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GAME GUIDE

Rummy

Build sequences and sets to lay down your hand.

01 · UNDERSTAND THE PRINCIPLE

Essential rules

Objective

Build sets and runs, complete table melds, and empty your hand.

Variant played: CardVerse variant · 52 cards · no jokers or 51 meld

Players
2 to 4
Duration
15–35 min
Deck
52 cards, no jokers

Setup

  1. Use one 52-card deck for 2 to 4 players.
  2. Deal 7 cards per player with two players, or 10 cards with three or four players; turn up one card to start the discard pile.
  3. A sequence contains at least 3 consecutive cards of the same suit; a set contains 3 or 4 cards of the same rank and different suits.
  4. There is no initial meld threshold in this variant.

Turn or round flow

  1. Draw either the top card of the stock or the visible discard.
  2. After the draw, you may lay down new melds and add cards to melds on the table, including your opponents'.
  3. End by discarding a card. By default, laying down or adding your last card also lets you go out; the discard_to_win option requires a final discard when enabled.
Detailed rules

Detailed rules

Variant played: CardVerse variant · 52 cards · no jokers or 51 meld · Version 1.1.0

Objective

Build sets and runs, complete table melds, and empty your hand.

Setup

  1. Use one 52-card deck for 2 to 4 players.
  2. Deal 7 cards per player with two players, or 10 cards with three or four players; turn up one card to start the discard pile.
  3. A sequence contains at least 3 consecutive cards of the same suit; a set contains 3 or 4 cards of the same rank and different suits.
  4. There is no initial meld threshold in this variant.

Turn or round flow

  1. Draw either the top card of the stock or the visible discard.
  2. After the draw, you may lay down new melds and add cards to melds on the table, including your opponents'.
  3. End by discarding a card. By default, laying down or adding your last card also lets you go out; the discard_to_win option requires a final discard when enabled.

Legal actions and obligations

  • Sequences use the Ace after the King: D–R–A is allowed, A–2–3 and R–A–2 are not allowed.
  • Cards laid down must form a valid set or run; no joker is dealt.
  • An add-on must keep the full combination valid and may use only cards from your hand.
  • Plays and additions are possible after drawing, without a personal opening first.

Score

  • Hand value: Ace 1 by default, face cards 10, numeric cards their face value. The ace_high option counts Aces as 11 points.
  • The winner of the hand adds the points remaining in the opponents' hands to their score.
  • The game continues until the configured threshold, set to 100 points by default.

End of game

  • The round ends when a player has no cards left after a legal action.
  • If a player draws from an empty stock, the round ends: the hand worth the fewest points wins; in a tie, the first relevant seat wins. The discard pile is not reshuffled.

Locked special cases and variants

  • A group cannot contain two cards of the same suit.
  • A sequence cannot wrap after the Ace. Ace’s scoring value does not change its position in sequences.
  • The 51-point rules, jokers, and joker recovery are not part of this variant.

Artificial intelligence

The AI uses only its hand, public cards, the allowed history, and the legal actions sent by the server.

Easy

Chooses only among legal actions, with some randomness and no deep lookahead.

Normal

Uses a stable heuristic strategy, taking into account the score, the turn, and the visible cards.

Hard

Evaluates multiple action sequences, remembers public information, and limits tactical mistakes.

  • Easy makes immediate melds and discards the highest single card.
  • Normal looks for useful combinations and weighs the risk of feeding the discard pile.
  • Hard remembers publicly taken and discarded cards and optimizes deadwood with limited search.

02 · Cards to inspect

Cards to inspect

Look at the ranks and suits of these cards.

VIDEO ACTIONSView every type of move

Draw before playing

1 / 9
Start the turn by taking the top card from the stock or the face-up card from the discard pile. This card may complete a meld.

Cards to inspect

01 · Situation

The reserve is available.

Start the turn by taking the top card from the stock or the face-up card from the discard pile. This card may complete a meld.

Teaching example · playable table cards
0.0 / 9.0 s

Preparing cards…

Read the steps in this demo
  1. The reserve is available.
  2. Flip the dealt cards.
  3. The 9♥ can complete a 7♥, 8♥ sequence.

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