Rummy is a fun card game that’s easy to learn and exciting to play! It’s like a puzzle where you try to make groups of cards that go together. You can play with 2 to 6 friends or family members, and you only need a regular deck of 52 cards (the kind without jokers). The goal is to be the first person to use all your cards by making special card groups called "melds." Let’s break it down step by step so it’s super clear for a 6th grader!
In Rummy, you want to be the first player to "go out." That means you use all your cards by putting them into special groups called melds. There are two kinds of melds:
Sets: These are 3 or 4 cards that have the same number, like three 7s (7 of hearts, 7 of spades, 7 of clubs).
Runs: These are 3 or more cards in a row, all from the same suit, like 4, 5, and 6 of diamonds.
Here’s how to get ready to play:
What Are the Cards Worth?
When the game ends, you count points for any cards left in your hand. Here’s what each card is worth:
Number Cards (2 through 10): Worth the number on the card (like a 5 is worth 5 points, a 9 is worth 9 points).
Face Cards (Jack, Queen, King): Worth 10 points each.
Ace: Worth 1 point.
The game goes in turns, starting with the person to the left of the dealer and moving clockwise. Each turn has three parts: draw, meld (if you want), and discard. Let’s go through each one.
1. Draw a Card
At the start of your turn, you pick one card. You have two choices:
Take the top card from the draw pile (nobody can see this card until you pick it).
Take the top card from the discard pile (everyone can see this one).
Sometimes, games have a rule where if you pick from the discard pile, you have to use that card in a meld right away. Check with your friends before you start!
2. Make Melds (Optional)
If you have cards that make a set or a run, you can put them on the table face-up. This is called "melding." For example:
A set could be: 8 of hearts, 8 of spades, 8 of clubs.
A run could be: 3 of diamonds, 4 of diamonds, 5 of diamonds.
You can also add cards to melds already on the table (even ones other players made). This is called laying off. For example, if there’s a set of three 5s on the table and you have another 5, you can add it to make a set of four 5s.
3. Discard a Card
At the end of your turn, you have to get rid of one card by putting it face-up on the discard pile. This keeps your hand from getting too big. Try to pick a card that won’t help the next player too much!
Going Out
To win the round, you have to "go out." That means you use all your cards by putting them into melds. Usually, you need to discard your very last card to finish going out. For example, if you have one card left after making a meld, you discard it, and you’re done! Some games let you go out without discarding if you use all your cards in melds, so ask your group which rule you’re using.
The first person to go out wins the round. Everyone else counts up the points for the cards they still have in their hands (the ones not in melds). The winner gets points equal to the total of everyone else’s leftover cards.
For example:
Player A goes out.
Player B has a King (10 points), a 4 (4 points), and a 2 (2 points) left. That’s 10 + 4 + 2 = 16 points.
Player C has a Queen (10 points) and a 7 (7 points). That’s 10 + 7 = 17 points.
Player A’s score for the round is 16 + 17 = 33 points.
You can play just one round, or keep going for more rounds to make it a longer game. If you play multiple rounds, add up everyone’s points at the end of each round. The person with the lowest total points at the end of the game wins. You can decide to stop after a certain number of rounds or when someone reaches a score like 100 points.
There are different ways to play Rummy! Here are a couple of cool ones:
Gin Rummy: This is for 2 players. You keep your melds secret until you’re ready to go out. You can also get extra points for going out with no extra cards (called "gin").
Indian Rummy: This uses two decks and adds jokers, which can act like any card you need.
Some games have a rule where you need a certain number of points (like 30) in your first meld before you can put cards down. Check with your group to see if they want to use this rule.
Watch the Discard Pile: Look at what cards people pick or throw away. It might tell you what they’re trying to collect!
Be Careful with Big Cards: Jacks, Queens, and Kings are worth 10 points each, so try to use them in melds early so you don’t get stuck with lots of points.
Plan Ahead: Think about what cards you need to finish your sets or runs. Keep some cards that could work for different melds.
Discard Smart: Don’t throw away cards that might help the next player finish their meld. For example, if someone keeps picking up 6s, don’t discard a 6!
Let’s say it’s your turn, and you have these cards: 3 of hearts, 4 of hearts, 5 of hearts, 8 of spades, 8 of clubs, 10 of diamonds, and Jack of spades.
Draw: You pick a 6 of hearts from the draw pile.
Meld: You put down a run: 3 of hearts, 4 of hearts, 5 of hearts, 6 of hearts.
Discard: You toss the Jack of spades onto the discard pile.
Now your turn is done, and the next player goes!
You can stop after one round, or keep playing until someone reaches a score (like 100 points) or after a set number of rounds. The player with the lowest total points from all the rounds wins the game. It’s all about keeping your leftover cards as low as possible!
Rummy is like a card puzzle that’s different every time you play. You have to think about what cards to keep, what to throw away, and how to outsmart your friends. It’s easy enough for kids to learn but tricky enough to keep you thinking. Grab a deck of cards, get some friends, and try it out!