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Rummy Glossary - Common Rummy Terms & Words
Rummy
Glossary
Rummy Glossary
Aces:
In rummy, the Ace card holds a unique position. It can be used as a low-ranking card, representing the value of 1, or as a high-ranking card, representing the value of 11. This flexibility makes the Ace crucial for creating sequences and sets in the game. Players strategically use the Ace to form combinations that help reduce the overall points in their hands. Its dual value adds a dynamic element to rummy gameplay.
Declare:
In rummy, "declaring" refers to the action of revealing your sets and/or sequences to indicate that your hand meets the requirements for a valid meld. When a player has arranged their cards into valid combinations, they can choose to declare during their turn.
Deck:
A standard deck of cards comprises 52 cards, including 13 cards from each of the Spades, Diamonds, Hearts, and Clubs suits
Discard:
In a 13-card rummy game, a player is required to draw the 14th card on their turn, choosing either from the draw pile or the discard pile. They may use the drawn 14th card if needed and then discard it to continue the game.
Face Cards:
These cards, also known as picture cards, show members of the court: Jacks, Queens, and Kings. They score ten points each.
Discard Pile:
The discard pile or open deck is formed by cards discarded by players, excluding the initial card. Positioned beside the closed deck, it displays one card face up. Following the initial card distribution, a single card from the remaining deck is placed face up to create the open deck. Players have the option to pick the top card from the discard pile or draw cards from the closed deck
Draw Pile:
In a typical 13-card rummy game, the cards that are not drawn or distributed are kept upside down or face down and kept in front of the players from the draw pile. A player on his/her turn picks up a card from this draw pile and then discards a card. If the cards in the draw pile finishes, the Discard Pile is reshuffled except the last discarded card and a new draw pile is formed.
Impure Sequence:
impure sequence is a combination of three or more cards of consecutive ranks, but from different suits, with the inclusion of a wildcard or joker.
Joker:
In a game of rummy, a joker is chosen randomly at the game's outset and can be employed as a substitute for any card during that specific match. For instance, if the joker is the 5 of hearts, other 5s (spades, clubs, and diamonds) can be utilized as stand-ins for any card when creating sets and sequences. This Joker is called Wild Joker.
Meld:
Arranging and displaying a valid combination of cards, which can be either sets or sequences. Successfully melding your cards is a crucial step toward declaring in rummy, allowing you to showcase your valid combinations and reduce your overall points
Points Rummy:
This is the fastest Rummy variant. This game is focused on points and every point has a certain rupee value. For losing players, the points are calculated based on their unmatched cards.
Pool Rummy:
Pool Rummy is a popular variant of the traditional Indian Rummy. In Pool Rummy, players contribute to a common pool (pot), and the game continues until certain pre-determined conditions are met. There are two common formats in Pool Rummy: 101 Pool and 201 Pool
Printed Joker:
Apart from the 52 cards of 4 suites, there are two or three printed jokers in a standard 52-card pack. This printed joker can also be used as any card.
Pure sequence:
A pure sequence is a sequence without a Joker. I.e. 4-5-6 of Spades would make one pure sequence
Set:
In rummy, a "set" refers to a group of three or four cards of the same rank but from different suits. For example, having the 5 of hearts, 5 of diamonds, and 5 of spades together forms a set. Sets can also be of four cards, for instance, the 6 of hearts, 6 of diamonds, 6 of spades, and 6 of clubs.