Kartenschule.
← All card games

German Rummy with a 40-point opening meld

Rummy (Rommé)
Start playing.

Rummy (German: Rommé) is the classic melding game: draw a card, build sets and runs, discard. Whoever lays off all cards first wins the round. Everyone else counts penalty points.

2–6 players110 cardsapprox. 15 min/game

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.

Your hand
AKQ99956J31028
Stock
✦
Discard pile
7

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.

A valid set
999

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.

A valid run
567

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.

Allowed: ace low
A23
Allowed: ace high
QKA

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.

Stock (face down)
✦
Discard pile (open)
Qyou could take this

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.

11 + 11 + 11 = 33, not enough yet
A11A11A11

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.

K10Q10J101010A11 (or 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.

Left in hand: 10 + 10 + 20 = 40 penalty
K10Q10★Joker · 20

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.