Play 13 Card Rummy Game Rating: 5,0/5 627votes

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The player drawing the highest card has choice of seats, plays first in the first deal, and has the player drawing the second highest card as his partner. In drawing, the cards rank A high, K, Q, J, 1. Jokers are void. Only for the draw, suits rank Spades high, hearts, diamonds, clubs. Players drawing equal cards or jokers must draw again. A player drawing more than one card or one of the four cards at either end of the deck, must draw again. Partners sit opposite each other. The Shuffle and Cut. The first hand is dealt by the player to the right of the person who drew the highest card. Thereafter the turn to deal rotates clockwise. Any player who wishes may shuffle the deck, and the dealer has the right to shuffle last. After the shuffle, the deck is cut by the player to the dealers left. The Deal. The dealer gives 1. The undealt remainder of the pack is placed face down in the center of the table, becoming the stock, and the top card is turned face up beside it. If the upcard is a joker, deuce or three, one or more additional cards must be turned upon it until a natural card a four or higher appears. Red Threes. A player finding a red three in his hand must, on his first turn, put it face up on the table and draw a replacement from the stock. A player who draws a red three from the stock also lays it on the table face up and draws a replacement. Finally, a player who takes the discard pile and finds a red three in it must place the three face up on the table but does not draw a replacement. Each red three has a bonus value of 1. The value of the red threes is credited to a side that has made a meld, or debited against a side that has made no meld, when the hand ends. Object of the Game. The principal object of play is to form melds combinations of three or more cards of the same rank with or without the help of wild cards. Sequences are not valid melds. The Play. The player to left of the dealer plays first. Thereafter, the turn to play rotates clockwise to the left. Each turn comprises a draw, a meld optional after drawing, and a discard, which ends the players turn. When his turn comes, a player is always entitled to draw the top card of the stock. Or, if the player wishes, he may instead subject to restrictions under Taking the Discard Pile take the top card of the discard pile to use it in a meld having done so, he must take the rest of the discard pile. The discard is always one card from the hand never from a meld. All discards are placed in one pile beside the stock on the upcard, if it is still there, and the discard pile must be kept squared up, except as noted later. Melds. A meld is valid if it contains at least two natural cards of the same rank aces down to fours inclusive and not more than three wild cards. Jokers and deuces may never be melded apart from natural cards. A set of three or four black threes without wild cards may be melded only when a player goes out. To count plus, a meld must be laid on the table face up during a persons turn to play. All cards that are left in the hand when play ends, even though they form melds, count minus. A player may meld as many cards as he pleases, of one rank or different ranks, forming new melds or adding cards to previous melds. But see restrictions on Going Out. All the melds of a partnership are placed in front of either partner. Kangurek Kao 2 Za Darmo more. A partnership may meld in a rank already melded by the opponents, but may not make two different melds of the same rank. A player may add additional cards to a meld by his side, provided that the melds remain valid having no more than three wild cards. He may not add cards to the opponents melds. Canastas. A meld comprising seven or more cards, including at least four natural cards called a base, is a canasta. In addition to the point values of the cards, a canasta earns a bonus of 5. A completed canasta is squared up with a red card on top to indicate a natural one and a black card on top to indicate a mixed canasta. Additional cards may be added to a canasta to score their point values, but these do not affect the bonus except that a wild card added to a natural canasta reduces it to a mixed canasta and a black card replaces the red card that was previously on top. Minimum Count. Every card has a fixed point value, as follows Each joker 5. Each deuce 2. 0Each ace 2. Each K, Q, J, 1. 0, 9, 8 1. Each 7, 6 ,5, 4, and black 3 5. A partnerships first meld its initial meld must meet a minimum count requirement that depends on the accumulated score of that side at the time, as follows Accumulated Score at beginning of the deal Minimum Count. Minus 1. 50 to 1,4. The count of a meld is the total point value of the cards in it. To meet the minimum, a player may make two or more different melds. If he takes the discard pile, the top card but no other may count toward the requirement. Bonuses for red threes and canastas do not count toward the minimum. After a side has made its initial meld, either partner may make any valid meld without reference to any minimum count. Freezing the Discard Pile. The discard pile is frozen against a side before that side has made its initial meld. The initial meld unfreezes it for both partners, provided that it is not frozen again as described below. The discard pile is frozen when a red three is turned as an upcard or if a wild card or a black three is turned as an upcard or discarded. The lowermost freezing card of the pile is turned sidewise to indicate the freeze. Unfreezing the Discard Pile. A frozen discard pile is unfrozen only by being taken. When the discard pile is topped by a wild card or a black three, at least one natural card must be discarded on top of the pile before the pile may be taken. Then, a player may take that card and the pile only with a natural pair of the same rank from his hand. Before touching the discard pile, the player should show the pair together with any additional cards if needed to meet the minimum count of an initial meld. Taking the Discard Pile. When the discard pile is not frozen against his side, a player may take it a with a natural pair matching the top card as above or b by melding the top card with one matching natural card and one wild card from his hand or c by adding the top card to a meld he already has on the table. Having taken and melded the top discard as described, the player takes the rest of the pile into his hand and may then meld some or all of the additional cards as he pleases. The discard pile may never be taken when its top card is a wild card, a black three, or a red three. Information. A player may 1 Examine the discard pile during his first turn before he discards. Call attention to the correct minimum count needed if his partner is making an initial meld. Remind his partner to declare red threes or draw replacements. Turn the sixth card of a meld crosswise to indicate that only one more card is needed to complete a canasta.