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BARREL RUMMY OPTIONAL RULE VARIATIONS:

• KILLER KINGS: Players may land on their opponents when they have discarded a King. They are still not allowed
to do so when discarding a Jack or Queen
• JOKERS: Two Jokers are included in the deck. Jokers cannot be discarded or used in a combo. Instead, during
any step of a player’s turn, they may exchange a Joker in their hand with a card in their discard pile.
• STAY: Instead of moving on a turn, a player can STAY. A player does not discard a card to move. Instead they
pick up the card at their current position, place it in hand, then discard one card from their hand (it could be
any card, including the one just picked up)
• SWAP: During the move phase, a player can place the card they land on in the discard pile and keep their
move card in their hand instead of discarding their move card.
• BARREL BONUS: If a player scores a combo with fewer cards left in the stock then they would receive as bonus
cards for their combo, they may take remaining cards from the barrel before the game ends. For example, if
a player scores a three of a kind + royal with only 1 card left in the stock, they can take that last stock card and
take 2 of the barrel cards to collect the 3 points for the combo bonus.
• CUTTHROAT: When a player scores a combo, the other player must place their hand face down at the bottom
of the stock and redraw their hand from the top of the stock.
• WIPEOUT: When a player scores a combo, the barrel cards are collected, placed face down on the bottom of
the stock, and 6 new barrel cards are dealt.
• POINT RACE: Instead of playing a predetermined number of rounds, players can set a point total goal, such as
200, and play as many rounds as needed until at least one player reaches the point total goal. Points are only
added at the end of a round, not during play. When that happens, the game ends and whoever has the most
points wins.
• DOUBLE DECK: Play the game with the exact same rules, except shuffle two decks together for the stock.

CUTOUT REFERENCE CARD:

BARREL RUMMY REFRENCE BARREL RUMMY REFRENCE


TURN STEPS SCORE COMBOS
1. DISCARD • Straight or Flush (+1)
2. MOVE • Two Pair (+2)
3. PICKUP • Three of a Kind & Royal (+3)
4. COMBO • Four of a Kind (+4)
5. REPLACE • Straight Flush (+5)
DISCARD MOVES POINT TOTAL
• ACE: move 1 1 point for each card in the
• 2-10: move number discard pile at end of round.
• JQK: move to any space not
WINNING
occupied by either player
Player with most points after
at start of the turn
last round wins the game.

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