Www Rummy Beschreibung
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You are blocked from following this user and viewing this user's posts. There are two situations:. Note that a "Shanghai" takes precedence over a "May I?
If a player calls "Shanghai" to protect a discard or to take a discard and add it to a meld on the table, this stops any other player taking that card with a "May I?
Two packs of cards are used, with 4 jokers cards in all. The above table shows the initial meld requirements. Having laid down your initial meld you can add more cards to your own and other players' melds in the same or subsequent turns.
In runs, aces count high or low but not both. There is no rule against a player laying down two consecutive runs in the same suit, such as and of hearts, as separate runs, but once they are on the table separate runs must remain separate - runs cannot be joined or split.
A set can consist of any three or more cards of the same rank - identical cards can be included. A pair needed for hand 14 is two cards of the same rank.
There is no rule against a player melding two sets of the same rank. Jokers and twos are wild. A set or run may contain any number of wild cards to substitute for missing cards.
The player must specify if it is not clear whether the meld is a run or a set, the rank of the set, and the rank and suit of a run.
Wild cards once melded cannot be moved - a player who holds the real card represented by a melded wild card is not allowed to substitute the real card for the wild card.
To make up the number of cards required for hands it is necessary to 'buy' the face-up card from the discard pile. Each card bought costs one penny, paid to a kitty, and you place the bought card in your hand.
In hands and 14 you can buy on one occasion during the hand; in hands 12 and 13 you are allowed to buy twice. In hands 12 and 13, at the same time you buy the up-card you also take the next blind card from the face-down stock.
If it is your turn you have the right to buy first if you wish and then take your normal turn. If it is not your turn you have to state that you wish to buy the card.
The current player may only stop you if they wish to take or buy the card themselves. If several players want to buy the face up card, the one whose next turn to play comes soonest has priority, so any player to your right, up to the current player can opt to buy the card you wanted.
You can only buy in hands , and you only get one or two opportunities to buy depending on the hand, as detailed on the score sheet.
Play ends when a player "goes out" by getting rid of all the cards from their hand. This can be done by putting down all the cards in melds or by discarding one's last card.
Each of the other players scores penalty points for the cards they are holding:. At the end of the 15 deals, the player with the lowest score is the winner, the next lowest is second, etc.
The players settle up in pennies according to their position - for example for a four player game the payments are as follows:.
Other schedules of amounts are possible. Also, by prior agreement, the kitty can be split between the winner and second player - two thirds for the winner and one third for second.
The variation - which was played in Pittsburgh in the late 's, is described on a web page by Alan Hoyle.
A variation called Continental Rummy is described on an archive copy of Mike Gaston's page. Several games described on other pages of gambiter.
If there are more than two players, they take turns in clockwise rotation, beginning with the player to dealer's left.
If the stock pile has run out and the next player does not want to take the discard, the discard pile is turned over, without shuffling, to form a new stock, and play continues - but see the variations section for a discussion of alternatives and problems that can arise.
A player wins an individual hand by either melding, laying off, or discarding all of his or her cards. Getting rid of your last card in one of these ways is called going out.
As soon as someone goes out, play ceases. There can be no further melding or laying off, even if the other players have valid combinations in their hands.
When a player goes out, the other players add up the value of all the cards still remaining in their hands, as follows:.
The total value of all the cards in the hands of the other players is added to the winner's cumulative score. The game continues with further deals until a player reaches the points target that was decided before the game began, or until the agreed number of deals has been played.
These optional rules should be discussed and decided by the players before the beginning of the first deal. Some play that you may not lay off any cards on other players' melds until you have laid down at least one meld of your own.
In the standard game, aces are low. A is a valid run but Q-K-A is not. However, some play that aces can be counted as high or low, so that Q-K-A is also a valid run.
When playing with this rule, aces are given the higher value of 15 points instead of 1 point, reflecting their greater usefulness.
A few players go further and allow "round the corner" runs with an ace in the middle K-A-2 , but this is unusual.
Some people play that in order to go out, you must end your turn by discarding your last card. You are not allowed to meld all your cards, leaving nothing to discard.
Some play that when the stock has run out and the next player does not want the discard, the discard pile is shuffled before reusing it as a stock.
This is the version now given in most books. If there is no shuffle, players who can memorise the order of cards in the discard pile will clearly have an advantage.
It is just about possible, though very unlikely, that a repetitive situation could occur where each player is holding on to cards wanted by the others.
Each player draws from the stock and discards the card they just drew. In this case, recycling the discard pile as a new stock, whether shuffled or not, will not help.