Sequential Rummy

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Strategy For Beginners : Ultimate Tip – Form A Pure Sequence First

Shanghai Rummy is a contract game in which each round has a different and more difficult contract to fulfill. The player who can manage to fulfill the largest number of contracts meld more cards into packs and ultimately wins the game. According to rummy rules, a sequence is a compilation of 3 or more cards of consecutive rank from the same suit. 3 of Hearts, 4 of Hearts, 5 of Hearts, and 6 of Hearts will form a valid sequence. If you use a joker to form your sequence because 1 of the cards is missing, then you create an impure sequence. A sequence can be defined as the act of putting 3 or more consecutive cards of the same suit together. The sequences in Rummy are of two types – Pure Sequence and Impure Sequence. Gin rummy short info Each player receives 10 cards, the twenty-first card is revealed and placed on the table (creates an open pile), the other cards are placed face down. A typical move in the game is to pick up a card from one of the piles (face up or face down), add it to your cards, and then place one of the cards on the face up pile.

It is a known fact in rummy that without a pure sequence, there is no valid declaration. So, the best way to approach the card game is to focus on creating a pure sequence at the very beginning. When 13 cards are dealt, the player quickly sorts out the cards into viable groups. One of the combinations should be a pure sequence.

Continental Rummy is a contract rummy game played over a series of seven hands (rounds). Each hand requires sequences and/or sets of cards to be built. Players will have to form a specific amount of trios (a set of three) and runs (sequence of four or more in the same suit) in order to go out and end the hand.

The most important sequence

Without the pure sequence, you cannot declare and win the game. You may have impure sequences and sets, but you need a pure sequence in rummy. A couple of examples of pure sequences:

Sequential Rummy

2 3 4OR 5♠ 6♠ 7♠ 8♠ OR KQJ

So, group your cards in such a way that you plan your moves in advance. All this planning has categorized rummy as a game of skill. Every player needs a plan when it comes to playing online rummy. You need to be aware of all the cards in your hand, which increases your scope of winning. Hence, it is important to sort your cards correctly, initially itself, as it will prevent you from discarding a valuable card.

How to create a pure sequence

The best way to explain the formation of a pure sequence is with an example. Say for instance, there are two players at a rummy table playing pool rummy.

Player 1

Dealt Cards8 6 ♠ 8 ♠ 3 2 7 ♠ 6 5 Q J ♣ K ♣ 10 ♣
Sorted Cards8 8 ♠ 2 3 Q 6 ♠ 7 ♠ 5 6 A 10 ♣ J ♣ K ♣

Strategic tip: Player 1 has broken down 13 cards into ideal combinations of sequences and sets, but it has only formed an impure sequence – 23Q. However, there are three probable sequences – 10♣J♣K♣ 6♠7♠ 56 and one probable set – 88♠.

Player 2

Dealt Cards9 ♠ 3 A 4 A 2 A ♠ 6 ♠ 8 6 4 ♣ A Q ♣
Sorted Cards2 3 4 A A A 6 6 ♠ Q ♣ 8 4 ♣ 9 ♠ A

*In this game, printed jokers are used, and the wildcard is the Queen.

Strategic tip: Player 2 has broken down 13 cards into ideal combinations of sequences and sets. After sorting, it has already formed a pure sequence – 234 and two sets – AAA♠ and 66♠ Q♣.

Round 1

Player 1

Sequential Rummy
ActionPlayer 1 picks a card from the close deck, it is 10♣. It is useless to him as it cannot be matched to another grouping of cards; so, the player throws it in the discard pile.
Same Hand8 8 ♠ 2 3 Q 6 ♠ 7 ♠ 5 6 A 10 ♣ J ♣ K ♣

Player 2

ActionPlayer 2 picks a 7; similarly, it is an unwanted card to him, and he throws it in the pile.
Same Hand2 3 4 A A A ♠ 6 6 ♠ Q ♣ 8 4 ♣ 9 ♠ A

Round 2

Player 1

ActionPlayer 1 picks up the discarded card – 7 from the open deck to complete his pure sequence. He discards A, which is a high-value card and it is an unmatched card.
Changed Hand8 8 ♠ 2 3 Q 6 ♠ 7 ♠ 5 6 7 10 ♣ J ♣ K ♣

Player 2

ActionPlayer 2 picks from the closed deck 5♠. He keeps it as it is a low value card and discards A, as mentioned earlier is a high-value card.
Changed Hand2 3 4 A A A ♠ 6 6 ♠ Q ♣ 4 ♣ 9 ♠ 5 ♠ 8

Round 3

Player 1

ActionPlayer 1 picks 8 and throws K♣. With this he completes a set 88♠8.
Changed Hand8 8 ♠ 8 2 3 Q 6 ♠ 7 ♠ 5 6 7 10 ♣ J ♣

Player 2

ActionPlayer 2 picks 5♣ and throws 8, starting a new set 5♣5.
Changed hand2 3 4 A A A ♠ 6 6 ♠ Q ♣ 5 ♠ 5 ♣ 4 ♣ 9 ♠
Sequential Rummy

Round 4

Player 1

ActionPlayer 1 picks 8 from the open deck and clubs it with 5678, and discards J♣.
Changed Hand8 8 ♠ 8 2 3 Q 6 ♠ 7 ♠ 5 6 7 8 10 ♣

Player 2

ActionPlayer 2 picks 7 but discards it as it does not fit in the hand.
Same Hand2 3 4 A A A ♠ 6 6 ♠ Q ♣ 5 ♠ 5 ♣ 4 ♣ 9 ♠

Snowbird Rummy Rules

Player 1 is left with one unwanted card, that is, 10♣; will the next round be successful?

Round 5

Player 1

ActionPlayer 1 picks a PJ and quickly combines it with the 6♠7♠ to complete another impure sequence. He places his last unwanted card 10♣ in the Finishing Slot to make a valid declaration.
Final Winning Hand8 8 ♠ 8 2 3 Q 6 ♠ 7 ♠ PJ 5 6 7 8

Player 1 wins the prize pool by tackling the pure sequence initially.

Whether you are a beginner or advanced player, forming the pure sequence at the beginning stage is one of the best ways to start a game. It ensures surety of starting the game on the right track.

Gin Rummy Rules

Gin Rummy is a member of the Rummy family of games. As with most games there are plenty of variations out there, so the game might not be exactly like you play it or have different points for some things. Below I'll explain the rules we use on this site. I'll start by explaining a few basic concepts, and then go over the gameplay and scoring of the game.

Sequential Drum Trax

Basic concepts

  • Set: Three or four cards of the same rank, for example H8 S8 D8 or H12 S12 D12 C12
  • Run: Three or more cards in sequence in the same suit, for example H1 H2 H3 or C6 C7 C8 C9 C10. Aces are always low, never high, and runs can't wrap around, so Q,K,A,2 would not be a legal run.
  • Meld: A word for both Sets and Runs. You might for example have three melds, where two of them are sets and one is a run. Each card can only be part of one set or run, for example if you have an 8 you cannot count it both as part of 8,8,8 and 7,8,9.
  • Stock: A deck of facedown cards, in the middle of the table. Players draw one card from the stock in every round.
  • Discard pile: A pile of faceup cards, placed next to the stock. Players discard one card onto the pile in every round.
  • Deadwood: Any cards in your hand that are not part of a meld.
  • Knocking: Ending the round by putting a card face down on the discard pile.
  • Gin: When all 10 cards in your hand are parts of melds and you have no deadwood.
  • Big Gin: When all 10 cards in your hand and the card you just drew are parts of melds, so you have 11 cards, all in melds.
  • Lay off: Adding your deadwood cards to an opponents melds.

Sequence Rummy Challenge Cards

Objective

13 Card Rummy Rules

The objective of Gin Rummy is to collect cards into melds and have as little deadwood as possible at the end of a game. The game is scored based on how much deadwood you have at the end of each game. A game can span several rounds, it's over when one player reaches 100 points. At that point grand total for each player is calculated, with bonuses, and the player with the highest score wins the whole game.

Gameplay

Each player gets 10 cards. The remaining deck is put on the table between the players face down, and one card is put face up besides the deck to start the discard pile.

In each turn a player must start by drawing one card. He can either draw the top card from the deck or the top card from the discard pile. Generally you only draw the top card from the discard pile if you know that the card will help you create a meld with some of the other cards in your hand.

  • Note: In the first turn, the starting player must choose to either draw the face up card in the board or pass the turn. If the card is drawn, proceed normally. If the turn is passed, the other player gets to make the same choice. If they pass too, the first player takes their turn normally.

After the player has drawn a card he must discard one card by putting it face up on top of the discard pile. If the player has drawn the top card from the discard pile at the start of the turn he may not discard that card until his next turn (also, that wouldn't make any sense at all). He may however discard a card he has just drawn from the deck, or any other card he has in his hand.

The game continues like this, with players drawing and discard cards, while they try to build sets and runs in their hand. The round ends when one player knocks, by discarding a card and putting it face down on the discard pile. The player that knocked (the knocker) then shows his melds and his deadwood by putting it face up on the table. The opponent then shows his melds and deadwood. The opponent is allowed to lay off any of his deadwood cards onto the knocker's melds if he can. For example if the knocker had a meld, H1 H2 H3 and the opponent has a H4 as part of his deadwood he can add it to the knocker's meld, and then it won't count as deadwood anymore. The knocker cannot do the same, he can never lay off his deadwood. Additionally, if the knocker has Gin or Big Gin (no deadwood) then the opponent is not allowed to lay off any cards.

There are some rules for when you can knock. They vary between different versions, but this is how it's done on this site: You may only knock if you end up with 10 or fewer points of deadwood (human cards count as 10, aces as 1 and other cards their numeric values). The card you knock with (put facedown on the discard pile) is not included in that number. So, if you have just drawn and you have 3,5,9 as deadwood you would be allowed to knock with the 9, and then you'd end up with 3+5=8 points as deadwood.

Knocking with no deadwood, i.e. all 10 card in you hands forming melds is called going Gin. Going Big Gin is when you have 11 cards in melds, in which case you can say you have Big Gin and the game ends without you discarding the final card facedown.

The game also ends if neither player has knocked and there are only two cards left in the deck. In that case the hand is a tie, and neither player gets any points.

Scoring

Scoring is based on deadwood and bonuses, the actual melds don't actually count for anything, they're only good to minimize your deadwood.

  • Knock points: After all lay offs are made, the knocker scores the difference between his deadwood and the opponents deadwood. For example, the knocker has 3 points of deadwood, and the opponent has 21 points of deadwood, then the knocker scores 21-3=18 points.
  • Gin Bonus: If a player gets Gin he gets 25 extra points, added to the knock points he already got.
  • Big Gin Bonus: If a player gets Big Gin he 31 extra points, added to the knock points he already got.
  • Undercut: If a player knocks but the opponent has less or equal deadwood points, then the opponent gets 25 points plus the difference in deadwood points, and the knocker gets 0 points. However, if the knocker gets Gin there is never an undercut, even if the opponent also has 0 deadwood points.
  • Game bonus: After a player has reached 100 points he gets a special game bonus, 100 points, added to his overall score.
  • Line bonus or box bonus: This bonus is added at the end of the game, and adds 25 points for each hand won during the game.
  • Shutout bonus: If the winner won every hand in the game then the points for each hand are doubled before adding the line bonus. I wasn't sure here how to handle it if someone has won all hands except for ones that end in a tie, so for now I'm requiring that you win all hands and none end in a tie to get this bonus. Let me know if you disagree with this.

And that's it. I'm sure there are plenty of people who prefer other rules, but you can never please everyone and these are the rules I'm going with.