An introduction to the version named above. Special cases and local rules may differ. Agree on your rules before the first hand.
GAME PHASE 01
Goal & dealing
110 cards in play
Rummy uses two full 52-card decks plus 6 jokers: 110 cards in total. With that many cards, every rank exists twice in every suit.
13 cards each
Every player receives 13 cards. The rest becomes the face-down stock (draw pile); its top card is turned over to start the open discard pile.
The goal
Get rid of all your cards by arranging them into valid melds on the table. The first player with an empty hand wins the round.
GAME PHASE 02
The melds
Sets: same rank
A set is 3 or 4 cards of the same rank in different suits: three nines, four kings. Two nines of the same suit in one set are not allowed.
Runs: same suit in sequence
A run is 3 or more consecutive cards of one suit, like 5-6-7 of clubs. The longer the run, the more points it clears out of your hand.
The ace: high or low
The ace may sit at either end: A-2-3 or Q-K-A are both fine. But it never goes 'around the corner': K-A-2 is not a valid run.
GAME PHASE 03
Your turn
1. Draw
Start your turn by drawing exactly one card: either the unknown top card of the stock or the visible top card of the discard pile.
2. Meld & lay off (optional)
Now you may lay melds on the table and add single cards to existing melds (yours or other players'). Melding is never compulsory; sometimes waiting is smarter.
3. Discard
End your turn by placing exactly one card face up on the discard pile. Then the next player goes. Draw, meld, discard: that is the whole rhythm of the game.
GAME PHASE 04
First meld & jokers
40 points to open
Your very first meld of the round must be worth at least 40 points, in one or several melds laid down in the same turn. Until you reach that, everything stays in your hand.
Card values
Face cards (J, Q, K) count 10, number cards their face value. The ace counts 11, except in a low run A-2-3, where it counts 1.
The joker
A joker substitutes for any card. Once it lies on the table, any player who holds the real card may swap it for the joker and reuse it. In a meld the joker counts as the card it replaces.
GAME PHASE 05
Ending a round
Going out
In the version described here, finish your last turn with a discard. Agree beforehand if your group also permits going out by melding every card. Remaining cards count as penalty points.
Penalty points
Face cards 10, ace 11, jokers 20, number cards face value. Over several rounds the penalties add up, and the lowest total wins the whole game.
FROM READING TO UNDERSTANDING
Try it again.
With cards on the table.
The iPhone app walks you through sample rounds at your own pace. All eleven games and every lesson are free. You can also play Mau-Mau against computer opponents.
Explore Kartenschule ↗Coming soon to the App Store. In English and German.Publisher: Sebastian Kurock. Updated October 2, 2026. Based on Kartenschule’s own lessons.