Ace Rummy

  

OBJECTIVE OF CONTINENTAL RUMMY: Be the player with the lowest score at the end of the game

NUMBER OF PLAYERS: 2 or more

A23 Indian Rummy App (Ace2Three) Play Indian rummy card games exclusively at A23 (Ace2Three) with over 22 million players. A23 rummy brings all the real players under one virtual gaming roof. Basic Rummy The game is best played with two to four players, but up to six can take part. Either a fixed number of deals are played, or the game is played to a target score. The number of deals or the target score needs to be agreed before beginning to play. Oct 29, 2019 In rummy, the ace is a lower and top card. In the sense, you can form a sequence of Ace-2-3 or Ace-King-Queen. However, the value of the ace remains constant, which is 10 points. So, if you plan to include ace before a 2 in a combination, it will spike up your points at the end.

Ace

NUMBER OF CARDS: Two 52 card decks and two Jokers

RANK OF CARDS: Ace (low) – King (high), or 2 (low) – Ace (high)

TYPE OF GAME: Rummy

AUDIENCE: Kids to Adult

INTRODUCTION OF CONTINENTAL RUMMY

Continental Rummy is a contract rummy game played over a series of seven hands (rounds). Each hand requires sequences and/or sets of cards to be built. Players will have to form a specific amount of trios (a set of three) and runs (sequence of four or more in the same suit) in order to go out and end the hand.

Trios may contain two cards of the same suit. For example, a trio of 3 of Clubs, 3 of Clubs, 3 of Hearts is possible.

Ace

THE CARDS & THE DEAL

For this game, you will need two decks of cards and two jokers. Shuffle the cards together thoroughly and have each player pick one from the deck. The player with the lowest card is the first dealer. That player shuffles the cards once more and deals.

Each hand of the game requires a different amount of cards to be dealt. Once all of the cards are dealt, the rest of the deck is placed in the center of the playing space to become the draw pile. Flip the top card over to become the discard pile.

THE CONTRACTS

Aces can be high (J,Q,K,A), or low (A,2,3,4). Players may not go around the corner (Q,K,A,2,3).

A trio can be made up of more than one Joker. If a trio contains two Jokers, the value of the non-Joker determines the trio. For example, the trio (10, Joker, Joker,) counts as a trio of 10’s.

THE PLAY

Play begins with the player to the left of the dealer. At the beginning of a player’s turn, you may draw one card from the top of the draw pile or the discard pile. A player’s turn ends once they have discarded one card to the discard pile.

If a player chooses not to draw from the discard pile, any other player may take that card. If they do, they must also draw a card from the top of the draw pile. This player does not discard a card. The extra card drawn is called a penalty card. This must be done before the player finishes their turn by discarding. If more than one player wants the card, the player closest to the left of of the player taking their turn gets it.

During a player’s turn, if they have formed the correct combination of cards, they may drop them. Dropping the cards simply means laying them out on the table in front of the player. Only drop the cards that are part of the contract. Any extra cards must be played on runs and triosthat have been dropped. The player who dropped cannot form any other trios or runs during this hand. Once a player has dropped the required combinations and discarded their last card the hand is over. It’s time to tally up the score.

It should be noted that dropped cards essentially become community cards that may be played upon by anyone. However, players are not allowed to play on them until they have met the current hand’s contract and dropped their cards.

JOKERS

On their turn, a player may move Jokers that are used in a run they have dropped in order to lay the card of the actual value in its place. For example, if a player has dropped the run A,2,3,Joker,5 and has to get rid of a 4, they may move the joker to the end of the run and add the 4 to its correct place. The new run would then be A,2,3,4,5,Joker. If the Joker sits at the beginning or end of a run, the Joker may be moved to another run. A Joker may not be moved if there are only three cards remaining in the run.

SCORING

Players earn points based on the cards left in their hands. The player who ended the hand by discarding their last card earns 0 points.

Joker = 50 Points

Ace = 11 Points

K – 10 = 10 Points

9 – 2 = Face Value

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If a player drops their cards and discards their final card in a single turn, they may subtract 10 points from their score.

Rummy Rules

Rummy is a classic cardgame where the objective is to be the first to get rid of all your cards, by creating melds, which can either be sets, three or four cards of the same rank, e.g. H8 S8 D8, or runs, which are three or more cards of the same suit in a sequence, e.g. H1 H2 H3. Aces are low, and sequences can not wrap around. There are many, many variations of Rummy that exist, this particular implementation is Basic Rummy, or Traditional Rummy.

Gameplay

The game can have 2,3 or 4 players. If there are only two players they each get 10 cards, if there are three or four player then each player gets 7 cards. After the cards are dealt the deck is put facedown on the table, and one card face up next to it, to start the discard pile. The player to the left of the dealer starts the hand, and gameplay goes as follows:

  1. Start your turn by drawing card from either the deck or the discard pile.
  2. If possible, lay down a meld on the table. You are allowed to put down many melds in each round (in some versions only one meld per turn is allowed).
  3. Lay off cards on existing melds. For example if there's H5 H6 H7 on the table, and you have the H8 you may lay it off on the meld. Who put the meld down in the first place doesn't matter, as soon as a meld is on the table it doesn't belong to anyone anymore, anyone can use it. You are allowed to lay off as many cards as you want, and you may always lay off, also when you haven't put down a meld in the round.
  4. End your turn by discarding one card onto the discard pile. If you drew from the discard pile you can not discard that card in the same round. If you only have one card left to discard you put it face down on the discard pile and win the game.

Ace2three

The game continues like this until one player has finished all the cards from their hand. A player is not required to end the game by discarding a card onto the discard pile, if he can lay down all his cards in melds, or lay them off on existing melds the may do so, and will win the game.

If the deck is depleted before a player has won, then the discard pile is shuffled and used as a new deck. If the deck is depleted for a second time then the hand is considered a stalemate and finishes with no one getting any points.

Scoring

The scoring in Rummy is winner-takes-all. When a player has won a round, the cards his opponents still have in their hands are counted and the winner gets points based on them. Face cards are worth 10 points each, aces are 1 point, and other cards are worth their rank, e.g. an 8 is worth 8 points. The points for all the losers are added together and given to the winner. (In some variations each player gets his points as penalty points, but not in this version). The score needed to win the entire game varies based on how many players there are. For 2 players the score is 100 points, for 3 players it's 150 points and for four players the score is 200. When a player reaches the target score he has won the entire game. Since scoring is based on cards left in hand it makes sense to try to meld and lay off as early as possible.

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Going Rummy (Rummy bonus)

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If a player has not melded or laid off any cards during the game, but can get rid of all his cards in one turn earns a bonus, his points are doubled! This is called Going Rummy, and is a risky move, since you have a lot of cards for a long time, but can really pay off if you manage to do it successfully!

Stalemate

Ace Rummy Game

There are two cases where the game can end in a stalemate. One, as mentioned above, is when the stock has been depleted twice. The other is when the game detects that none of the players will be able to finish their hands. This can for example happen when all players have only one card left, and there are no possible lay offs on the melds on the table. When there's a stalemate all players get 0 points, and the game is considered a loss for all of them in the statistics. The way people handle this in real life varies greatly, but I've chosen this simple method here to avoid complications around two or more players having the same number of points etc.