Remy Card Game Rules

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Push is related to Contract Rummy in that there are specificrequirements for the initial melds of each round, but there are some importantdifferences: Push is a partnership game, and the draw and discard mechanism isdifferent from the typical Rummy game.

The official rules for Gin Rummy. A beginners guide to the popular game of gin. As in most rummy games, melds consist of either sets of equal cards, or runs of consecutive cards. Wild cards may be substituted for any number of cards in a set or run. There are twelve meld sets each player must complete as follows: 2- 3 of a kind; 3 a kind, and 1- run of four; 2-4 of a kind; 2- runs of 4.

Setup

Players: Push is for four players, two against two in fixed partnerships; asusual, partners sit facing each other.

Cards: 2 standard decks of cards are used, including the 4 Jokers, making it108 cards total.

The Deal: There are 5 rounds in Push, each of which has a differentnumber of cards dealt. Six cards are dealt in the first round, seven in thesecond round, and so on until 10 cards are dealt in the final round.

The first dealer is chosen at random and the turn to deal passes clockwise. Thedealer deals the appropriate number of cards to each player, one at a time. Thenext card is placed face up to start the discard pile, and the remaining undealtcards are placed face down beside it to form the stock. The first face-up cardis not allowed to be a wild card; if the card turned up is a two or joker, thedealer buries it in the stock and turns up a new card to start the discard pile.

Objective: During each round, the object is to get rid of as many cards aspossible from your hand by playing them to the table as melds, also known asSets and Runs. When one player gets rid of all their cards, the cardsremaining in the other team's hands score penalty points. The team with thelower total of penalty points after the fifth round wins the game.

Melds

As in most rummy games, the possible melds are Sets of equal cards and Runsof consecutive cards in the same suit. Wild cards can be used as substitute forany number of cards in a set or run. The minimum size of sets and runs is threecards, but a longer run is required for the initial meld in some rounds.

Sets
A set consists of three or more cards of equal rank - for example threesevens or four queens. Since a double pack of cards is used there are two ofeach card, but a set cannot contain two cards of the same suit. Therefore aset cannot contain more than four cards. However, a player can meld twoseparate sets of the same rank, for example 8-8-8 and 8-8-8.
Runs
A run consists of three or more cards of the same suit in sequence, such as3-4-5-6, or 9-10-J. Aces can be used as ahigh card in a sequence (as in J-Q-K-A) or as a low card (as inA-2-3-4), but not both (K-A-2-3 is not allowed). A player can meldtwo separate runs in the same suit, for example 4-5-6-7 and8-9-10-J, or these eight cards could be melded as a single run:4-5-6-7-8-9-10-J, but once melded, runs cannot be split up or joinedtogether, only extended.
Wild cards

Deuces and jokers are wild and can be used in any set or run to representany desired card. If a meld consists entirely of wild cards or has just onenatural card and the remainder wild, then the player must specify whether itis meant to be a set or a run. In the case of a run, the player must specifyexactly what any wild card represents; in the case of a set it is onlynecessary to specify the rank of the set.

For example, if you put down 6-2-Joker you must say whetherit is a set of sixes or a run in diamonds, and if it is a run you mustspecify whether it is 4-5-6, 5-6-7 or 6-7-8.

A two can also be used as a natural card (i.e. representing itself) in a runsuch as A-2-3-4.

The Contracts (Initial Meld Requirements)

In each round there is a specific meld that must be formed first, before anyother melds can be formed or any cards can be laid off on existing melds on thetable. This is known as the 'basic contract' and forming these melds is called'fulfilling the contract'. Each player must fulfill their own contract, even ifthe player's partner has already formed their own initial melds.

RoundCards DealtBasic Contract
162 sets of three cards
271 set of three, 1 run of four cards
382 runs of four
493 sets of three
5102 runs of five


Game Play

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Play commences with the player to the left of the dealer taking a turn andcontinues clockwise until the hand ends.

Players do the following actions when it is their turn:

  1. Draw: There are two options for the draw step of a player's turn:

    1. If the player wants the top card of the discard pile they can draw it andadd it to their hand.
    2. If the player does not want the top card of the discard pile he or shewill take the top card of the stock pile, put it face down on top of thetop card from the discard pile, and then pushes these two cards to theopponent on their left. (Hence the name of the game.) The opponent mustadd these cards to their hand, and then the original player takes the nextcard from the top of the discard pile and adds it to their hand. Becauseof pushing players can sometimes accumulate a large number of cards intheir hands.
  2. Meld and Lay off (optional): After having draw a card the player has theopportunity to meld cards by placing them face up on the table in front ofthe player in valid sets and runs. Before the player can make and arbitrarymelds they must have fulfilled the contract for the round, and they must doit for themselves. If the player's partner has fulfilled the contract it doesnot count for the current player.

    Once the player has formed the meld(s) for the basic contract they can, onthe same or subsequent turns, form additional melds, or lay off cards onexisting melds of their own or those played by their partner of opponents,extending those melds. The extended melds must remain legal combinations.

    While melding the player may rescue wild cards if they have the natural cardin their hand that the wild card is representing by replacing the wild cardwith the natural card. The player must then use the wild card immediately inthe same turn, it can not be held in the hand for later turns. If a two isused as a natural card in a meld such as A-2-3-4 then it can not berescued and reused in this way.

  1. Discard: The final part of each player's turn is to discard one card fromhand face up onto the discard pile.

Depleted Stock

Players

If the stock pile runs out of cards then as soon as a player wishes to draw fromthe stock and there are no cards available then the round is over.

Official Rummy Rules

End of Hand

If a player manages to go out by meldding/discarding all of their cards then theround is over. It is allowed to go out by melding and laying off all of thecards, or to meld/lay off all but one card and then discard the final card.

Scoring

As soon as a player goes out, the round is scored. The team of the player whowent out counts nothing for this round (the cards belonging to the partner ofthe player who went out do not count). The two opponents count the total valueof cards remaining in both their hands. If the stock ran out before any player couldgo out then both teams score the penalty points in their hands. The values of theindividual cards are as follows:

CardValue
3-95 points
10-K10 points
Ace15 points
Joker, 220 points


Remy Card Game Rules

Optional Rules and Variations

The following rules may be added to the standard game if all players agree tothe variation before the first player takes their turn. It’s not an all ornothing deal, the game participants can pick and choose which variations theylike.

  1. 10 cards for all rounds: Some play Push with 10 cards dealt in each round.
  2. Single players: Some play Push without partnerships, and it is possibleto have 5 or 6 players in this way. If there are more than 4 players then adda third deck and its 2 jokers to the game.
  3. Three and Seven: The contract for the 5th round can be replaced with arun of three plus a run of seven.


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Remy Card Game Rules

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