Rummy 500

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Rummy 500 is a variant of Rummy. It is designed for two players and is played until one player reaches 500 points. Rummy originated in the beginning of the 20th century and it is most likely based on the Mexican game ‘Conquian'. Rummy 500 is the BEST Rummy game created for Windows. Rummy 500 offers four levels of difficulty, four unique game modes as well as extensive statistics tracking. It is an unparalleled game play experience! Now with Daily Challenges! To lay matched number sets of 3 or 4 and/or sequences of 3 or more cards of the same suit to be the first player to obtain 500 total net points. Rummy 500 is the BEST Rummy game created for Kindle Fire. Rummy 500 offers four levels of difficulty, 5 unique game modes as well as extensive statistics tracking. It is an unparalleled game play experience! Now with Facebook integration!

500 Rum
OriginUnited States
Alternative namesPinochle rummy, Michigan rummy
TypeMatching
Players2-8
3-5 (best)
Skills requiredAttention
Cards52-54 for 2-4 players (optional jokers)
104-108 for 5-8 players
DeckAnglo-American
PlayClockwise
Card rank (highest first)A K Q J 10 9 8 7 6 5 4 3 2 (A)
Playing time20 min.
Related games
Rummy, Canasta, Treppenrommé

500 rum, also called pinochle rummy, Michigan rummy, Persian rummy, rummy 500 or 500 rummy, is a popular variant of rummy.[1] The game of canasta and several other games are believed to have developed from this popular form of rummy.[2][3][4][5][6] The distinctive feature of 500 rum is that each player scores the value of the sets or cards they meld. It may be played by 2 to 8 players, but it is best for 3 to 5.

The term Michigan rummy may also refer to an unrelated game, very similar to the Canadian Rummoli (both sharing traits with the much older Poch), involving a playing board, chips, and accumulated pots that are awarded to players who play certain cards.[7]

Rules[edit]

The cards and dealing[edit]

500 rum is played using a standard French deck and can use 52 cards, or 53-54 cards including one or two jokers. When playing with 5 or more players, two decks of cards should be used with a total of 104-108 cards.

The players draw for deal, low dealing first. Ace is the lowest card in the draw. The dealer shuffles, and the player to the right cuts. The dealer completes the cut and deals cards one at a time to each player face down, clockwise starting at the dealers left. The number of cards dealt depends on the number of players.

Number of playersNumber of cards dealt
2 players13 cards
3 or more7 cards

The remaining cards are placed in a single pile face down between the players, forming the stock. The top card of the stock is turned face up and placed besides the stock to start the discard pile. As play continues any cards added to the discard pile are placed face up on top of any cards already in the discard pile. The discard pile should be slightly spread, so that players can readily see all the cards in it. Players are permitted to move the cards in the discard pile to view the cards, but may not change the order of the discard pile. After a round is complete, the next player to the left becomes the dealer.

In one variation, the discard pile is started by dealing one extra card face down to the player on the dealers left, who can then choose any card from their hand to place face up besides the stock to start the discard pile. The player that wins the round then becomes the dealer in the next round.

Game play[edit]

The object of the game is to score points as in regular rummy by laying down or laying off cards, initially in groups of matching cards known as melds, with a meld consisting of either: 3 or 4 cards of the same rank (e.g. 888 or 8888) called a set; or in sequences of three or more cards of the same suit (e.g. 8910) called a run. One variation of the game requires that laying down a run can only be done starting with four or more cards of the same suit (e.g. 78910).

Aces can be played as either a high card or a low card, meaning that they may be played after a king as a high card (e.g. QKA) or before a two as a low card (e.g. A23). Going 'around the corner' means that Ace is allowed to be both high and low in the same run (e.g. QKA2). If going around the corner is not allowed, Q-K-A and 2-3-4 must be separate runs.

Each player in turn, beginning with the player to the left of the dealer, may draw either the top card of the stock or any card from the discard pile. Once a card is picked up, either from the stock or the discard pile, it is final and no other cards may be picked up. However, there are two conditions when drawing a card from the discard pile:

  1. The player must take all the cards on top of (or discarded after) the selected card.
  2. The selected card so drawn must immediately be used, either by laying it down in a meld or by laying it off on a meld already on the table if permitted.

When drawing a card from the discard pile any remaining cards taken with the card drawn from the discard pile may be either melded in the same turn or simply added to the player's hand. Also, multiple cards picked up from the discard pile are left out until the selected card is played in an acceptable manner.

During a players turn, after drawing but before discarding, they may lay down any meld of matching cards, or may lay off any cards that match a meld or cards that have already been played. A player may lay down a single card or pairs of cards, but only if they match cards that have already been played. For example, a player may lay down a single card (e.g. 7) on either a set that has already been laid down (e.g. 777), or a run or part of a run that has already been laid down (e.g. 8910 or 89). A player may also lay down a pair of cards in sequence of the same suit on a run or part of a run that has already been laid down (e.g. lay down the 67 on a run of 8910 or 89 previously laid down).

Cards that are laid down or laid off are kept spread out on the table in front of the player, visible to other players. The player ends his turn by discarding a single card from his hand to the discard pile.

Players are usually only permitted to lay down cards when it is their turn, after drawing but before discarding. In a variation, players may put down melds or matching cards on other people's turns. The round is not over until one of the players puts down their last card, so with this variation a player can put down a meld when ever they want, until that last card is down.

If jokers are used in the game, they are treated as wild cards and can represent any card the player chooses even if that card is already used in another meld.

The round is over when one player has no cards in his or her hand and either by melding or laying off all cards or when there are no cards left in the stock pile. Players typically receive no bonus for finishing first.

Discarding[edit]

When picking up from the discard pile you cannot pick up just to play a single card on a meld or other cards that have already been laid down, sometimes referred to as 'picking up to hit'. You may only pick up from the discarding pile if you were to put down a meld consisting of 3 or more cards including the card that was picked up.

In one variation, a player may pick up from the discard pile to play a single card or pair of cards on a meld or other cards that have already been laid down by any of the players. In another variation, a player may pick up only the top card from the discard pile and keep it in their hand without immediately playing it.[1]

If not able to discard due to a lack of cards, a player must pickup two cards of which one must be discarded

Scoring[edit]

Face cards count as 10 as does the 10 card. A-9 are 5 points, unless the Ace is used high, when it is 15. Jokers count as 15 points.

In order to begin scoring all players must lay no less than 30 points for their first score.

When any player discards the last card in their hand, the play immediately ends. Each player's score is then figured as follows: The player is credited with the point value of all cards that he has showing on the table. From this figure is subtracted the point value of all cards remaining in his hand. The difference is added or subtracted from their score, as the case may be.

If the cards they have shown total 85 points, and the cards left in their hand total 90 points, 5 points are subtracted from their previous net score. If the drawing pile runs out of cards and nobody is able to make a play, then the hand ends and nobody deducts the score from their hand.

Rummy 500

The first player whose score reaches +500 wins the game. If two or more players reach 500 on the same hand, the one with the highest score is the winner.

Modified scoring systems[edit]

These additional or alternate rules have been put in to simplify scoring and speed up games. Point variants for Aces change the game dynamic somewhat as players may be more or less likely to reveal and play them as a part of runs.

  • Aces count 15 no exceptions or variations.
  • Aces are worth 25.
  • Aces played high are worth 15 except in the case where a single player plays a 4-of-a-kind Ace meld, in which case the meld is worth 100 points (25/ea.).
  • Aces can be allowed to 'go-around' in order to speed up games; thus allowing a meld of K-A-2.
  • All other cards are worth 5 points.
  • If preferred, all of these scores may be divided by five and the game played to 100.

Boathouse rule[edit]

Some rummy players play that any player must discard on the turn in which they go out. (A completed turn includes a discard in most variations of Rummy 500, and every turn, even the final turn, is not considered complete without a pile discard). This is often considered standard rules for Rummy.

For example, if a player held a hand of two 3's and picked up another 3, this player would be unable to go out as they would not have a discard. This is a variant of standard play and should be opted upon before gameplay begins.

Also, if the stock is finished then players may continue to draw from the pile only so long as they are able and willing to do so. Otherwise, the hand is finished with all cards in each player's hand counting against them. This is also normally standard. However some play the alternative that the cards should be reshuffled, and play should continue. Another alternative with a depleted stock is for play to continue, with players discarding after each turn until one of the players goes out.

Some variations require that the player must draw two cards from the stock pile. This variation is played as 'Boathouse Rum' in Best of Card Games for Windows 95 and Card Hero for Windows 8

Add opponent's hand rule[edit]

Instead of players subtracting their remaining totals when play is finished, they add the values in their hands to the total of the player who went out. If nobody has gone out when the stock is depleted (see Boathouse rule):

  • With two players, or two partnerships: add opponent's remainder to your score.
  • With more than two players: do not add any totals.
  • Alternatively, continue play with a discard after each turn until one of the players goes out.

This again, is meant to speed up the game. Also when one player plays his last card, the other player reserves the chance to add any of his deadwood cards to his opponent's melds.

Variations[edit]

Dealer's gambit[edit]

This game is the same as 500 Rum, with the following exceptions. The pack is 54 cards: the standard 52 cards plus two jokers. Some people play with 56 cards, including four jokers. Unlike ordinary rummy, dealing is always rotated anti-clockwise.

Rummy 500 online

The first player whose score reaches +500 wins the game. If two or more players reach 500 on the same hand, the one with the highest score is the winner.

Modified scoring systems[edit]

These additional or alternate rules have been put in to simplify scoring and speed up games. Point variants for Aces change the game dynamic somewhat as players may be more or less likely to reveal and play them as a part of runs.

  • Aces count 15 no exceptions or variations.
  • Aces are worth 25.
  • Aces played high are worth 15 except in the case where a single player plays a 4-of-a-kind Ace meld, in which case the meld is worth 100 points (25/ea.).
  • Aces can be allowed to 'go-around' in order to speed up games; thus allowing a meld of K-A-2.
  • All other cards are worth 5 points.
  • If preferred, all of these scores may be divided by five and the game played to 100.

Boathouse rule[edit]

Some rummy players play that any player must discard on the turn in which they go out. (A completed turn includes a discard in most variations of Rummy 500, and every turn, even the final turn, is not considered complete without a pile discard). This is often considered standard rules for Rummy.

For example, if a player held a hand of two 3's and picked up another 3, this player would be unable to go out as they would not have a discard. This is a variant of standard play and should be opted upon before gameplay begins.

Also, if the stock is finished then players may continue to draw from the pile only so long as they are able and willing to do so. Otherwise, the hand is finished with all cards in each player's hand counting against them. This is also normally standard. However some play the alternative that the cards should be reshuffled, and play should continue. Another alternative with a depleted stock is for play to continue, with players discarding after each turn until one of the players goes out.

Some variations require that the player must draw two cards from the stock pile. This variation is played as 'Boathouse Rum' in Best of Card Games for Windows 95 and Card Hero for Windows 8

Add opponent's hand rule[edit]

Instead of players subtracting their remaining totals when play is finished, they add the values in their hands to the total of the player who went out. If nobody has gone out when the stock is depleted (see Boathouse rule):

  • With two players, or two partnerships: add opponent's remainder to your score.
  • With more than two players: do not add any totals.
  • Alternatively, continue play with a discard after each turn until one of the players goes out.

This again, is meant to speed up the game. Also when one player plays his last card, the other player reserves the chance to add any of his deadwood cards to his opponent's melds.

Variations[edit]

Dealer's gambit[edit]

This game is the same as 500 Rum, with the following exceptions. The pack is 54 cards: the standard 52 cards plus two jokers. Some people play with 56 cards, including four jokers. Unlike ordinary rummy, dealing is always rotated anti-clockwise.

At the beginning of each deal one joker is removed from the pack. After shuffling and dealing that joker is placed face-up at the side of the pack closest to the dealer. This is the 'dealers joker' and may be used at any time in the game by the dealer, unless it has been 'blocked' [see below] by another player's joker. The second joker is shuffled and dealt with the rest of the cards. How to use a slap jack.

After dealing but before any of the players look at their cards the dealer must nominate the effect of the jokers for that hand. The dealer may nominate the joker to do one of the following:

  1. Wild card. The joker may be used as a wild card in any set or sequence. The wild joker is worth zero points.
  2. Double. The joker doubles the value of any set. The joker is placed face up over any meld, whilst it is being melded. Once the joker has been added to the meld, that set is 'sealed' and no further cards can laid off onto it.
  3. The joker is used to 'split' the discard pile from either side of the card selected. Those cards on the inside of the split are then removed from the game for the remainder of that hand. Those cards on the outside of the split are added to the players hand. As per normal the selected card must be used immediately either by laying it down in a set or by laying it off on a set already on the table.

The dealer's joker can be 'blocked' at any time in the game by placing another joker face down over it. If the dealer's joker is so blocked it may not be used by the dealer for the remainder of that hand.

Jokers have a zero value if still in a players hand at the end of the turn. There are no penalties for not using the jokers.

Each joker nomination may be used strategically by the dealer to improve their position or undermine that of other players. As a result, this is a highly strategic variant of the game which may result in long games with significant fluctuations in the score. As a result, some people only play to a smaller score of 250 points.

Partnership 500 rum[edit]

This game is the same as 500 rum, with the following exceptions.

Four players are organized into two teams of two players each, with partners facing each other across the table. The rules are exactly as in 500 rum, except the partners may play off on each other's matched sets and sequences in an effort to go out as quickly as possible. When any player goes out, the play ends and the score of each partnership is figured as a unit. The game is over when either side reaches +500. The team with the highest score over 500 wins, even if a team goes out first.

Persian rummy[edit]

The game is the same as partnership 500 rum, with the following exceptions, and the pack is 56 cards: the standard 52 cards plus four jokers.

Each joker counts as 20 points, and jokers may not be used in sequences or as wild cards, but only in groups of three or four jokers. Any meld of four, laid down all at once, counts double its face value. Thus, four jokers laid down together count 160; three jokers laid down count 60, and the fourth joker when added counts only 20 more. Four 6s put down together count 48, but three 6s count only 18, and the fourth 6 adds only 6 points. If a player gets rid of all his cards, his side scores a bonus of 25.

A game ends after two deals. The side with the best score receives a bonus of 50 points and wins the difference between its final score and the opponents' score.

Rummy[edit]

If a player discards a card that plays into any match set or sequence already laid-off on the table then other players may call-out 'Rum'. The first player to call 'Rum' may only take the discarded card and must lay-off it on the table in front of them in their laid-off cards area. They may not combine it with cards in their hand to create a new match set or sequence.

7-card straight[edit]

If a player lays down a 7-card straight and then discards his last card, he is awarded 500 points. This is known as the 'Rummy Master's Hand'.

See also[edit]

References[edit]

  1. ^ ab'500 Rum', Pagat.com (Card Game Rules).
  2. ^Carlisle, Rodney P. (2009). Encyclopedia of Play in Today's Society, Volume 1, p.615. SAGE. ISBN9781412966702. 'Canasta developed from 500 Rum.'
  3. ^Morehead, Albert Hodges and Hoyle, Edmond; eds. (1991). The New Complete Hoyle, Revised: The Authoritative Guide to the Official Rules of All Popular Games of Skill and Chance, p.70. Doubleday. ISBN9780385249621. 'This [500 Rummy] is also called Pinochle Rummy, and its family includes the popular games of Canasta, Samba, Persian Rummy, Michigan Rum, and Oklahoma.'
  4. ^Spadaccini, Stephanie (2005). The Big Book of Rules, unpaginated. Penguin. ISBN9781440626883. '500 Rum: A direct descendant of basic rummy, and an ancestor of Canasta.'
  5. ^Root, William S. (2016). Fun With Games of Rummy, unpaginated. Read. ISBN9781473356696. '500 Rum: From this popular form of Rummy have developed the new games of Canasta and Oklahoma; also Persian Rummy.'
  6. ^Morehead, Albert H.; Mott-Smith, Geoffrey; and Morehead, Philip D. (2001). Hoyle's Rules of Games, unpaginated. Penguin. ISBN9781101100233. 'Canasta is the culmination of many minor features tacked onto Five Hundred Rum.' One direction of conquain variations, 'emphasize melding, leading to Five Hundred Rum, Canasta, Samba, etc.'
  7. ^'Tripoli - Card Game Rules'. www.pagat.com.

External links[edit]

  • Play Multiplayer Rummy 500 Online with 2-7 players on any variation.
Retrieved from 'https://en.wikipedia.org/w/index.php?title=500_rum&oldid=986836783'

Rummy 500 goes by many interesting names, such as 500 rum, pinochle rummy, and Persian rummy. It is an accelerated version of traditional rummy, designed for a heightened experience.

Interestingly, you don't have to endure your destine in rummy, as it allows you to make amends by picking up new cards and discarding unsuitable ones! This game can be a lot of fun as you pick what you want and put your brains against competing players!

A Brief History

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Rummy is a lot like life. Life deals you all sorts of hands as you go along. The difference is that life may not offer you a chance to make amends, but rummy does. Rummy is one of the oldest card games and is enjoyed by adults of all ages. The essential aim of rummy is to arrange your cards into sets or sequences.

The ancestry of rummy dates back centuries with many perspectives surrounding its most likely roots. Just as playing Canasta, rummy has its most likely origins in the game of Conquian. It is believed to have originated as early as the 1860s. While some historians argue that Conquian is a Spanish game akin to rummy, others disagree and believe it was developed in American and possibly then moved to Mexico as well.

Some historians suggest that poker planted the seeds of rummy a long time ago. They have drawn similarities in the sequential pattern of cards that poker uses, and the sets that rummy employs as well. Card games are popularly known ‘Rum Poker' give further weight to this hypothesis, with rummy 500 probably developing as an offshoot it.

Another vastly different supposition is that rummy developed in Asia, from Mah Jong, a Chinese card game or Hanafuda, a Japanese one. Just as how you play Canasta with fun, make sure to enjoy this game as well.

The fascinating aspect of these varied views is that rummy has been a game that multiple generations of players have enjoyed. Its worldwide popularity and appeal are have stood the test of time, and it remains a fun and engaging game to this day.

Rummy 500 – Rules, Tips, and Strategies

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Rummy 500 is a more exciting version of good old rummy. It's a race to the quickest 500 (which explains why it is often called ‘speed rummy'). Read on to master the rules and techniques and ace your rummy game –

Speak Like A Rummy 500 Pro

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Any rummy 500 players must understand a few basic terms of the game. Take a look at a few terms that are used in the game. Memorize these, and you'll be speaking like a pro rummy player in no time! All players must strive to arrange their dealt cards into sets or sequences.

A set is also called a meld, a book or a run. It implies 3 cards together, which have the same rank or value. These may belong to different suits. A set always has 4 cards.

Additionally, if the cards in a set share the same suit, it becomes invalid (and you don't want that!). For example, 3 of Aces, with 1 each of spades, diamonds, and hearts, constitute a valid set.

What Is A Sequence?

A sequence differs from a set, in that all the cards belong to the same suit. However, these cards are differently ranked, and in order. For example, 3, 4, and 5 ranked cards belonging to hearts. Additionally, a sequence can be pure or impure.

A pure sequence is one that lacks a joker card, while an impure sequence has one in it. A pure sequence is also called ‘life' to denote the winning streak it may hold for you.

Similarly with speed card game and spit card game, here's what you need to organize a game of rummy 500 –

  • Contact your players. These may range from 2 to 6 or 8 players. Find a comfortable setting and arrange for music or food, and get ready for a time of relaxation and companionship
  • A conventional deck of 52 cards (increase this to 2 decks if there are more than 5 players)
  • At least 2 joker cards (for 2 decks) Choose a person to deal and then deal the cards out as per the number of players. Games with 2 players, receive 7 cards each, while those with 3 or more players will receive 13 cards each.
  • The dealer hands out cards and a bonus card is given to the player on his or her left side, which is discarded, to begin the discard pile. The winner of the current hand then deals for the next round, and so on.

Get Your Rummy 500 Game On

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The aim of rummy 500 is similar to conventional rummy. Each player must try to arrange their cards into sequences or sets or 3 or 4 cards. This process is also called ‘melding.' The players compete to reach the highest score of 500 as the name suggests. Take a look at a few steps to get your game going-

  • Once the cards are dealt, they are arranged into a ‘stock' and a discarded card pile. The stockpile consists of cards leftover after dealing. The stockpile (also called a ‘draw' pile) is a closed deck or facedown while the discarded pile is faceup or an open deck of cards.
  • As the game progresses, you and the rest of the players pick the topmost card from the facedown stockpile. The card is unseen and added to the player's hand. Alternatively, a player may choose to pick up a card from the discarded pile.
  • If a lower card in the discarded stack is chosen, the cards lying above it must be included as well and added to the player's existing hand.
  • Simultaneously place a card into the discarded heap. The cards that are cast off are placed facing upwards so that all players can get a clear view of them.
  • The players now attempt to meld or make runs and sequences. Your turn ends when you discard a card, and the game progresses to the next player. The player, who finishes all of his or her cards the soonest is the winner.

Making A Valid Declaration

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You can make a run for the rummy 500 trophies if the aim of the game is met. This implies that all the cards are organized into sets and sequences. To ensure that the coveted win is yours, ensure that in a 13 card game, you have at least 2 sequences with a minimum of 1 pure sequence (without a joker).

How To Score Your Cards

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If you are the first to finish all your cards, all your melded cards will be counted to give the final score. Therefore, all cards with a face constitute a score of 10. Jokers and also Aces which are used at a high rank, give a score of 15 each. If aces are used low, they score 5 points, and all the numbered cards are scored as per their numbered value.

In a 13 card game of rummy, a player can only get a maximum score of 80 points, irrespective of melding. You can add a twist to your game by throwing in an ‘opponent's hand rule,' in which the score of each player's remaining cards is added to the winning player's score, thus augmenting it!

The gameplay ceases as a player discards his or her last leftover card. The points are then calculated by counting the score of the melded cards and deducting the remaining cards that are not melded. If the stockpile runs out of cards before anyone can make a successful play, no score is determined, and the next round is started.

Tips To Take Your Rummy 500 Game To The Next Level

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  • The joker power play – Wild joker cards can be used to amplify the fun in rummy 500. Thus, wild jokers can be used to your advantage as they replace any other card in the game, and can help you make a set or sequence (although it will be an impure one).
  • The Aces card is flexible. Accordingly, it may be used as a low rank before a 2, or as a high rank, after a king. Decide on the rules before you start! So, keep an eye on the other players' card choices, keep looking to see what they discard and pick up, to get an idea of their melding.
  • Lastly, pick up high cards at the beginning of the hand but be careful because as the hand is nearing the end, you could be stuck with a low score! Balance out the advantages of picking up more cards from a discarded pile, versus picking up cards that add value to your meld.
  • Aces are a good choice to pick up, as they can be added conveniently to a sequence or suit.

Rummy 500: Value Your Card Choice

Rummy 500 Rules

Ultimately, Rummy 500 is an entertaining game that will help you combat boredom. Also, it relies on rules and anticipation of the end game, giving you the right mix of fun and mental stimulation. So set-up your casino and card themed party decorations now and have fun!

See Full List On Cardzmania.com

As you advance in your knowledge of the strategies, you can look forward to a more rewarding experience with friends and family. Thus, learning more about customized card playing gives you a better edge in any other card game.

Featured Image: CC by A-SA 3.0, David Lazich, via Wikipedia Commons





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