Basic Rummy (Straight Rummy)
How to play Rummy
Basic rummy rules: the deal (10, 7 or 6 cards), drawing and discarding, melding sets and runs, laying off on melds, and scoring when someone goes out.
Also known as Straight Rummy, Basic Rummy

On this page
Quick reference
At the table
Ruleset: Basic Rummy (Straight Rummy)
- Goal
- Empty your hand by melding, laying off and discarding.
- Setup
- Use 52 cards with aces low. Deal 10 each for two players, 7 for three or four, or 6 for five or six. Turn up one card for the discard pile.
- Turn
- Draw the stock or top discard, optionally meld sets or runs and lay off, then discard one card. You may go out by melding your last cards without a discard.
- Scoring
- The winner scores the card values left in opponents’ hands. Melds score nothing. Going rummy doubles the score.
- End of game
- The hand ends when a player gets rid of their last card. Play to the agreed target or number of deals.
Full scoring table
| Combination | Score |
|---|---|
| Ace | 1 |
| 2 through 10 | Face value |
| Jack, queen, king | 10 |
| Going rummy (whole hand in one turn) | Opponents’ totals doubled |
Objective
Empty your hand by making melds, adding to existing melds, and discarding. Agree a score target or number of deals before starting. This version uses one standard 52-card deck, aces low, and the rules on this page. Gin rummy and rummy 500 are separate games with their own rules — see Related forms.
Setup
Use 52 cards, no jokers. Deal 10 each for two players, 7 for three or four, or 6 for five or six. Turn one remaining card face up for the discard pile; the rest form the stock. Play clockwise, starting left of the dealer.
Turns
- Draw the stock’s top card or the top discard.
- Optionally lay down melds: three or four equal ranks, or three or more consecutive cards of one suit.
- Optionally add cards to existing melds, including other players’ melds. Do not rearrange them.
- Discard one card. A discard picked up this turn cannot immediately be discarded again. If every card left in your hand is matched, you may instead lay them all down without discarding and go out.
Aces are low: A-2-3 works; Q-K-A does not. If the stock runs out and the next player declines the discard, turn the discard pile over without shuffling to become the stock.
Meld examples
A meld is a set — three or four cards of equal rank — or a run — three or more consecutive cards of one suit. Suits never matter for a set; a run is always one suit. Worked examples:
| Meld | Verdict | Why |
|---|---|---|
| 7♦ 7♥ 7♠ | Valid | Three of a rank is a complete set |
| J♣ Q♣ K♣ | Valid | Three consecutive cards of one suit |
| A♥ 2♥ 3♥ | Valid | Aces are low, so this run works |
| Q♠ K♠ A♠ | Invalid | No Q-K-A in this version — aces never run high here |
| K♥ K♣ K♠ K♦ | Valid | All four of a rank is also a set |
| 9♥ 9♠ 9♣ 5♣ | Invalid | A set is one rank; the 5 belongs in its own meld |
| 5♥ 5♠ 5♣ 6♦ | Invalid | The 6 is not part of this set |
Laying off extends an existing meld, and the meld itself never changes: you cannot rearrange melded cards to accept a new card. If 5♠-6♠-7♠ is melded, other players may add the 4♠ or the 8♠ — not a 5♦ borrowed for a set.
Scoring
When someone goes out, each opponent totals the cards left in their hand, whether or not those cards would form melds. Melded and laid-off cards score nothing — melds never score in this version. The winner adds the opponents’ total to their score.
Going rummy: if the winner gets rid of their whole hand in one turn, without having melded or laid off any cards earlier in the hand, every opponent’s total counts double.
| Card | Points |
|---|---|
| Ace | 1 |
| 2 through 10 | Face value |
| Jack, Queen, King | 10 |
Deal again with the winner of the hand as dealer (two players) or the deal moving left (three or more).
Winning
The hand ends immediately when someone goes out — by discarding their last card or by melding all of their remaining cards. The winner scores the opponents’ remaining cards at the values in the table under Scoring. Highest score after the agreed deals, or first to the target, wins.
Variants
House rules exist for most of these points; agree them before play. In many forms of Rummy the ace may rank high or low; this page keeps aces low. Some groups also require a final discard to go out, or shuffle the discard pile before reusing it. This version follows the standard rules: an all-melds finish is allowed, and the pile is turned over unshuffled.
Related forms
Gin rummy and rummy 500 are distinct games, not house rules of this one. Gin rummy is a two-player, ten-card form where a hand ends by knocking with 10 points or less in unmatched cards (deadwood), or by going gin with none. Rummy 500 (500 Rum) scores melded cards as you play them, allows taking several cards from the discard pile, plays to 500 points, and often uses jokers. Each has rules of its own beyond this page.
For a partnership game using two decks, wild cards and seven-card melds, see Classic Canasta rules. Canasta uses matching ranks rather than runs, and scores melded cards as well as bonuses.
Glossary
- Meld — a set or run laid face up in front of you, where it stays.
- Set (group) — three or four cards of equal rank, any suits.
- Run (sequence) — three or more consecutive cards of one suit.
- Lay off — add a card or cards to any meld already on the table, without rearranging it.
- Stock — the face-down pile players draw from; when exhausted, it is rebuilt from the discard pile.
- Discard pile — the face-up pile each turn ends by discarding onto.
- Going out — emptying your hand by melding, laying off, and discarding, which ends the hand at once.
- Going rummy — going out in one turn without having melded or laid off earlier in the hand; opponents’ totals count double.
Beginner tips
Keep flexible combinations such as adjacent suited cards. Watch discarded ranks before committing to a set. Count the stock: if it is nearly gone, plan for the hand ending early — under this version the pile recycles unshuffled.
Common questions
What does going rummy mean?
Going rummy means getting rid of your whole hand in one turn without having melded or laid off any cards earlier in the hand. Every opponent then pays double: their remaining card totals count twice.
Must your final card be discarded?
No — in this version. If every card left in your hand is matched, you may lay them all down without discarding, and the hand ends. Requiring a final discard is a house rule some groups use (see Variants).
Can a run have different suits in Rummy?
No. A run needs at least three consecutive cards of the same suit. A set instead uses three or four cards of the same rank in different suits.
Learn this game
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