You are on page 1of 29

Buta no shippo

From Wikipedia, the free encyclopedia

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 (?) 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.

[edit] 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.

From Wikipedia, the free encyclopedia 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.
(November 2009)

Daifug (?, Grand Millionaire) or Daihinmin (?, 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 daifug (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

[edit] 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.
[edit] Special Titles

There are five special titles for players during the game, along with popular North American and European equivalents:

Daifug (the grand millionaire) - The winner of the previous round. (President) Fug (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)

Some notes:

In the first round, everyone is heimin. Decide randomly who will be the dealer. Depending on the number of people, multiple players could be heimin, or the game might not have a heimin. In a three player game, there is no fug or hinmin. After every hand, players must get up and switch seats so that the daihinmin deals, and everyone is seated clockwise in order of their titles, with daifug on the dealer's left, and hinmin on his right.

[edit] Dealing

The daihinmin shuffles and deals the cards. All the cards are dealt, until none are left, in clockwise rotation. Jokers, other wilds or extra 2s from another deck are used to ensure the cards can be dealt evenly. Alternately, the deal starts at the point which will allow the richest players to have the least cards (e.g. deal starts on the heimin for five players) and therefore be more likely to maintain their domination. After cards are dealt, the daihinmin must hand over their two strongest cards to the daifug, while the hinmin must hand over their one strongest card to the fug. The daifug and fug then hand back an equal number of any "junk" cards they do not want. This process is known as zeikin (taxation).
[edit] Playing

Play in Daifug is organized into tricks, much like Spades or Bridge. However, unlike those games, each trick can involve more than one card played by each player, and players do not have to play a card in a trick. The player on the dealer's left begins by leading any number of cards of the same rank (1-4, 5 or more are possible with wilds). The player on his left may then play an equal number of matching cards with a higher face value, or may pass. (In a few variants, it is permitted to play cards with an equal value as the last cards played.) Note that the same number of cards as the lead must be played. If the leader starts with a pair, only pairs may be played on top of it. If three-of-a-kind is led, only three-of-a-kinds can be played on top of it. (There are notable exceptions among the variants; see below) The next player may do the same, and so on. This continues until all players pass, or until a 2 is played. The last person to play a card leads the next trick. Notes on game play:

The ordering of the face values is a little different from most American card games - the deuce (2) is the highest value and is unbeatable. The ace is next highest, the King the next highest, etc. with the 3 being the lowest. A few variants allow a single deuce to be played on top of any other combination, but typically games require the same number of deuces to be played as were originally led. Another variant leaves one-eyed jacks (jacks of hearts and spades) higher than the deuce; the one-eyed jacks can be bested by the suicide king (king of hearts). When players pass, this does not limit them in any way from playing later, even during the same trick. In some variants, however, a player cannot play on a trick in which he or she passed previously. Players can pass anytime, even if the player has cards that could be played. 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.

[edit] End of a round

When one player runs out of cards, he/she is out of play for the rest of the round, but the other players can continue to play to figure out the titles. A few versions hold that once a player goes out, players count remaining card values to establish titles, or simply count the number of cards remaining in each player's hand. When playing by traditional rules, once titles are decided, everyone needs to get up and move. The daihinmin is the dealer, and the players must rearrange themselves around him so that they are seated in order of rank, clockwise. Most American variants do not rearrange the seating of the players, so everyone plays in the same order each hand (though the daifug still leads the first trick).
[edit] Winning the game

The winner is usually the player who is daifug at the end of the game, but a point system can also be used, where the fug and daifug earn 1 and 2 points, respectively, every round.
[edit] Basic strategy

The basic strategy of Daifug is very simple; 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 a player is stuck with a low card, it will be very hard to get to play it and empty a hand. However, as winning a trick lets the player lead any card to start the next trick, one weak card can be kept to be played last. However, when trying to prevent a player who is low on cards from emptying their hand, 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, and thus hopefully prevent the next player from playing as they are unable to top it. Additional elements of strategy can be introduced with optional rules (see below) such as skips and clears, which afford the other players more options in attempting to prevent play by a person about to empty their hand.

[edit] Optional rules

One or more 'house' rules are usually observed when playing a game of Daifug. Here are a few examples:

Strict 52-card - Uneven card count in hands is allowed and the benefit (smaller hand) goes to the richest players. The deal generally starts with the richest heimin (or with the hinmin in a fourplayer game) and continues clockwise, that is, down the socioeconomic scale. If there is a dummy hand (see below), it is always dealt last and therefore may change who gets the first dealt card. (If there are four players and a dummy hand, then the deal will start with the fug so that the dummy hand and default daifug hand both have one less card than the other hands dealt.) Dummy Hand - At the outset of every round after the first, one more hand is dealt than the number of players at the table. This last hand, the "dummy" hand, is ignored unless the daifug decides he wants to chance swapping his dealt hand with the dummy hand. The swap must occur before taxation. The daifug may not look at the dummy hand before the optional swap,

nor may he change his mind after the swap. The dummy hand is generally taken only if the daifug feels the cards in his dealt hand are significantly below average. Deuce Means Clear - In addition to deuces (2s) being the highest value, a single 2 beats any other combination of cards. Because it can't be beat, a deuce becomes a "clear" card that allows the holder to "steal" the lead play from someone who would otherwise have played first. This can be essential when attempting to keep a person who has few cards remaining from going out; 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. This is common in Western versions of the game including Asshole. Match Means Clear - If a player can match the current active play, the trick is cleared. For instance, if a 7 is played, one can play a 7 on top of this to clear. Or, if two Kings are played, one can play two Kings to clear. This is sometimes known as the Grand Palace Rule. Jokers are Wild - Can be played almost any time but cannot beat a 2. When a joker is played by itself, it is assumed to be one higher than the card played before it. For instance, if you play a 5, and the next player plays a joker, that joker effectively becomes a 6. If you are playing a pair, and you play a joker and a 7, the joker is effectively a 7. Jokers are 2s - Jokers always count as 2s, meaning the number of Deuces in the game is increased. Forbidden Last Card - It is forbidden to go out on a specific card or combination of cards. Common examples include going out on a 2, a Joker or a pair. Skips - 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. For example, playing a 7 on top of another 7, or a pair of 4s on another pair of 4s, skips the next player. This variant is rare, though more common in American versions, and adds an extra element of strategy. o Multi-Skips - If a player has more than one of the card played previously, he/she may play more of that card than is required in the current trick. By doing so, play skips one extra person for each extra card played. For instance, if a single 4 is played and the next player has the other three 4s in the deck, he/she may play two of them and skip the next two people, or play all three and skip the next three people. If two 4s are played and the next player has a 4 and two wild cards, he/she may play all three cards and skip the next two people (two cards required to play and skip, plus one extra). Revolution (kakumei) - Playing four of a kind causes a revolution, which makes the strength of cards reversed until the end of the round (or session), making 3 the highest and 2 lowest. Counterrevolution (kakumei-gaeshi) would restore the power. 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), or in a row by different players. The one who plays such sets can choose not to have a revolution. It could also make the titles of the players reversed. There even would happen counter-counterrevolution (kakumei-gaeshi-gaeshi). Completo, a.k.a. Completion - If a player has the cards to complete a set of four of the current card, they can play them at any time (even if not their turn) to do so. This results in a "clear," and the person who completed the set of four goes next. Jack-Back - In some variations, playing a Jack or some other combination including a Jack results in a temporary kakumei, which lasts only for the current trick. For example, if a player plays a single J on a 9, the next player can play a lower-ranked card, such as a 3, on the J. After the trick in which the Jack is played ends, previous card strengths are restored. Kaidan (sequence) - Three or more cards in sequence (ex. 5-6-7) may be played together (they do not necessarily have to be of the same suit), instead of playing a three-of-a-kind or four-of-akind. The highest card must be higher than the highest card of the set just played. Alternatively, sequences of 2 might be allowed, 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. Often a five card limit is placed on these straights. Another variant allows 'double straights' where a player plays a pair of

straights (ex. 5-5-6-6-7-7). Another Kaidan variant limits runs to those of the same suit (straight flushes). Eight Enders - Playing an 8, set of 8s, or straight ending or beginning with an 8, can end the trick immediately, though it must follow the pattern of play (ex. a pair of 8s following a pair of 5's played previously). The player who plays the 8s leads the next trick. Deuces Wild, Jokers High - Deuces may be any value and any suit except they are not allowed to be a joker. If the deuce is played as a deuce, then its value trumps anything 3 through K. A deuce played as a deuce may be used as the highest card in a Kaidan when following an ace (ex. Q-K-A2). Jokers are not wild but will always trump anything including a deuce. Jokers may be played in pairs, but may not be played in a Kaidan. Direction of Play - The daihinmin is required to shuffle and deal but, based on the direction of the deal, decides the direction of play. The daihinmin is the first to go after the shuffle and the round starts once the daihinmin places down his first cards. In this variation, individuals never change seats, so they are subject to who will play before and after them based on the daihinmin's strategy. People's Revolution - In this variation, if the daihinmin is the first to shed all of their cards, he will take the daifug position in the next round as normal, but in addition, the daifug is immediately out of the current round and will become the daihinmin in the next round. o In some variants, a "People's Revolution" ends the game immediately with all players swapping rank. Therefore, the fug and hinmin would also trade places, and if the Despotism variant is used, the various heimin would trade rankings for card-passing purposes. Multiple Decks - In multiple deck games, when more than one deck is used, there is generally no limit to the number of cards played in a Kaidan or in a multiple card of a kind hand (ex. in a two deck game, eight 10's may be played; more if there are wild cards). A rule of thumb for determining multiple decks is 1 deck for every four players. For example, a five player game would utilize two decks. Despotism - The number of cards traded between the upper and lower ranks strictly depends on the number of players. In a nine player game, the daihinmin and daifug will trade four cards. The next two opposing ranks will trade three cards; the next two will trade two cards, and the last two will trade one. With an odd number of players, such as nine, the person in the middle will not trade any cards. Three of Clubs Start - The person with the three of clubs starts the first round in the game by placing down that card. It may be played in combination with other cards per legal combinations. In multi-deck games, the first person to throw down a three of clubs (or legal combination thereof) starts. Daifug's Choice - A subtle rule where the Daifug, and no other rank, may choose to ask the daihinmin if the daihinmin has a card(s) of a specified value. This request can happen only after traded cards are given to the daifug and before the round starts. The Daifug may only ask once and must take multiple cards of the specified rank (up to the number of cards traded), if the daihinmin has multiples, and must return the same number of high cards given to the daifug from the daihinmin. English Ranking System - This ranking is for a nine player game. Add or subtract ranks depending on the number of players. 1. King 2. Duke 3. Upper Class 4. Upper Middle Class 5. Middle Class 6. Lower Middle Class 7. Poor 8. Very Poor 9. Destitute. Extended Trading - After all of the cards are traded and before the round starts, the daifug may allow for extended trading where individuals can barter their cards with other players. Trades need not be one card for one card. The daifug may end trading at any time, but when trading is open, cannot control who trades what, and with whom; the daifug is not allowed to do extended trading without it being open to all. Trading will also end when the first to go places their cards.

Tight - When cards of the same suit are played consecutively, all subsequent cards in that trick must also be of the same suit. For example, if one player plays a 7 of Clubs, and the next player plays a 9 of Clubs, the third player cannot play a King of Spades (though he could play a King of Clubs). The same rule applies to pairs, threes-of-a-kind, or any other legal play depending on the rules used; so, for example, 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. A variant of this rule allows "partial tights," in which any suit pattern between subsequent plays of more than one card must be followed for the rest of the trick: for example, a pair of 5s (Clubs-Spades) followed by a pair of 7s (Clubs-Diamonds) must be followed by a pair containing Clubs. 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." In some variants, the suit requirement is not official until a player notices the sequence and declares the suit name(s) out loud. Declaration is a significant part of strategy since only a player who can satisfy the suit requirement will benefit from declaration. Poker hands: Straights, flushes, full houses, and straight flushes may be played during five-card tricks. 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). Asshole/President - In North America, Daifug is often played as a drinking game called "Asshole". The titles are President, Vice President, Common guy, Poor guy (Vice-Ass or Beer Wench), Asshole. Additional rules govern drinking (Common ones include the players being able to force anyone of a lower title to drink, or that the asshole buys the next round)

[edit] Social aspects

Often the titles used in the game can be extended to social interactions. 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). Also the daifug may be able to give an order after each round that must be followed, like "all heimin must bark like dogs", or "the hinmin must give me a backrub". The daifug - can also add rules related to the game itself, such as the rules in the list above, or any rule that suits him. It is often a good idea to impose limitations on such rule-making before the game starts, such as a maximum number of additional rules (requiring rules to be repealed when new ones are added), and allowing other players to override a new rule by unanimous vote (or a sufficiently large percentage).

[edit] Popular culture

In Fruits Basket, a popular manga and anime series, the characters in the story often play the card game with each other, emphasizing the fun social aspects of the game. Score Entertainment recently released a Fruits Basket card game that contains a set of rules to Daifug (in addition to an original game developed by Score). In volume 6 of Ouran High School Host Club, Haruhi Fujioka and Tamaki Suou (very poor man and poor man, respectively) were made to obey Kyoya Ootori (rich man) after a game of Daifug. There is also a card game called The Great Dalmuti, which is similar in concept and play. In Germany, there is a similar game by the name of "Arschloch" (Asshole in German). However, this game is played with only sevens and up. The person with the seven of diamonds always leads.

In Sweden, a common name for this game is "neger och president" which means Negro and President. This title reflects the injustice and hierarchy of slave-age USA. New, less controversial titles have since been devised in the name of political correctness. Similar to the Swedish and German versions, there is also a Greek variant of Daifug called "" (Greek imitation of US-pronounced "nigga"). The original game play features 5 ranks (Masta, Half-Masta, Swiss, Half-Nigga, Nigga). Each player gets 6 cards and cards utilized are only sevens and up, with aces being the most powerful (No deuces are used). The remaining 2 cards (4*8 equals 32 whereas 5*6 equals 30) are called "the Swiss cards", 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. Also, the Kakumei-Revolution rule is standard. Other differences from the original Daifug: There is no seat rearrangement at each round and no wild cards are being used.

From Wikipedia, the free encyclopedia

Jump to: navigation, search This article needs additional citations for verification. Please help improve this article by adding citations to reliable sources. Unsourced material may be challenged and removed. (June 2007)


The start of a game of Koi-koi



Age range

8 and up

Setup time

2 minutes

Playing time

10180 minutes

Random chance


Skill(s) required

Probabilistic analysis Strategic thought

Hanafuda (?) are playing cards of Japanese origin that are used to play a number of games. The name literally translates as "flower cards".[1][2] The name also refers to games played with those cards.


1 History 2 Hanafuda in the world 3 Cards o 3.1 Card significance 4 Variants 5 Rules o 5.1 Object o 5.2 Rules of Play o 5.3 Play o 5.4 Hiki o 5.5 Scoring o 5.6 Oya-gachi 6 See also 7 References 8 External links

[edit] History
Since its early years, refined card games were played in Japan by the nobility, and they were not commonly played by the lower classes nor used for gambling. This changed, however, in 1549, the 18th year of Tenbun, when a missionary Francis Xavier landed in the country. The crew of his ship had carried a set of 48 Portuguese Hombre playing cards from Europe, and eventually card games became popular with people, along with their use for gambling. When Japan subsequently closed off all contact with the Western world in 1633, foreign playing cards were banned.[3] Despite that prohibition, gambling with cards remained highly popular. Private gambling during the Tokugawa Shogunate was illegal. Because playing with card games per se was not banned, new cards were created with different designs to avoid the restriction. For example, an anonymous game player designed a card game known as Unsun Karuta. These cards were decorated with Chinese art, each depicting Chinese warriors, weaponry, armor, and dragons. This deck consisted of 75 cards, and was not as popular as the Western card games had been simply because of the difficulty of becoming familiar with the system. Each time gambling with a card deck of a particular design became too popular, the government banned those

cards, which then prompted the creation of new ones. This cat and mouse game between the government and rebellious gamblers resulted in the creation of many differing designs. Through the rest of the Edo era through the Meiwa, Anei, and Tenmei eras (roughly 1765 1788), a game called Mekuri Karuta took the place of Unsun Karuta. Consisting of a 48-card deck divided into four sets of 12, it became wildly popular and was one of the most common forms of gambling during this time period. In fact, it became so commonly used for gambling that it was banned in 1791, during the Kansei Era. Over the next few decades, several new card games were developed and subsequently banned because they were used almost exclusively for gambling purposes. However, the government began to realize that some form of card games would always be played by the populace, and began to relax their laws against gambling. The eventual result of all this was a game called Hanafuda, which combined traditional Japanese games with Western-style playing cards. Because hanafuda cards do not have numbers (the main purpose is to associate images) and the long length to complete a game, it has a partially limited use for gambling. However, it is still possible to gamble by assigning points for completed image combinations. By this point, however, card games were not nearly as popular as they had been due to past governmental repression. In 1889, Fusajiro Yamauchi founded Nintendo Koppai for the purposes of producing and selling hand-crafted Hanafuda cards painted on mulberry tree bark. Though it took a while to catch on, soon the Yakuza began using Hanafuda cards in their gambling parlors, and card games became popular in Japan again. Today, despite its focus on video games, Nintendo still produces the cards, including a special edition Mario themed set for Club Nintendo, although this business is diminishing.[citation needed] In 2006, Nintendo published Clubhouse Games (42 All-Time Classics in the United Kingdom) for the Nintendo DS, which included Koi-koi.

[edit] Hanafuda in the world

Hanafuda is commonly played in the state of Hawaii in the United States and South Korea, though under different names. In Hawaii, there is Hawaiian-style Koi-koi which is called Sakura, Higobana, and sometimes Hanafura. In South Korea, the cards are called Hwatu (Korean: , Hanja: ); the name literally translates as battle of flowers. One of the most common Hwatu game is Go-stop (Korean: )[4] or Sutda (Korean: ). Hwatu is very commonly played in South Korea during special holidays such as the Lunar New Years, and also during the Korean holiday of Chuseok (). Playing Go-stop at holiday family gatherings has been a Korean tradition for many years. The Korean version is usually played with three players, with two-person variants. Hanafuda is also played in Micronesia, where it is known under the same name, and is a four-person game, which is often paired cross-table.

Nintendo Hanafuda cards today in Japan (September 15th 2010)

[edit] Cards
There are twelve suits, representing months. Each is designated a flower, and each suit has four cards. Typically, each suit will have two normal cards and one special card. The point values could be considered unnecessary and arbitrary, as the most popular games only concern themselves with certain combinations of taken cards. Month January Flower Matsu (, pine) Cards 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 Poetry Ribbon (5 points) and one Special: Camp Curtain (20 points) Images


Ume (, plum blossom)


Sakura (, cherry blossom)


Fuji (, wisteria)

Two Normals (1 point), one Red Ribbon (5 points) and one Special: Cuckoo (10 points) Two Normals (1 point), one Red Ribbon (5 points) and one Special: Water Iris and Eightplank Bridge (10 points) Two Normals (1 point), one Purple Ribbon (5 points) and one Special: Butterflies (10 points)


Ayame (, iris)


Botan (, peony)


Hagi (, bush clover)

Two Normals (1 point), one Red Ribbon (5 points) and one Special: Boar (10 points)


Two Normals (1 point), two Specials: Geese in Susuki (, Chinese Flight (10 points), Full Moon with Red Sky (20 silver grass) points) Two Normals (1 point), one Purple Ribbon (5 points) and one Special: Poetry Sake Cup (10 points) Two Normals (1 point), one Purple Ribbon (5 points) and one Special: Deer and Maple (10 points)

Kiku (, September chrysanthemum)


Momiji (, maple)

One Red Ribbon (5 points), and three Specials: Swallow (10 points), Ono no Michikaze November Yanagi (, willow) ("Rainman") with Umbrella and Frog (20 points), Lightning (1 point) December Kiri (, paulownia) Three Normals (1 point, one off-shaded), and one Special: Chinese Phoenix (20 points)

In Korea, kiri (, ) is November and yanagi (, ) is December.

[edit] Card significance

The January matsu Poetry Ribbon card has the phrase akayoroshi, employing a hentaigana character for the ka. The February ume Poetry Ribbon card has the same phrase akayoroshi. The March sakura Poetry Ribbon card has the phrase Miyoshino, referring to the place Miyoshino in Nara. The town is known for its sakura blossoms. The September kiku Poetry card image has the character for kotobuki (). The November yanagi Rain card image portrays Ono no Michikaze.

[edit] Variants
There are variations of games played with Hanafuda cards.

Koi-koi Hachi-hachi (eight-eight) Hana Awase Mushi, popular in the Kansai region Sudaoshi

Tensho Hachi Hawaiian-style Koi-koi Go-Stop

[edit] Rules
The following rules are not official: there are many different games played with Hanafuda and as many different variations as there are players.

[edit] Object
Accumulate more points than your opponent. Either a set number of rounds is played, a point goal is set to determine the winner, or players try to get so many more points than their opponent.

[edit] Rules of Play

Cards are shuffled and placed into a pile (called the stock). Eight cards are placed face up between the players, and then eight cards are dealt face-down to each player. If there are more than two players, then the hand size is decreased.

[edit] Play
Play starts with the dealer. The player takes a card that was dealt to him and matches suit with a card that is on the table. If there isn't a matching card, the player discards a card to the center of the table. Then, the top stock card is turned face up, and if there is a matching suit on the playing field, the player takes the cards, otherwise the stock card is added to the playing field.[5] Play ends when either the stock is exhausted or either player's hand is empty. If a player is dealt four pairs or two complete suits, that player automatically wins the round. Scoring for this instance varies, but can be the value of the cards in the playing field.

[edit] Hiki
If there are a number of cards on the playing field of one suit, and a player has the rest of the suit in hand, this is a hiki. The player may take the entire suit of cards on his turn instead of playing a card from his hand. Trying to take a card from a hiki with the storm card is an illegal move. If the cards are dealt so that all four of one suit are on the playing field, the cards are shuffled and redealt. If three cards are on the table, they are stacked together and the remaining card takes all three.

[edit] Scoring
At the end of the round, each player adds the value of all cards he has taken.

In some variations, 'winner takes all', meaning the winner of the match gets all the points the opponent has accumulated in that round. Card sets and scoring can vary by which variant of Hanafuda is being played.

[edit] Oya-gachi
In case of a tie, dealer wins. If the dealer isn't involved with the tie, the player closest to the dealer's left wins.

From Wikipedia, the free encyclopedia 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.
(December 2009)

Uta garuta being played by women in traditional dress

Uta-garuta (?) are a kind of karuta, Japanese traditional playing cards. It is also the name of the game in which they are used. The game is played mostly on Japanese New Year's holidays. On each card, a poem (waka) is written, and there are a total of 100 poems. The standard collection of the poems used is called Hyakunin Isshu, which is often also the name of the game. The collection was chosen by a poet Fujiwara no Teika in Heian period. There are national conventions for the game.


1 How to play o 1.1 Basic rule o 1.2 Chirashi-dori

1.3 Genpei-gassen

[edit] How to play

[edit] Basic rule

The game uses two types of cards.

Yomifuda: One hundred reading cards with a figure of a person, 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, all the 100 torifuda are neatly arranged on the floor faced up. When the reader starts reading out a poem on the yomifuda, the players quickly search for the torifuda on which the corresponding lower phrase is written. There are two ways to play the game based on the rule above.
[edit] Chirashi-dori

One reader, more than three players:

1. Mix up the deck of torifuda, and lay them out on the floor. Players sit around the cards. 2. The reader starts reading out the waka, and players take corresponding torifuda as fast as possible. They can do it immediately when they already know the lower phrase. 3. When a torifuda was taken, the reader moves on to the next waka. 4. When all the cards are taken, the player with the most cards wins the game. [edit] Genpei-gassen

One reader, players on two sides:

1. Divide the players into two groups. One is called the Genji side and the other the Heike side. 2. Mix up the torifuda, and give 50 cards to each side. 3. Genji and Heike sit face to face. Lay out 50 cards in front of each group in three lines to face the group. 4. The way to take the torifuda is the same as with Chirashi-dori. 5. Players can take cards on both sides. 6. When they took cards on the opponent side, they can move one card to the side of the opponent. 7. If they take a wrong card, the opponent can move a card from their side. 8. The side that takes all the torifuda on their side wins the game.

The odds of winning increase if one knows the phrases. One even may be able to take the cards immediately after hearing the reader read aloud only the first letters of the waka.


From Wikipedia, the free encyclopedia Jump to: navigation, search For other uses, see Rummy (disambiguation). This article needs additional citations for verification. Please help improve this article by adding citations to reliable sources. Unsourced material may be challenged and removed.
(February 2009)

A game of Rummy 500 in progress.

Rummy is a group of card games notable for gameplay based on the matching of similar playing cards. The Mexican game of Conquian is considered by David Parlett to be ancestral to all rummy games, which itself is derived from a Chinese game called Khanhoo and, going even further back, Mahjong.[1]


1 General features of Rummy-style games o 1.1 Books o 1.2 Deal o 1.3 The Play o 1.4 Scoring 2 Basic Rummy o 2.1 The Shuffle and Deal o 2.2 Playing Rummy 2.2.1 Melding

2.2.2 Laying off 2.2.3 Discarding 2.2.4 The End of the Stock 2.2.5 Going Out o 2.3 Declaring Rummy o 2.4 Scoring o 2.5 Variations of basic Rummy 3 Variants of Rummy o 3.1 Simple variations for children o 3.2 Related card games 4 References 5 External links

[edit] General features of Rummy-style games

[edit] Books

A book consists of at least three cards of the same rank or consecutive cards of the same suit. This is an almost universal pattern, although there exist minor variations, 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. In some games it is required that the melds of the second type contain at least four cards. Some games also feature wild cards, which can be used to represent any card in a meld. The number of wild cards in a meld may be restricted.
[edit] Deal

A fairly large number of cards is used. This varies from one standard deck upwards. There are, for example, games that use five standard decks plus some jokers shuffled together. Each player is dealt a hand of cards; while the specific number is dictated by the strain of rummy being played, the deck is never completely emptied. The remains of the deck is placed face down to form the stock. There is also a face-up pile called the discard pile, which may be initially empty, or it can contain one card, which is turned from the stock. The winner is obliged to deal when a new game commences.
[edit] The Play

In the card game of Rummy, two people playing get ten cards each. When there are more than two people, fewer cards are dealt to each player. The person left of the dealer is the first person to play. The dealer switches from person to person going to the left. The dealer flips one card to and places it next to the pile to begin the game. The first person to go takes a card from the deck or the card placed beside it. When the player has done that, they may either put three cards of the same number or a straight. After this is done, or if they do not make a play at all, a card from their hand is discarded onto the pile beside the deck. If another player has cards down, the others can play off of them.

[edit] Scoring

When someone melds all his/her cards (except, possibly, for one, which is thrown into the discard pile), the hand ends and the scores are calculated. In some games everyone can make melds at this phase, and some games allow a player to end a hand with a few unmatched cards in his/her hand. You typically get positive points for your melds, and/or negative points for non-melded cards in your hand. In some games large bonuses are given for special, particularly difficult melds. Also being the person who melded all his/her cards is usually awarded, depending on the game this award may be rather small compared to other scoring, or it can be the deciding factor of the game.

[edit] Basic Rummy

There are many variations of the card game Rummy. Basic Rummy is also called Sai Rummy. Second type Rummy is also called Sanka Rummy. They all share a common set of features found in the basic game. A standard deck of 52 cards is used. The cards rank from 2 (low) to A (high). Rummy can be played to a certain score, or to a fixed number of deals. In Rummy if both players go over five hundred in the same round, the player who was leading before that round win.
[edit] The Shuffle and Deal

Each player draws a card. The player with the lowest card deals first. The deal then proceeds clockwise. The player on the dealer's right cuts (this is optional). In two player rummy, each player gets ten cards. Starting with the player to the dealer's left, cards are dealt clockwise, face down, one at a time. The dealer then puts the rest of the deck, face down, between the players. This forms the stock pile. A single card is then drawn and placed face up next to the stack. This is called the discard pile. In three or four player games, seven cards are dealt to each player. Five or six players may also play, in which case each player receives six cards.
[edit] Playing Rummy

Play begins with the player on the dealer's left and proceeds clockwise. Each player draws a card from the stock or the discard pile. The player may then meld or lay off, which are both optional, before discarding.
[edit] Melding

If a player has three cards of the same suit in a sequence (called a sequence or a run), they may meld by laying these cards, face up, in front of them. If they have at least three cards of the same value, they may meld a group (also called a set or a book). Melding is optional. A player may choose, for reasons of strategy, not to meld on a particular turn. The most important reason is to be able to declare "Rummy" later in the game.

[edit] Laying off

A player may also choose to "lay off" some cards on an existing meld. 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. For example: if another player had a sequence consisting of A, 2, and 3 of hearts in front of them, the player would be able to add any of the following: K of hearts, 4 of hearts, and so on, thereby continuing the sequence in either direction. Also if a player has 3 of a kind, one of which continues another sequence on the field then another player may also continue off that card. For example: if a player had a 3, 4, and 5 of hearts and another player had a three of a kind with 6, then another player may continue the sequence off the player with 6.
[edit] Discarding

Finally, after any melds or lay offs, the player must discard a single card to the discard pile, face up. The only condition is that it not be the card that they drew from the discard pile on the same turn. They may, however, return it on the next turn. In addition, if they drew from the stock instead of the discard pile, they are allowed to return that card in the same turn. In this way, the discard pile changes every turn.
[edit] The End of the Stock

If, while playing, the stock runs out, the next player may choose to draw from the discard pile or to turn the discard pile over to form a new stock. The discard pile is not shuffled in the process. After forming the new stock, the top card is drawn to form the new discard pile, just like after the deal. You can call rummy if a point is discarded into the discard pile. You cannot however call rummy if the card becomes a point while in the discard pile.
[edit] Going Out

When a player has gotten rid of all of their cards, they win the hand. There are two variations. Either the player must discard the last remaining card in their hand on the last turn, or they need not. Playing with this rule makes ending a hand slightly more difficult. For example, if a player has only the 7 of diamonds and 8 of diamonds left in their hand, and they draw the 9 of diamonds (forming a sequence), then whether they win the hand or not depends on if they are playing the discard rule variation. If they are playing this variation, they can not win the hand at this point, because they have to finish the turn by discarding one of the three cards in their hand, causing them to no longer have a sequence. However, if the player is allowed to lay off this sequence without a final discard, then the game ends when the player lays down the sequence..And a player can lay down cards afterwards.
[edit] Declaring Rummy

If a player is able to meld all of their cards at once, they may say "Rummy" on their turn and go out. To declare Rummy, a player must not have melded or laid off any cards prior during the hand. If playing with the discard rule, they must also discard after melding. If a player goes rummy when a card can be played, that player is out for that turn. Game players are still in game but hand goes dead. Playing for Rummy is more risky, but it carries the reward of

double the score. Each player must wait until their second turn to go out. If there is a rummy lying in the pile, the player must then pick up the entire pile.
[edit] Scoring

After a player goes out, the hand ends, and the players count up their cards. Any cards left in each player's hand are counted up and added to the winner's score. Aces count as 15, face cards and 10s count as 10, and the rest are worth 5. If a player has declared Rummy, then this score is doubled. The player that goes out first receives a 25 point bonus. The other players must deduct the points in their hand from the points they have accumulated throughout the game. Another variation is that face cards count as 10; three aces count as 15 each; a run of ace, king, queen, the ace is 15; a run of ace, two, three, the ace is 5; and the rest are worth 5 each. Any cards left in each player's hand are counted up and subtracted from their score on the table. You cannot count Jokers or Wild Cards during the scoring.
[edit] Variations of basic Rummy

In some instances, jokers are used, for example it has been played with the rule if you discard a joker you miss some turns, missing two turns for discarding the red joker and 5 turns for discarding the black joker. 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. In another variation, discards are placed so that all the cards are visible. At the beginning of his or her turn, a player may take any card from the discard pile, so long as he or she also picks up all the cards that are on top of it, and the last card picked up is played immediately. If only picking up the top card, the player must keep it and discard a different card from their hand. In a variation called "Block Rummy", players do not continue after going through the pack once - if no players are out, they all lose the points in their hands after the pack has been gone through once. Round the Corner Rummy is a variant where melds can be made in the following way: Queen-King-Ace-Two, i.e. it is possible to put an ace in a run after a King.

[edit] Variants of Rummy

[edit] Simple variations for children

Children's Rummy or Ruckus is played by young children; each player is dealt 7 cards. Players immediately put down all cards of the same value (example, two 6's or three Kings) face up. If another person has a card of that value, they can put it down on the pile and take the pile to their part of the table. All players do this at the same time. Once all play has stopped, the dealer hands out new cards, and the pile building and taking is repeated until all cards have been dealt. The player with the most cards in piles at the end wins. Commercial versions of this game exist.[2] Other variations of Children's Rummy include Safari Pals packs which have cards arranged in sets of animals. When playing with this pack, melds can be formed either by matching sets

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."



Alternative name(s)

Shanghai rummy



Skill(s) required



2-4 54 cards





Playing time

30 min.

Random chance


Related games

Gin Rummy

Shanghai rum is a Rummy card game, based on gin rummy and a variation of Manipulation Rummy played by 3 to 8 players.[1] It is also known as shanghai rummy, contract rummy, or California rummy.


1 Play o 1.1 Basics o 1.2 Buying o 1.3 Melding o 1.4 Play for the player who has gone down o 1.5 Winning the game 2 Sequence of Hands 3 Rule charts o 3.1 Number of decks required o 3.2 Number of buys allowed o 3.3 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

[edit] Play
[edit] Basics

Shanghai rum is played with multiple decks of 52 standard playing cards, including the Jokers. Aces are high (above a King), and Jokers and 2's are wild cards. The number of decks varies from 2 to 4 and is based on the number of players (see chart). Each game is based on 10 hands, and the rules for each hand are unique. One person begins as dealer for the first hand, and then the person to the dealer's left becomes dealer for the next hand, and so on. Each player is dealt eleven cards. The rest of the deck is then placed face down in the middle of the players; this is referred to as the stock. One card is taken from the top of the stock and placed face up next to it. This card is called the upcard and becomes the beginning of the discard pile.

The first player to play is the player to the dealer's left. Play always progresses in this clockwise direction. Each player has a choice at the beginning of their turn. They may either pick up one new card from the top of the stock or take the upcard. Also, the other players in the game have the ability to buy the upcard. After the player draws his card, either from the stock or the upcard, he must then choose any card in his hand to discard, and he then places this card face up on the discard pile. That card then becomes the new upcard, which the next player in turn can take or other players can buy.
[edit] Buying

To buy a card, a player says "Buy it," and they take the upcard plus one new card from the top of the stock, which serves as the cost for buying the card. Thus, each time a player buys a card, they end up with two additional cards in their hand. In other variations of the game, a buyer takes the upcard plus two additional stock cards, giving the buyer a total of three additional cards. A player is limited to how many buys he can have during a hand (see chart). If multiple players want to buy the same card, the person who first said "buy" gets the card. In another variant, the priority for buying goes in the order of play. In case of a tie, the person seated in closest order to the left of the current player gets priority. The current player cannot buy a card. However, the current player has precedence over the other players, so he can take the upcard even if other players want to buy it.
[edit] Melding

The object of each hand is to come up with the correct combination of cards to be able to meld, or "lay out". The combination for each hand is different (see chart), and they become more difficult with each subsequent hand. In some hands (7 through 10), the number of cards required to meld is greater than the number of cards a player is dealt, so the player must buy cards before he can meld. The combinations for each hand are either sets or runs or a combination of both. A set is a combination of a specific number of cards of the same rank, and the suit is not important. An example of a "set of 3" is three cards that are all 8's, and the 8's can all be of different suits. A run is a combination of a specific number of cards of the same suit that have consecutive ranks. An example of a "run of 3" is the 3 of clubs, 4 of clubs, and the 5 of clubs. An example of a combination for a hand is for hand #2, "1 set of 3 and 1 run of 4." 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. The cards in the set and the run must be unique, meaning that you cannot use the same card in both the set and the run. There is a limitation to how many wild cards a player can use in forming each set or run (see chart). A player can meld only when it is his turn. As always, he must start his hand by drawing a card, then when he has the correct sequence of cards, he can meld or "go down." He does so by laying his meld cards face up on the table in their correct sequence. He can only lay out his meld cards and no additional cards. After melding, a player can then play on the melds of other players. When done, he must then discard. If the player has no more cards in his hand after discarding, he is declared the winner. The player must have a discard and may not discard a playable card. 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, play any cards playable, and then discard. If you "go out blind" (discard all your cards in one play), you earn a bonus of 25 points (50 if you have not used a joker). A bonus subtracts points from your score.

[edit] Play for the player who has gone down

When a player is "down" (meaning he has already melded), he still takes his turn in turn with the other players, and he still must draw a card and discard. However, a player who is down cannot buy a card, nor can he stop a player from buying the upcard when it is his turn. A player who is down can play his cards on the melds that have been completed either by himself or by other players. For example, if a player has laid down a set of 3 8's, and on a subsequent turn he then draws another 8, he can play this 8 on his set of 8's. He does this by placing the 8 with the set of 8's. If he has a card that he would like to play on a run, he must be sure to keep the order of the run. For example, if there is a run of 5 consisting of 4-5-6-7-8 of clubs, the player can play a 3 of clubs or a 9 of clubs. If a run has a wild card in it, the player can replace the wild card with the appropriate card (the wild card is covered by the replacing card). For example, if the run had 5-6-Joker-8-9 of clubs and he had a 7 of clubs, he could replace the Joker with the 7 of clubs. Unlike the limitation of the number of wild cards in the original meld, there is no limitation as to how many wild cards can be put into a hand that is already down.
[edit] Winning the game

Play progresses until one of the players "goes out," meaning he is able to discard the last card in his hand. That player is then the winner of that hand, and the hand is then over. The winner for the hand gets zero points, and the other players count their cards to determine their score for the hand. After all ten hands are played, the winner is the player with the lowest score.

[edit] 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


3 runs of 5

[edit] Rule charts

[edit] 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

[edit] Number of buys allowed

3 buys in hands 1-9 4 buys in hand 10

[edit] 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

[edit] Points
Card 3 to 9 10 to K Ace 2's & Jokers Points 5 points 10 points 25 Points 50 points

[edit] Rules to play Shanghai with Rook playing cards

Shanghai can also be played with the regular Rook playing cards, with the Rook card and the deuces as the wild cards. The 1 card is the Ace, and the other numbers are played in order of high to low cards

Indian Rummy
From Wikipedia, the free encyclopedia

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. (December 2008) Indian Rummy is a popular card game in India with little variation from original rummy. It may be considered a cross between Rummy500 and Gin Rummy. It is played with 13 cards and at least two decks, and sometimes jokers (wild cards). It could be that Indian Rummy evolved from a version of Rummy in South Asia that goes by the name "Celebes Rummy", also called Rhuk. Two kinds of sets are possible: a run of consecutive suited cards, and three or four of a kind (with no duplicate suits.) The basic requirement for winning a hand is at least two sequences, one of which must be "pure", i.e., made without any jokers.


1 Jokers 2 Scoring 3 See also 4 Rummy Games 5 References 6 External links

[edit] Jokers
In addition to the standard jokers in the deck, one player selects a card out of the stock. This card determines an additional set of jokers for that hand in the following manner:

The same rank regardless of the color.[1] The same rank but of opposite color known as opposite joker. The next higher card of the same suit is called a "puploo". This card functions as a joker, but the holder is awarded an additional bonus from each player at the conclusion of the round. Generally, this is 10 points from each player (25 points if two puploos are held).

[edit] Scoring
At the conclusion of the hand, the unmade points held by the losing players are totalled. Scoring is generally rounded off to the nearest five (for example, 62 points becomes 60).
For decades since the long period of British rule, card games such as Poker, Bridge and Rummy have been immensely popular across India where they are played both socially and within the family. Indian Rummy is a fun rummy game with a big sense of tradition. It is particularly popular in card rooms and casinos across India where, in certain jurisdictions, classic Rummy is a wagering game played in

many a Rummy club. Little is known about the origin and history of Indian Rummy. It is possible that Indian Rummy is derived from the United States as it plays like a cross between Gin Rummy and Rummy 500. It is similar to Rummy 500 in that it is played with 13 cards, one or two decks, two or more players and usually jokers (wild cards). However in the overall simplicity of turn by turn play, it is a lot more like Gin Rummy, which is its closest relative. If you like Gin Rummy, you are very likely to enjoy Indian Rummy. These rules were written for an offline, real life card playing situation but they are equally applicable to the online version which can be played right here at

Players & Deck - Indian Rummy is usually played with 2 to 6 players. A single deck of 52 cards is used (54 if wild cards are included) and each player takes turns dealing the cards. If there are 4 or more players, two decks are used (104/108 cards) but 13 cards are still dealt to each. Number of players 2 - 3 Players 4 - 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 - The dealer deals each player 13 cards face down. The next card from the deck is turned face up which indicates that it is the start of the discard pile. The rest of the deck is positioned face down and becomes the stock pile.


The purpose of the game is to complete a hand with most or all cards formed into Sets and/or Runs. 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, 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, either in a Set or in a Run. In other words, you cannot use the same card for both a Run and a Set. Note that in a Set, each card must be of the same rank and a different suit, however when two decks are used situations do arise where you have in your hand for example K and K - you cannot add to this K to form a valid Set of three as the first two kings are of the same suit. One crucial element of Indian Rummy is that your hand must contain at least two sequences (Runs) and if jokers are in play, at least one of those should be a "natural" or "pure" sequence (ie containing no joker wild card) before you can go out. The first pure sequence is sometimes referred to as "Life 1" and the second, which can be non pure, is sometimes referred to as "Life 2". A joker may be used anywhere, either in a Run or a Set, once you have formed Life 1. You must go out on your turn by discarding - it is irrelevant as to whether this may or may not be a card that could have been added to an existing meld.


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. The two main elements observed during a single turn of Indian Rummy are simply the draw and the discard: Drawing (Compulsory) - 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. The discard pile is face up and only the top card (known as the upcard) is visible. If that player chooses to take from the stock, his opponent will not see the card (since cards on the stock pile are face down).

Discarding (Compulsory) - After drawing, you must examine your cards and decide which one is the card you need least. 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, face up.


There is no knocking in Indian Rummy. If the player manages to meld all his cards and has a zero deadwood count, and his hand meets the requirement of containing at least two sequences (one of which is pure, with no wild cards), only then may he go out. He does this by placing his melds on the table and discarding the final card (traditionally face down) to signal victory. At this point, other players display their melds and deadwood is counted up and scored accordingly.


If there is just one card left on the stock pile and the player, whose turn it is, does not want the card on the discard pile, then the discard pile is taken, shuffled and turned over to start a new stock pile.


If the player who goes out does not have at least one pure sequence, all the other cards are counted as unmatched and no other meld is valid. Face cards (Jack, Queen, King) score 10 points. Aces score 10 points. Joker are worth 0 points. All the rest of the deck score the rank as the value (ie the pip value). For example, a 6 Cards Jokers Aces Faces Others would be worth six points, 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, etc. 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. Note that because the Ace is always high in Indian Rummy, A 2 3 valid meld. 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. 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. The winner earns the combined deadwood counts as a positive value. 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.


If you are playing Indian Rummy on our online system, 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. 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, regardless of suit, can be used as jokers (sometimes in addition to regular jokers). It is also worth noting that Indian Rummy is also sometimes played without any jokers at all. (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. In other words, you cannot draw and discard the same card from the discard pile. (3) Some play that the game ends when the stock pile runs out and that scoring takes place at that point.