. and he still must draw a card and discard. the winner is the player with the lowest score. a player who is down cannot buy a card. and on a subsequent turn he then draws another 8. Unlike the limitation of the number of wild cards in the original meld. If he has a card that he would like to play on a run." meaning he is able to discard the last card in his hand. However. he must be sure to keep the order of the run. there is no limitation as to how many wild cards can be put into a hand that is already down. For example. A player who is down can play his cards on the melds that have been completed either by himself or by other players. the player can play a 3 of clubs or a 9 of clubs. he can play this 8 on his set of 8's. and the other players count their cards to determine their score for the hand. Play for the player who has gone down When a player is "down" (meaning he has already melded). That player is then the winner of that hand. the player can replace the wild card with the appropriate card (the wild card is covered by the replacing card).  Sequence of Hands Hand 1 2 3 4 5 6 7 8 9 Sequence 2 sets of 3 1 set of 3 and 1 run of 4 2 runs of 4 3 sets of 3 1 set of 3 and 1 run of 7 2 sets of 3 and 1 run of 5 3 runs of 4 1 set of 3 and 1 run of 10 3 sets of 3 and 1 run of 5 . if there is a run of 5 consisting of 4-5-6-7-8 of clubs. and the hand is then over.
and the other numbers are played in order of high to low cards Indian Rummy From Wikipedia. with the Rook card and the deuces as the wild cards. the free encyclopedia . The 1 card is the Ace.10 3 runs of 5  Rule charts  Number of decks required 2 decks: up to 4 people 3 decks: 5-6 people 4 decks: 7-8 people Note:Increase the number of decks beyond 4 to allow more than 8 players  Number of buys allowed 3 buys in hands 1-9 4 buys in hand 10  Number of Wild Cards allowed in a meld 1 Wild Card in a set (of 3) 2 Wild Cards in a run of 4 or 5 3 Wild Cards in a run of 7 5 Wild Cards in a run of 10  Points Card 3 to 9 10 to K Ace 2's & Jokers Points 5 points 10 points 25 Points 50 points  Rules to play Shanghai with Rook playing cards Shanghai can also be played with the regular Rook playing cards.
This card determines an additional set of jokers for that hand in the following manner: The same rank regardless of the color. Contents [hide] 1 Jokers 2 Scoring 3 See also 4 Rummy Games 5 References 6 External links  Jokers In addition to the standard jokers in the deck. Scoring is generally rounded off to the nearest five (for example. It may be considered a cross between Rummy500 and Gin Rummy.e. Indian Rummy is a fun rummy game with a big sense of tradition. The next higher card of the same suit is called a "puploo". and sometimes jokers (wild cards). (December 2008) Indian Rummy is a popular card game in India with little variation from original rummy. Please help improve this article by adding citations to reliable sources. It is played with 13 cards and at least two decks. This card functions as a joker.  Scoring At the conclusion of the hand. It could be that Indian Rummy evolved from a version of Rummy in South Asia that goes by the name "Celebes Rummy". one player selects a card out of the stock. and three or four of a kind (with no duplicate suits.INDIAN RUMMY RULES For decades since the long period of British rule. Two kinds of sets are possible: a run of consecutive suited cards. also called Rhuk. HOW TO PLAY INDIAN RUMMY .) The basic requirement for winning a hand is at least two sequences. classic Rummy is a wagering game played in . this is 10 points from each player (25 points if two puploos are held)..Jump to: navigation. search This article does not cite any references or sources. Unsourced material may be challenged and removed. the unmade points held by the losing players are totalled. It is particularly popular in card rooms and casinos across India where. one of which must be "pure". i. 62 points becomes 60). in certain jurisdictions. The same rank but of opposite color known as opposite joker. made without any jokers. but the holder is awarded an additional bonus from each player at the conclusion of the round. Bridge and Rummy have been immensely popular across India where they are played both socially and within the family. Generally. card games such as Poker.
The first player must take just one card either from the discard pile or the stock and add this card to the 13 cards of his or her hand. It is similar to Rummy 500 in that it is played with 13 cards. If there are 4 or more players. A single deck of 52 cards is used (54 if wild cards are included) and each player takes turns dealing the cards. each card must be of the same rank and a different suit. However in the overall simplicity of turn by turn play. The discard pile is face up and only the top card (known as the upcard) is visible. A Run (sequence) is comprised of three or more cards bearing the same suit and in consecutive order such as for example: Example of a Valid Run Example of an Invalid Run 3 4 5 3 4 5 4 5 6 7 8 4 5 6 7 8 A Set is formed of three or four cards that are identical rank and of different suits. one or two decks. The rest of the deck is positioned face down and becomes the stock pile. once you have formed Life 1. . OBJECT OF THE GAME The purpose of the game is to complete a hand with most or all cards formed into Sets and/or Runs. you are very likely to enjoy Indian Rummy. HOW INDIAN RUMMY IS PLAYED TURN BY TURN There is no laying melds on the table during play as this only happens when someone goes out and there is no laying off cards onto other melds at any point in Indian Rummy. One crucial element of Indian Rummy is that your hand must contain at least two sequences (Runs) and if jokers are in play. his opponent will not see the card (since cards on the stock pile are face down).it is irrelevant as to whether this may or may not be a card that could have been added to an existing meld. You must go out on your turn by discarding . it is a lot more like Gin Rummy. The next card from the deck is turned face up which indicates that it is the start of the discard pile.you cannot add to this K to form a valid Set of three as the first two kings are of the same suit. two decks are used (104/108 cards) but 13 cards are still dealt to each. The two main elements observed during a single turn of Indian Rummy are simply the draw and the discard: Drawing (Compulsory) . such as for example: Example of a Valid Set Example of an Invalid Set 3 3 3 A A A 9 9 9 9 K K Q A card can be used only once. at least one of those should be a "natural" or "pure" sequence (ie containing no joker wild card) before you can go out. These rules were written for an offline. two or more players and usually jokers (wild cards).3 Players 4 . Number of players 2 .The dealer deals each player 13 cards face down. however when two decks are used situations do arise where you have in your hand for example K and K .Indian Rummy is usually played with 2 to 6 players. The first pure sequence is sometimes referred to as "Life 1" and the second.com Players & Deck . which can be non pure.many a Rummy club. either in a Run or a Set. If you like Gin Rummy. is sometimes referred to as "Life 2".6 Players 7 Players or more Deck of Cards 1 deck 2 deck 3 decks Number of cards dealt to each player 13 cards each 13 cards each 13 cards each The Deal . It is possible that Indian Rummy is derived from the United States as it plays like a cross between Gin Rummy and Rummy 500. which is its closest relative. you cannot use the same card for both a Run and a Set. If that player chooses to take from the stock. Note that in a Set. A joker may be used anywhere. Little is known about the origin and history of Indian Rummy. In other words. real life card playing situation but they are equally applicable to the online version which can be played right here at Rummy. either in a Set or in a Run.
Face cards (Jack.After drawing. shuffled and turned over to start a new stock pile. with no wild cards). etc. King) score 10 points. and his hand meets the requirement of containing at least two sequences (one of which is pure. The winner earns the combined deadwood counts as a positive value. Each player or a designated party ie the dealer will have to tally up the value of each players unmatched cards (ie deadwood) and players are scored with negative points for deadwood. Note that because the Ace is always high in Indian Rummy. Joker are worth 0 points. OTHER HOUSE RULES . face up. He does this by placing his melds on the table and discarding the final card (traditionally face down) to signal victory. all the other cards are counted as unmatched and no other meld is valid. whose turn it is. It will be a card that is probably not in sequence with the rest or is the only one of its kind making it impossible to form either a Set or a Run. You then take this card and place it on the discard pile. Queen. then the discard pile is taken. At this point. WHAT IF THE STOCK PILE RUNS OUT? If there is just one card left on the stock pile and the player. For example. HOW AND WHEN TO GO OUT There is no knocking in Indian Rummy. All the rest of the deck score the rank as the value (ie the pip value). is a valid sequence and also Q K A but Aces do not go "round the corner" and therefore K A 2 is not a Scoring is much like in Gin Rummy except more simple as there is no knocking and there are no line or game bonuses etc. SOME NOTES ON SCORING If the player who goes out does not have at least one pure sequence. A 2 3 valid meld. If the player manages to meld all his cards and has a zero deadwood count. a 7 Example 1 is worth 0 points A Q 5 is worth 10 points is worth 10 points is worth 5 points A K 7 is worth 7 points. Aces score 10 points. only then may he go out. Example 2 is worth 0 points is worth 10 points is worth 10 points is worth 7 points Value 0 points 10 points 10 points Pip value Aces are high and the cards rank in this order: 2 3 4 5 6 7 8 9 10 J Q K A. other players display their melds and deadwood is counted up and scored accordingly.Discarding (Compulsory) . you must examine your cards and decide which one is the card you need least. does not want the card on the discard pile. Players can play a single hand but can also keep dealing the cards for subsequent games until one reaches a previously agreed target score or until they play a fixed number of deals or until a set amount of time has elapsed. a 6 Cards Jokers Aces Faces Others would be worth six points.
. It is also worth noting that Indian Rummy is also sometimes played without any jokers at all. can be used as jokers (sometimes in addition to regular jokers). In other words.If you are playing Indian Rummy on our online system. (2) Some house rules provide that you have to throw out a card to the discard pile that is different from the card you drew earlier from the discard pile. regardless of suit. (3) Some play that the game ends when the stock pile runs out and that scoring takes place at that point. you do not need to read this section which contains some elements which can be introduced to the game at the discretion of those organising play. you cannot draw and discard the same card from the discard pile. Variations to the standard Indian Rummy rules are mostly related to scoring although it is important to note that a large number of people play a version of Indian Rummy which uses rule (1) below: (1) Some play that an extra card can be opened at the start of the game and that all cards of that rank.