Copyright 2021, Phil Leduc
Rummy² (Rummy Squared) is a perfect information, card drafting, abstract strategy game played using a standard deck of cards, Players take turns collecting cards from a square 6 x 6 array in order to build runs and sets. A card is collected from the array by moving a second array card of the same suit or rank along any straight line (orthogonal or diagonal) into its location. The moving card "captures" the targeted card. The game ends when a player can no longer collect a card. Players then add up the squares of the number of cards in each of their collected runs and sets. The player with the highest score wins. In a nut shell, It's combinatorial rummy with exponential scoring!
Rummy² can be played by one or two players. Solitaire and variants are also presented below.
36 cards, ace (one) to nine in four suits from a standard deck of cards. Tip: If available, Rook cards are recommended because Rook decks have four different colored suits making the cards a bit easier to distinguish.
A run consists of one or more cards of the same suit in sequential, numerical order.
A set consists of one or more cards of different suits with the same number (or rank).
Shuffle the cards and create a 6 x 6 layout of face-up cards in the center of the table. See Figure 1 for a sample game setup.
Players take turns selecting any card in the center 6 x 6 layout and moving it in any orthogonal or diagonal direction (over cards or empty spaces) to the location of any card that is of the same suit or same rank (number) as the moving card. The moving card replaces the destination card and the destination card is collected and placed face-up in front of the player in her player grid area.
The player’s collected cards should be organized to easily show the player’s runs and sets. This can be done by arranging the cards by suits in ascending order into a 4 x 9 player grid area with no overlapping cards.
Each collected card is always part of both a set and a run. A lone card counts both as a set and a run of length one. See Figures 2 and 3 for an example move.
Pie Rule: Players may opt to use the pie rule for match play, but this is not needed for casual players. To apply the pie rule, on the second player's first turn only, he may simply take the card that the first player has selected instead of moving a card to pick up a card. In effect, the second player becomes the new first player!
The game ends when there are no moves available. At game’s end scoring takes place.
Players add up the squares of the number of cards in each individual run and set. Note that a player may have more than one run in each suit. However, unlike runs, the cards in sets do not have to be adjacent in the player’s grid. Runs and sets of one card score one point; two cards score four points, etc. For example, a run of nine scores 81 points! A full set of four scores 16 points. A isolated single card, counts as a run of 1 and a set of 1 and will add 2 points to the player's overall score.
In Figure 2, mid-game, the North player has a score of 46 (1+25+4=30 for runs and 9+4+1+1+1=16 for sets) and the South player has a score of 44 (1+1+25+1=28 for runs and 1+9+1+4+1=16). In Figure 3, by adding one card, the North player has a score of 54 (1+25+9 and 9+4+4+1+1). The South players score is still 44.
The winner is the player with the highest total. Ties are broken by comparing run lengths. The player with the longest unmatched run wins. For example, if both players’ longest run is of length five, these cancel out and then player compare longest lengths of their remaining runs. This comparison continues until one player has an unmatched run. If after exhausting runs, if there is still no winner, the players compare highest scoring sets. In the case that players match for all runs and sets, the player who moved second wins the game. Normally, this means the second player wins, but if the pie rule was used, the original first player wins.
The rules for two players can be used by one player. The player simply takes a series of turns until no more moves are available. The player can record the final score and try to surpass his or her previous best score. A perfect score would be 444 (3x81+64=307 (runs) + 8x16+9=137 (sets)). Keep in mind one card will remain in the center array, either an ace or a nine.
Alternatively, for more of a challenge, the game can be play using the standard rules but with one added wrinkle. After collecting a card, the player must discard any card, from the center layout, that has the same suit or rank as the collected card. This will always be possible since the card moved and used to collect a card meets this criterion. This rule acts as a second player trying to disrupt an opponent.
The following games show the versatility of the card drafting mechanism. These ideas have not been fully tested and may change in the future.
Set up and game play remain the same but now a player may optionally remove a second card with the same moving card. When two cards are removed they must share a different trait (suit or rank) with the moving card. That is, one card must match rank and the other must match suit with the moving card. The selection can be done in any order. With this option, the moving card ends up at the second removed card's location. The goal of the game is to be the last to collect a card.
The set up and game play remain the same. The goal of this game is be the first to create four empty spaces (or alternately, flipped cards) in a row in any direction (vertical, horizontal, of diagonal) within the center 6 x 6 array. This game does not work too well since the end game devolves into avoiding making a blunder or running out of safe moves. However, this game was the inspiration for another n-in-a-row game called Bagel which has a bit more charm.
Rummy² is an unusual hybrid card collection and abstract game that requires a balanced strategy. Each turn has offense and defensive aspects. Not only do players have to wisely select which cards to collect to maximize their score but they also have to consider what they can do to minimize their opponent's scoring possibilities. The subtle use of card movement within the 6 x 6 center array is the means to these ends.
Please note that for now these game rules may not be duplicated and distributed via the web. All rights are reserved. Those that wish to program or sell this game in any form should contact the author at philleduc.pled@gmail.com for permission or a license to do so.