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Rummy Rumble

Rummy Rumble Rulebook

Table of Contents

Table of Contents

  • Overview
  • How to Play
  • Game Variations
  • Scoring (Knocking Rummy Rumble)

Overview

Ages: 10 to adult Players: 2 to 4

Object of Game: To be the first player to complete a 7 card Rummy hand (see terms used in this game).

Equipment: 52 Game Cards, 2 Wild Cards, 1 Game Board, 4 Markers, 1 Die.

First Time Players of Rummy Rumble: We suggest playing at least the first game with the players' cards FACE UP on the table so that all players can read the instructions together. (Players' cards are normally in their hands and concealed from other players.)

Summary of Play: All cards are placed randomly on the game board FACE UP. Each player in turn rolls the die, moves his marker and picks up the card on the space he lands on. Players use each turn to land on cards they can use to build their winning hands.

Terms Used in This Game: A Rummy Hand may be composed of RUNS — 3 or more cards of the same suit in sequence.

Examples of Runs:

2, 3 and 4 of Hearts.

7, 8, 9 and 10 of Clubs.

A RUMMY HAND may also be composed of SETS — 3 or 4 of the same number but different suits.

Examples of Sets:

Six's of Hearts, Diamonds and Spades.

Jack's of Hearts, Diamonds, Spades and Clubs.

A RUMMY HAND may also contain combinations of both RUNS and SETS.

A WILD CARD may represent any card of any suit.

How to Play

  1. Before playing remove the 2 Promotion cards from the deck.

  2. Each player chooses a marker color and places his marker on the matching color START SPACE. High roll of the die determines the first dealer.

  3. Dealer shuffles the cards and places all of them randomly FACE UP in the card shaped spaces on the game board. Do not place a card in the center — GO AGAIN SPACE (this space cannot be covered during the game).

    STEP 2 — Variation for Beginners Only: Dealer shuffles the cards and deals 5 cards to each player FACE DOWN and then places the remaining cards FACE UP on the game board. Place cards in the red spaces LAST (when 4 players play there should be no cards in any red spaces at the beginning of the game for this version).

  4. Player to the left of the dealer goes first. The first player rolls the die and moves the number of spaces shown on the die from the starting spot on the game board. Moves can be horizontal, vertical or a combination of both but never diagonal. When a player moves in a horizontal and vertical combination, the move must look like an "L". For example, a "6" is rolled on the die. As room permits on the board, the player may move 6 spaces horizontally or vertically or 2 spaces horizontally and 4 spaces vertically or in any combination of the two directions that add up to 6. When moving, a player may NOT zig zag nor land on the same space twice during a single roll of the die including the space from which the turn begins. When going from the START space, a player may take any adjacent path.

  5. When a player lands on a card, he takes the card from the board and places it in his hand. After the first player takes a card, the player to the left goes next.

  6. When a player lands on a space occupied by one or more players, he may take one card from any or all of the opponents landed on by ASKING for a specific card from each. If an opponent has the card specified, he gives it to the player. If the opponent does not have the card asked for then play resumes as normal and the turn passes to the next player.

  7. When a player lands on an empty space, nothing happens and play passes to the next player.

WINNER: Play continues until one player completes a 7 card RUMMY hand containing all RUNS, SETS or a combination of both. The first player to correctly complete the hand is the winner.

Game Variations

  1. Beginner's Rummy Rumble — (As explained in HOW TO PLAY, Section #2) Initially deal out 5 cards to each player at the start of the game. This variation speeds up the game and is recommended for first time players of Rummy Rumble. Beginners can also play Rummy Rumble with all players' hands FACE UP.

  2. Advanced Rummy Rumble — In this version, the winner must complete a 10 Card Rummy Rumble hand instead of 7 cards as in the regular Rummy Rumble game.

  3. Rummy Rumble with Players of Varying Levels of Skill — Use a mix of variations #1, #2 and regular Rummy Rumble depending on each player.

  4. Solitaire Rummy Rumble — In this version, try to complete a 7 card or 10 card Rummy Rumble hand in the fewest number of turns.

  5. Knocking Rummy Rumble — This variation is for advanced players and is based on classic Rummy. This variation may be played with 7 or 10 for a winning hand. However, in this variation once a player has collected the required 7 or 10 cards in his hand and the value of the extra cards in his hand THAT ARE NOT PART OF ANY RUNS OR SETS is 10 points or less then the player may KNOCK.

    When a player KNOCKS, all play stops and all players lay down their hands FACE UP on the table. All players now compare (Match-up) the value of the extra cards on their hands that are not part of any runs or sets. Any players that have not reached the required 7 or 10 cards may not participate in the MATCH UP. Similarly, no player may KNOCK unless at least one other player has reached the required 7 or 10 cards.

Scoring (Knocking Rummy Rumble)

Extra card values are counted as follows:

  • Picture Cards — 10 points
  • Aces — 1 point
  • Wild Cards — 10 points [illegible in photo]
  • All other cards count as their actual numerical value.

After all participating hands are matched up, if the player who KNOCKS has a lower point total in the extra cards than any other players, the player who KNOCKS scores the difference between the extra cards score and each of the players' extra cards scores.

Additionally, when playing this game variation, when a player completes a Rummy Rumble hand he scores 25 points plus the value of any extra cards not in Runs or Sets held by each of the opponents.

Example of KNOCKING and Scoring: Player A KNOCKS (table of extra card values for Players A, B, C and D [illegible in photo]). The printed example reads: Player A receives 3 points from Player B; Player A receives 2 points from Player C; Player A receives 10 points from Player D [point values partly illegible in photo]. Player A totals for the game [points illegible in photo].

Example of KNOCKING and UNDERCUT: Player A KNOCKS (table of extra card values for Players A, B, C and D [illegible in photo]). The printed example reads: Player A receives 4 points from Player B [values partly illegible]; Player A receives 8 points from Player C [values partly illegible]. Player A does not get any points from Player D; however, Player D receives a 25 point bonus for undercutting Player A.

If any player has an extra card score that is lower than that of the player who KNOCKED, then the opponent receives a 25 point bonus. [Wording partly illegible in photo; transcribed as best read.]

  • Special Spaces on The Game Board: When a player lands on a space with an instruction on it, the player must do the following (after collecting the card if there was a card on the space):

    • GO AGAIN — You must roll the die and take another turn.
    • SAFE — Only one player can occupy this space at any one time.
    • LOSE TURN — You must lose your next turn.
    • GO BACK TO START — You must immediately put your marker on your original START space.
    • TRADE 1 CARD — You must trade one card of your choice with any player of your choice. That player chooses which card to trade.
    • PASS 1 CARD — You must pass one card of your choice to the player on your right.
    • TRADE PLACES — You must switch your place on the game board with any other player's position of your choice.
    • SKIP — The next player to play is "skipped" and loses his turn and the player after him is the next to play.
    • REVERSE — The order of play is "reversed" that is, to the right — not left. Naturally, the next REVERSE spot landed on would reverse the play again to the original direction.
  • Players may hold no more than 7 cards in a hand. When a player takes the 8th card, he must discard 1 card from his hand FACE UP on any empty space he chooses on the game board (except the GO AGAIN space).

  • Aces are always used as #1 in Runs as in A, 2, 3 of Hearts, for example.

  • RUNS may be of any length — 3 or more. SETS are always limited to 3 or 4.