Introducing International Rummy

How to play the Contract Rummy game called "International Rummy"
 
The basis of Rummy is collecting sets (ie: 4-4-4 of any suit) or runs (ie: 10-J-Q-K of the same suit) toward a goal. Some Rummy games aim for the least points in your hand and some play for the most points on the table. Contract rummy games aim for a different objective for each round played and count points in your hand at the end. The least points at end of a tournament wins.

   

International Rummy is fun because it involves more thinking and strategy than "luck of the draw." Unlike poker, 31 and some other card games, no one ever gets "knocked out" or put on the sidelines. All players stay in until the end, so it's a bit more sociable. Unlike Pinocle and other boxed card games, it uses 2-3 standard decks of 52 cards plus the two jokers each, so materials are easy to find and follow. A scorepad is the only other item needed. Because there are a lot of cards in the hand, some opt to use a card holder but most don't.

Once you go through the initial learning (usually one hand is all it takes, sometimes an open hand is best), it's a fun evening diversion, and can be a good time of socializing. Ages 8 to 97. I know some who have won the first tournament ever played, so it can't be that hard if beginners can win.

Detailed Instructions

For 3-7 players, use 2 or 3 decks including 2 jokers per deck (2 decks for 3-4 players, 3 decks for 5-7 players).  Deal 11 cards to each player.

Contract for Each Hand:
1. 2 runs of 4 or more         5. 1 run of 4 & 2 sets of 3
2. 2 sets of 4 or more          6. 2 runs of 4 & 1 set of 3
3. 3 runs of 3 or more         7. 2 runs of 3 & 1 set of 4
4. 3 sets of 3 or more          8. 2 sets of 4 & 1 run of 3
9. 3 runs of 4 or more & no discard
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  • The object is to have the least points at the end of all 9 hands. Each hand requires every player to collect the above requirement before “melding” or going down on the table (and thus ridding your hand of those pesky points).
  • Aces can be used on either end of run but no “wrap-around” (Q-K-A-2). Aces are always 15 points when caught in your hand, at the end.
  • Shuffle all cards, have person on right of dealer cut the deck and from the lower pile, deal 11 cards to each player. 

  • Dealer gets choice of taking first upturned card but no discard after that. 
  • Play progresses clockwise, drawing from either pile. Before you pick one up, let the others know if you don’t want the face-up card because they are allowed “buy” the top card from the discard pile by taking another card from the face-down stack at the same time. 
  • After the "buy," the person taking the two cards does NOT DISCARD anything. The privilege of buying goes clockwise from the player taking a turn. In other words, the person to the left of the one taking the turn has priority. If he or she doesn't want it, the next to the left can opt to take it. 
  • After the buy (if there is one), the turn proceeds as usual. You cannot buy the card underneath after someone else has just bought (in the same turn). That card beneath is inactive.
  • In order to lay down your requirement (listed above by hand), you must have first drawn a card. Don’t discard until you are done putting all you can on the table, yours and whatever goes on the other melded table cards.
  • Once you are down with the required sets and/or runs, you can play on the cards of others who are down until you get rid of your remaining hand but you cannot buy anymore. Because (in this version of Rummy,) the table cards are not counted, you can put your cards in front of the player who has the set or run down.
  • No one can discard a card that matches a set or run laying on the table - either you hold it (if you're not down) or play it (if you are down). If you miss the match, someone can call “RUMMY.” Then either you have to keep it (if you're not down yet) and discard something else or else the matching card goes on the table where it plays (if you are down), and you miss your chance to reduce your hand.
  • You cannot replace a joker that is already part of a meld on the table. You cannot lay a set of jokers (although you can play as many as you want with one other card).
  • If one has all their cards connecting in their hand, it is a good strategy to buy in order to collect a couple of discards, so as not to break up your potential runs or sets, should you draw an important card.
  • When someone goes out, runs out of cards in hand, the round is over. If that person does not have a discard (if all the cards can go with melds on the table), the others who follow can take one more turn before counting their hand points.
  • Cards remaining in hand are tallied by card’s number (2-10) or 10 points for each face card and 15 for any ace. Jokers=50 so don't hang onto them unnecessarily.  Keep score for each hand, and the lowest score at end of all the hands wins.