The first player whose score reaches +500 wins the game and collects from each opponent the difference between their final scores. If two or more players reach 500 on the same hand, the one with the highest score is the winner. Deal seven cards to each player (except in the two player game, in which each player receives 13 cards).
Learning how to play Rummy 500 is quick and easy. That's what makes it one of my favorite card games. We'll cover the basic rules for Rummy 500 and then some tips that will hopefully help you out the next time you play!
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Ages: Any age that can count and match cards!
# of Players: 2 or more
Deck Required: 1 Standard 52 card deck if 2-4 players, and 2 decks if there are 5 or more players.
The object of the game is to get as many points as possible and then go out. We're going to explain how you get those points and also walk you through a hand further below. For now, just remember that the the object is to get those points, and then 'go out'.
Terminology is important when learning how to play Rummy 500, so here's some words you'll see below and need to know.
How to Play
Okay, let's discuss how you get points since they're so important when learning how to play Rummy 500.
You get points by playing cards in your hand and placing them face up on your side of the table. Of course there's certain combinations that you can play, and those are the following:
I know what you're thinking... You're saying, 'Great, but where do these points come in?' Well, the points are based on what cards you play. Don't worry though, it's simple to keep track of.
A word about the Jokers. Some people play without them, but for those that would prefer to leave them in the deck, know this - The Jokers are considered wild cards. They can be used as any card you need them for, but once you choose which card it is, they cannot be changed. So if you have 2 Kings and a Joker, the Joker can act as your third King and allow you to meld the cards.
I never worry about keeping score while I'm playing. In other words, I don't count up every card as I lay them down. Instead, I just keep an eye on how many sets I have and how many my opponent has. You can get a rough idea of who's ahead by doing it this way and then when someones goes out you can count them up. Of course, how to play Rummy 500 is completely up to you. You can count as you go or leave the Jokers out, whichever you decide.
Since you now know how to accumulate points in Rummy 500, let's talk about the actual game play. We'll walk you through a practice hand and you can see how the game is played.
Here's where we're going to show you how to play Rummy 500 by walking you through a single hand.
First off, the dealer (which is usually one of the players) deals the cards. If you have two people playing a game, then each person gets 13 cards. If you have more than two people playing, then each person only gets seven cards. Just remember when learning how to play Rummy 500 - 2 people = 13 cards and more than 2 people = 7 cards. The cards are also dealt just like in poker, one at a time to each person starting with the person on the dealer's left.
For the sake of clarity, we're going to assume we have three players here. The dealer deals the cards clockwise until everyone has 7 cards. Then the dealer puts 1 card face up on the field. This is the start of the discard pile.
There are 3 steps to your turn.
1. Draw
You can either draw from the discard pile or from the stock deck. If you draw more than 1 card from the discard pile you have to play the top card. I know the normal Rummy players are probably scratching their heads right now, so let me explain about that multiple card draw from the discard pile.
In normal Rummy, you are only allowed to play the top card in the discard pile. However, according to the rules of Rummy 500, you can draw multiple cards. The only stipulation to this is that if you do pick up more than one card, you MUST play the first card that you drew. If you can't meld it, then you can't pick it up.
So for example, let's say you have a 3 and a 4 of diamonds, and you see the 5 of diamonds in the discard pile, but it's covered by two more cards. You're allowed to pick up all three cards (the 5 of diamonds and the two cards on top of it) but you MUST play that 5 of diamonds on this hand. You're not allowed to keep it. You'll have to lay it down with your 3 and 4 of diamonds to make a complete run. You can keep the other two cards however. This is just to stop people from picking up the entire discard deck when they don't actually need a card. It also forces you to use much more strategy when playing.
Understand? Great, now let's move on to the part of your turn when you'd actually lay those cards down. It's called the Play.
2. Play
This is the part of your turn when you meld (place) the cards face up on the field (table). Remember if you pick up multiple cards from the discard pile then you have to meld the first card and place it on the field. If you only picked up one card from the discard pile or the stock pile then you can keep it in your hand. You don't have to meld cards every turn.
3. Discard
Once you are done playing your cards, or if you can’t play any cards, you have to discard a single card from your hand to the discard pile, face up.
Once you've discarded, that ends your turn. Then it's the person on your left's turn. This continues until someone goes out.
Going Out
When a person 'Goes out', it just means that they have used all the cards in their hand. Once that happens, it's time to count the cards. Not only the ones on the field, but also the ones left in the other player's hands.
The cards on the field (all those that have been melded) are added together to get a final score for each player. However! The cards in the hands of each player are then counted and subtracted from that score. This is why it's always best to be the one who 'Goes Out'. No cards means no score subtraction!
Keeping up with our example, let's say another player on the table went out and you have 3 J’s on the field and a K and a 3 in your hand.
For your field score, you'd have 30 points for the 3 Jacks. But don't forget the cards in your hand. You would subtract 10 points for the king and 5 points for the 3. That would leave you with a total of 15 points. (30-10-5=15)
Winning the game
After every hand, you add the points you have just received to your total points. So if you had a score of 100 before that last hand, you'd now have 115.
The first player to reach 500 wins (Hence the name, Rummy 500). If multiple players get above 500 at the same time the one with the highest score wins.
Now that you know the rummy 500 rules lets give you some tips.
I love teaching people how to play Rummy 500 because many of their opponents will make some simple mistakes. If you use some basic strategy, you can take advantage of those mistakes.It shouldn't be hard to see why I love this game so much. It's easy to learn how to play Rummy 500. It does require some serious thinking and strategy, but it's a relatively fast playing game that is still loads of fun!
Next time you have a few people and a deck of cards, teach them how to play Rummy 500. I'm sure they'll thank you for the introduction!
Origin | United States |
---|---|
Alternative names | gin, knock poker, poker gin, gin poker |
Type | Matching |
Skills required | Memory, tactics, strategy |
Cards | 52 |
Deck | French |
Play | Clockwise |
Card rank (highest first) | K Q J 10 9 8 7 6 5 4 3 2 A |
Playing time | 15 min. |
Random chance | Low |
Related games | |
Conquian, American Mahjong, Desmoche, Rummy, Viennese Rummy |
Gin rummy, or simply gin, is a two-player card game created in 1909 by Elwood T. Baker and his son C. Graham Baker.[1] It is a variant of rummy. It has enjoyed widespread popularity as both a social and a gambling game, especially during the mid twentieth century, and remains today one of the most widely-played two-player card games.
Magician and writer John Scarne believes gin rummy to have evolved from 19th-century whiskey poker (a game similar to Commerce, with players forming poker combinations[2]) and to have been created with the intention of being faster than standard rummy but less spontaneous than knock rummy.[3]
David Parlett finds Scarne's theory to be 'highly implausible', and considers the game of Conquian to be gin rummy's forerunner.[2]
Gin rummy is played with a standard 52-card pack of cards. The ranking from high to low is King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3, 2, Ace.
The objective in gin rummy is to score points and reach an agreed number of points or more, usually more than 100, before the opponent does.
The basic game strategy is to improve one's hand by forming melds and eliminating deadwood. Gin has two types of meld: Sets of 3 or 4 cards sharing the same rank, e.g. 8♥8♦8♠; and runs of 3 or more cards in sequence, of the same suit, such as 3♥4♥5♥ or more. Deadwood cards are those not in any meld. Aces are considered low—they can form a set with other aces but only the low end of runs (A♠2♠3♠ is a legal run but Q♠K♠A♠ is not). A player can form any combination of melds within their hand; all sets, all runs, or some sets and some runs.
The deadwood count is the sum of the point values of the deadwood cards—aces are scored at 1 point, face cards at 10, and others according to their numerical values. Intersecting melds are not allowed; if a player has a three-card set and a three-card run sharing a common card, only one of the melds counts, and the other two cards count as deadwood. For example; within the five cards 7♣7♠7♦8♦9♦, the seven of diamonds can be included in the set (7♣7♠7♦) or included in the run (7♦8♦9♦), but it cannot be included in both.
Dealership alternates from round to round, with the first dealer chosen by any agreed upon method. The dealer deals 10 cards to each player one at a time starting with their opponent, and then places the next card in the deck face up. This begins the discard pile. The face down pile is known as the stock pile.
On the first turn of the round, the non-dealing player has first option of taking the upcard on the discard pile or passing. If the non-dealing player takes the upcard, they must then discard a different card to the discard pile. The player acting second can take the top card from the pile of their choice. However, if the non-dealing player passes the upcard, the dealer is given the opportunity to take the upcard or pass. If the dealer also passes, the non-dealing player must draw from the stock pile, then the next turn and after, players can draw from the pile of their choice.
On each subsequent turn, a player must draw either the (face-up) top card of the discard pile, or the (face-down) top card from the stock pile, and discard one card from their hand onto the discard pile.
Players alternate taking turns until one player ends the round by knocking, going Gin, or until only two cards remain in the stock pile, in which case the round ends in a draw and no points are awarded. The game ends when a player reaches 100 or more points (or another established amount). In tournament rules the game is played in best of five with 250 points per game.[4]
In standard gin, only a player with 10 or fewer points of deadwood may knock. Knocking with 0 points of deadwood is known as going Gin or having a Gin hand, while knocking with deadwood points is known as going down.[5]
To knock, the knocking player discards as usual, announces knocking (generally by simply placing a discard face down), and the hand is laid out with the melds clearly indicated and deadwood separated. The other ('defending') player is then entitled to lay out any melds in their hand and can then lay off any of their remaining deadwood cards that fit into the knocking player's melds, provided that the knocking player does not have a gin hand.
For example, the knocking player has a meld of three Kings. The defending player's deadwood has a king. The player can lay off that king, reducing the deadwood count by ten. The knocking player can never lay off their deadwood into the defending player's melds. Once a player knocks or declares gin the round is over and scores are tallied, players cannot draw.
The knocking player then subtracts their deadwood points from the defending player's deadwood points. The result is the number of points the knocking player receives. An undercut occurs if a player knocks and the defending player's deadwood points are less than or equal to the knocking player's. In this case the defending player receives an undercut bonus (usually 25 points) plus the difference in deadwood points. If the defending player has less or equal deadwood to the knocking player's deadwood after laying off any of their deadwood, then it is still a valid undercut.
If all 10 cards in a player's hand fit into melds and thereby the player has no deadwood, they can choose to go Gin in which case the round ends and the player going Gin receives a Gin bonus of 25 points (or another established amount) plus any deadwood points in the opponent's hand. The defending opponent can only lay out their melds and cannot lay off any deadwood into the melds of an opponent that has declared Gin. A player can go Gin with a hand of three or fewer melds as long as all cards fit into a meld. Players can also have an 11 card gin, see Big Gin Variant below.
Gin hands normally consist of 10 cards. However, if a player chooses to draw so that 11 cards fit into melds, they can declare Big Gin in which case the player receives a Big Gin bonus of 31 points (or another established amount, commonly 50 points instead of the standard 31 points, depending on rule set) plus any deadwood in the opponent's hand.
Aces are scored at 1 point, face cards at 10, and all other cards are scored at their numerical values. The number of points awarded for bonuses may vary from region to region. No matter what the bonus amounts are, points are scored in Gin for the following:
In some variations, if the winning player beats the losing player by exactly 50 points, the winning player must forfeit the match.
In straight gin, players are required to play until one of them can go gin. Knocking is not allowed. Scoring and rules remain the same as standard gin rummy.
Similar to straight gin, knocking is not allowed. However, more than one card may be taken, in order, from the top of the discard pile. If more than one card is taken, the lowest position card taken must be used in a hand: e.g. <bottom> 8♠3♥5♥ <top of discard> 8♠ is the lowest position card and must be used in a hand; continue with one discard). Cards are shown to the table, with opponents being able to add on to straights of the same suit or finish a three of a kind with the fourth card for points. After a player has gin, points are added, with cards on the table being added up and cards in hand being subtracted. The player who gins receives 25 additional points, 2 through 9 = 5 points, 10 through K = 10 points, A = 15 points.
In this version of gin rummy, the value of the first upcard is used to determine the maximum count at which players can knock. If the upcard is a spade, the hand will count double. So if the first upcard was a 4, you can knock and go out with only 4 or fewer points in your hand; and if the card was 4♠, you would get double points that hand. in this variation it is possible to knock any of cards from the discard pile so as long as you put down a suit or pair.
Another version in this variation (mostly in match play) and in Hollywood gin (see below), a second deck of cards will be used to determine the knock value of a hand. The knock value card will be dealt from the bottom and turned over on top. Above rules apply but both players are dealt ten cards with the last hand winner picking first from the deck.
This is a scoring style, not a rules change to the game of gin. In Hollywood gin, scoring is kept for three different games at the same time. A player's first win will be recorded in their column in Game One. A player's second win will be recorded in their columns for both Game One and Game Two. Their third win will be recorded in their column for all three games. Hands are played until all three games are finished.
Similar to Oklahoma gin, except aces can be used high or low, and runs can be formed 'around the corner' (such as K♠A♠2♠). If you are caught with an unmelded ace, it counts as 15 points against you. Hollywood scoring of three games to 200 when playing head-to-head or with two-person teams. Three-person teams play to 300, 25 points extra if all three teammates win. 50 points for four-person team, etc. This is a more complex gin game for all levels of player.
When a single match is to be played, the players will continue to play rounds until one player has 100 points or more. This player wins the match.
In multi-match games, match scores are reset to zero with the start of each match, while game scores accumulate until a predetermined winning score is reached, perhaps 500 or higher. Each individual match ends when one player scores 100 match points. At the end of the match, players' match scores are credited toward their game scores, as well as:
C. Graham Baker, writer and producer of motion pictures and co-creator of the card game gin rummy, died today at his home in Reseda in the San Fernando Valley. ...