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It is Also known as Contract Rummy, Progressive Rummy or Joker Rummy, this is among the best of the Rum group when played by five or more players. Its main feature is a fixed number of deals in each of which the melds must conform to a different, predetermined pattern.
PLAYERS AND DECK
For five to eight, using three regular decks plus two jokers—i58 cards. With three or four players, two decks plus one joker. In addition to jokers, deuces may also be used as wild cards but need not be.
Cirr, SHUFFLE AND DEAL
First dealer is selected by whatever means the local sports prefer—usually a draw of cards with high man getting the deal. Each game consists of seven deals. On the first four, each player gets a tencard hand. On the final three, twelve-card hands are used.
The PLAY
The name Contract Rummy arises from the rule that each player’s first meld during play of a hand must conform to “contract” requirements specified for the particular hand. First-meld requirements follow and, except for the seventh deal, are stated in terms of three- card groups (three of a kind) or three-card sequences (three cards of adjacent rank in a single suit).
SCORING
Aces and wild cards count 15; picture cards are 10; and others are counted at face value. When a player goes out, each opponent is charged the value represented by the cards remaining in hand.
At conclusion of seventh hand, winner is player with lowest total and settlement is based on difference between his score and that of each opponent.
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KING RUMMY
A splendid four-hand game, using two regular decks and four jokers, which are the only wild cards. Ten-card hands. Each game consists of four deals, each carrying a contract requirement for first meld. These are:
First Deal—One group and one suit sequence of four or more cards.
Second Deal—Three groups of three or more each.
Third Deal—Two sequences of four or more each.
Fourth Deal—Two groups of three or more each plus one sequence of four On the fourth hand, to make an initial meld is to go out altogether. On earlier hands, player may go out in one large meld or may meld first and go out subsequently by laying off on his own melds or those of opponents.
Jokers count 25, aces 15, picture cards 10 and others their face value.
In most places, the ace may be played above the king or below the two, but fourteen-card sequences are not permitted.
When a joker is melded, the melding player’s turn is suspended long enough for every other player in turn to have an opportunity to replace the joker with the natural card for which it substitutes in the meld. The player able to do this takes the joker into his own hand and play resumes. or more.