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Rules of the Rummy

The common point between all variants of Rummy – so moved away they are geographically – the structure of Game is. In every turn, the player must draw a card and reject other one. The purpose of game always is to get rid of all its cards by disposing them in winning combinations. The possible combinations are a continuation (for example: 7-8-9, valet-dame-roi, of the same colour), a brelan (by ex: 8-8-8, different colours) or a square (for example: 3-3-3-3, different colours). Difference is then made in the number of players who can play, the number of used card games, the number of distributed cards, and the possible use of jokers.

Royal Rummy

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Gin Rummy

The Gin Rummy is the variant of Rummy which gets closer most game of Poker which we know. In a part to 2 players, each accepts 10 cards. In a part to 3 or 4 players, every player accepts 7 cards. The single game of 52 cards is used, without jokers.
Every player in its turn draws a card of the pecker, or of the pile of the rejected cards. If he draws the card of the pecker, his adversaries will not know which card he drew. If he takes the last rejected card, his adversaries will be able to guess of which cards are made up the hand. Once he drew the card, the player must prove if this card can help him to construct a combination, or if it is useless to it. In case he wants to keep her, he rejects other one. Otherwise, he rejects the card on the pile of the rejected cards.

Knock: A player knocke when it puts down its cards disposed in winning combinations on the table. In order to do that, cards not being part of combinations in the hand have to form a complete inferior in 10 points. For example if he displays several combinations and that he has the following cards: 4, Ace and 3 (that is 8 points), the player can make a knock. In that case, the adversaries have to show their game and can add cards to the combinations of the player who made a knock, to reduce their number of points of penalty. The points of penalty are formed by the sum of stocks of the remaining cards in their game at the time of the knocke (these cards form what is called "Deadwood"). If the deadwood of one of the adversaries is less than the deadwood of the player who knocke, an undercut is called this. The player who undercut accepts a no-claims bonus for this winning blow, and wins the part.

The Gin: The Gin is another winning blow which consists in displaying all its cards over the carpet, without any remaining card in hand. With this blow, the player adds 25 points of penalty to his adversaries, besides their points of penalty. In case a player gine, his adversaries cannot add cards to his combinations, therefore they cannot reduce their points of penalty.

Picture of scores: a player who knocke collects difference in points between the deadwood of his adversary and his deadwood own.

Sharing out of the kitty: The winning always wins at least 75 % kitties. The remaining 25 % are shared between other adversaries according to their number of points of penalty.

The Traditional Rummy

The traditional Rummy is played with two games of 52 cards, without jokers. Every player accepts 10 cards.
At the beginning of every turn, every player draws a card of the pecker, or of the pile of the rejected cards. In a part of Rummy, the players can display combinations and top up cards to the adversaries any time.

The Exit: An exit is a winning blow which consists in displaying all its combinations over the carpet, there several times.

Dry Rummy: To make dry Rummy consists in displaying all its combinations of a blow over the carpet, and therefore to win the part.

Picture of scores: the points of penalty of every player count according to the remaining cards in the hands. When a player makes dry rummy, he adds 25 points of penalty to all his adversaries.

Sharing out of the kitty: The winning wins at least 75 % kitties. The remaining 25 % are divided between the losers, according to their number of points of penalty, since they have less than 80 points of difference with winning. If they have more than 80 points of difference, they will win no price of the kitty.

Kalooki 51

Kalooki 51 is the variant of Rummy most played in the United States and in Europe.
This made game is played with 2 games of 52 cards, and 2 jokers (106 cards in total).
Every player accepts 13 cards. In every turn, a player can take a card of the pecker or of the pile of the rejected cards. To Kalooki 51, a player can display his combinations only when the sum of cards forming combinations attains a total of 51 points. It is major difference with all other variants of Rummy. When a player displays his combinations having attained the minimum of 51 points, he can then add cards to the combinations of his adversaries. The player who wins the part is the one who displays all his combinations over the carpet.
A player can use jokers in his combinations. The joker takes the value of the card which it replaces. If a combination displayed over the carpet contains a joker, and that a player has the card which the joker replaces (and that he has already displayed combinations over the carpet), he can take it over and use it for his own combinations.
As in other variants of Rummy, a player can win game with an Exit Kalooki, or with "Going Kalooki" (blow which consists in displaying all its combinations of a blow).

Picture of scores: The points of penalty are also determined according to the remaining cards in the hands of the adversaries. During Going Kalooki, the adversaries are inflicted of 25 additional points of penalty. A player who had a joker at the time when he loses the part gives him 25 additional points of penalty.

Sharing out of the kitty: the victor wins at least 75 % kitties, and the remaining 25 % are shared between other players since they have less than 100 points of difference with winning.

Kalooki 40

This variant of Rummy is the most popular in the United Kingdom. Rules of the game are the same that Kalooki 40, except 3 major difference:
- The minimum of points to display its combinations is 40 and not 51.
- A player can draw a card only of the pecker, and not of the pile of the rejected cards.
- The value of the Ace is always 11 points. He can therefore be included never in a combination As-2-3

The picture of scores and the sharing out of the kitty do not change.

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