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Rummy 17

Rummy 17 Rulebook

Table of Contents

Table of Contents

  • Game Content
  • Objective
  • Game Preparation
  • Gameplay
    • Knocking!
  • Melding
    • Joker
  • End of the Game
  • Scoring
    • Penalty Points (PP)
    • Bonus Points (BP)
  • Bonus Cards in Detail

Game Content

  • 85 cards in 5 colors, each with the values 1-17
  • 5 jokers in 5 colors
  • 12 bonus cards
  • 1 game manual

In addition, paper and pen are required.

Objective

The goal is to collect as many points as possible by placing your own cards in sets and sequences, and trying to avoid penalty points. If you meet certain conditions, you can earn additional bonus points.

Game Preparation

A player is designated as the dealer of the first game. If several games are played in succession, the dealer changes clockwise in a clockwise direction. The dealer shuffles the bonus cards and places five side by side on the edge of the table, showing the condition. The remaining bonus cards are not needed for the further game.

In addition, the dealer places the five jokers off and side by side under the bonus cards. He then shuffles the cards, distributing ten to each player, placing one card in the middle of the table and the remaining cards as a face-down draw pile next to it. All players take their cards on the hand. The player to the left of the dealer begins, then is played in a clockwise direction.

Gameplay

On a player's turn, they first take a card from the middle of the table into their hand. This can be either the top open card or the top card from the face-down stack.

Knocking!

If the player takes a card from the face-down stack, the top open card is available to all other players. If you want this card, knock on the table and take it. If several players are knocking, the player next in clockwise order from the active player receives the card - not who knocked first!

Knocking is only allowed until the active player has started melding cards (see MELDING) or discarded a card. When knocking, only the topmost open card is available. If the active player takes the open card, players are not allowed to knock. Also the player who discarded the topmost open card must not knock. If the card is taken by another knocking player, the card underneath is not available to be taken!

The active player may now meld cards from their hand (see MELDING). At the conclusion of his turn, the player must discard a card from his hand face up in the middle of the table. If there are already face-up cards, they are placed on top of each other so that only the top card is visible. Then it's the turn of the next player.

Melding

When you meld, you place the cards from your hand in front of you. Sets can be played, which are three or more cards of the same value, and Runs, which are three or more cards of the same colour with consecutive values.

After his first meld, the player may play additional cards from his hand on the same turn and in all further turns to his own melded cards and to the melds of the other players. Once melded, cards may not be regrouped!

Joker

If the player is able to make a meld of at least four cards with the help of one of the side-facing jokers, he may take the joker in the corresponding suit and play the meld in front of him. This can even be done the first time the player melds.

A melded joker card may later be exchanged by any player for the card that the joker represents. A player may not exchange jokers until he has already laid at least one meld, and only when it is his turn. The player places the corresponding card from his hand in the place of the Joker and thus acquires the Joker.

Note: Acquired jokers must not be added to your hand and must be used to create a meld in the same turn. Jokers can only represent a card of the respective color when melding. Each set (and each run) may contain a maximum of one joker. A set may not contain two identical cards.

End of the Game

The game may end in two ways:

  • A player has melded all his cards, and at the end of his turn discards his last hand card in the middle of the table. If the last hand card is a value of 17, he declares "Rummy 17". That means all penalty points and bonus points in the game will be doubled! (see scoring)
  • A player takes the last card from the face-down pile and completes his turn.

Scoring

The scores are recorded on a sheet of paper, separated by player.

Penalty Points (PP)

All players receive PP for their remaining hand cards: For the card values 1-9: 1PP, for the values 10-17: 2PP each.

Bonus Points (BP)

These are awarded according to the bonus cards on the side. If a player meets the bonus condition of a card, the card is placed in front of him face down, now showing 3 BP. If more than one player fulfils a card's bonus condition, all these players receive 3 BP. For this, the bonus cards set aside at the beginning of the game are used and placed in front of the successful players. Players will be credited with 3 BP for each bonus card.

Final scores are equal to BP - PP. The player with the highest positive score or lowest negative score wins.

Bonus Cards in Detail

  • Most cards: Who has the most cards in front of them.
  • Most sets: Who has the most sets in front of them.
  • Most runs: Who has the most runs.
  • Longest set: Who has the set with the most cards in front of them.
  • Longest run: Who has the run with the most cards in front of him.
  • Most 1/2/3: Who has the most cards of the values 1, 2 and 3 in front of them.
  • Most 8/16: Who has most cards of the values 8 and 16 in front of them.
  • Most Red: Who has the most red cards in front of them.
  • Little Blue: Who has the fewest blue cards in front of them.
  • Least Jokers: Who has the fewest Jokers in front of them.
  • Highest Triple: Who has a set or a run of exactly three cards with the highest sum of the three card values in front of them.
  • Game over: Who finishes the game by discardin his last hand card to the table.

Note: The number of cards shown is an example of any number of cards, with the exception of "Highest Triple", where the condition refers to exactly three cards.

Cards with a black number on a white background are an example of any card value and any colour