The 6-player game uses a 63-card deck: a full standard 52-card deck, plus 11s, 12s, red 13s, and the red Joker. The 5-card kitty adds the 2 black 13s. The 6-card kitty adds the black Joker. Ten cards are dealt to each player. The remaining cards are left undealt and comprise the “widow” (“kitty” in the Australian variation). On its own, the joker card does not have a set function in a deck of playing cards, although, it does have particulars role to play with regards to the game of cards being played. In rummy, there are two different types of jokers which we will be covering with regards to the rules of rummy game. Any card may be led. The other player must follow suit, playing around clockwise. If you have cards in your hand that are the same suit as the leading card, you must play those first - then you can play cards of your choice. The Joker defaults to the trump suit set in the bidding round and should be treated as the same suit. Throughout the game, you may move any of the pegs belonging to your team (so for example any of 20 pegs in the 8-player game with 4 on each team). Therefore you may discard without moving only if you are unable to play a card (other than a joker) that moves any of your team's pegs. A peg cannot land on or pass over another peg of the same color. The possessor of that Joker may not play it when he holds any cards of the tricks led suit. If he does not have any such cards, however, he may play the Joker which always wins the trick. Also, if the Joker is led to a trick in a No Trump bid, the Joker always wins the trick, but the player of the Joker must state what suit the trick must be.
Rummy is a card game in which you try to improve the hand that you’re originally dealt. You can do this whenever it’s your turn to play, either by drawing cards from a pile (or stock) or by picking up the card thrown away by your opponent and then discarding a card from your hand.
You can play Rummy with two or more players (for six or more players, you need a second deck of cards). You’ll also need a paper and pencil for scoring.Learn how to play Rummy and other basics including rules, scoring, and how to win!
The objective of Rummy
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Your aim is to put (or meld) your cards into two types of combinations:
Runs: Consecutive sequences of three or more cards of the same suit
Sets (or Books): Three or four cards of the same rank. If you are using two decks, a set may include two identical cards of the same rank and suit.
This figure shows some legitimate Rummy combinations.
This figure shows an unacceptable combination. This run is illegal because all cards in a run must be of the same suit.
In most Rummy games, unlike the majority of other card games, aces can be high or low, but not both. So, runs involving the ace must take the form A-2-3 or A-K-Q but not K-A-2.
The first person who manages to make his whole hand into combinations one way or another, with one card remaining to discard, wins the game.
How to play Rummy
Follow the rules and instructions below to understand how to play Rummy from start to finish:
Each player is dealt a certain number of cards from the deck. When playing Rummy with two, three, or four players, each player gets ten cards; when playing with five players, each player gets six cards. With more than five players, you must use two decks of cards and a hand of seven cards. The two-player game can also be played with seven cards each.
Designate a scorer and a dealer at the start of the game. Then, the dealer deals out the hands and puts the undealt cards face-down on the center of the table as the stock, placing the top card, turned upward, beside the stock as the first card of the discard pile.
The player to the left of the dealer plays first. She can either pick up the card on the discard pile or the top card from the stock. If she can put some or all of her hand into combinations, she may do so. If not, she discards one card from her hand, face-up onto the discard pile, and the turn of play moves to the next player.
The next player can either pick up the last card the previous player discarded or the top card from the stock. He can then meld some or all of his cards down in combinations. The play continues clockwise around the table. When the stock runs out, shuffle the discard pile and set it up again.
Other Rummy rules and tips
Now that you know the objective of the game and the basic instructions to play, here is a small list of additional Rummy rules and common tips to abide by:
You cannot pick up the top discard and then throw the card back onto the pile.
If you pick up two cards from the stock by accident and see either of them, you must put the bottom card back, which gives the next player an additional option. She can look at the returned card and take it if she wants it. If she doesn’t want it, she puts it back into the middle of the stock and continues with her turn by taking the next card from the stock.
When you pick up a card from the stock that you don’t want, don’t throw it away immediately. Put the card into your hand and then extract it. No player, regardless of skill level, needs to give gratuitous information away.
Rummying with wild cards
You can play Rummy with wild cards by adding Jokers to the deck, or you can make the 2s or some other number wild.
You can substitute the card represented by a wild card when it is your turn to play. So, if a combination including a Joker, standing in for the King of Clubs is put on the table, the next player can put in the King of Clubs and pick up the Joker for use elsewhere.
If you put down two eights and a joker, you do not have to announce which eight the joker represents, but with a run such as 5-6-Joker, the assumption is that the joker represents the 7.
When playing with wild cards, you may not want to put combinations containing wild cards down immediately; you don’t want to give another player the use of a wild card by way of the substitution. Of course, if you feel obliged to put down the set or run, try to ensure that the card your wild card replaces has already been played in some other set or run.
Pai Gow Poker is a casino table game and is played with a standard 52-card deck plus one joker. The rules are fairly simple. After making a bet, each player is dealt seven cards and must make two poker hands: A standard five-card poker hand and a two-card poker hand. The five-card hand is often called 'behind', or the 'bottom,' 'high,' or 'big' hand, while the two-card hand is called 'in front', 'on top', or the 'small,' 'minor,' or 'low' hand.
When forming your two hands from your seven cards, the five card hand must be higher than the two-card hand. In other words, if you are dealt A-A-3-5-7-10-J and you can‘t make a flush, you must include the pair of aces in the five-card poker hand, not the two-card poker hand.
Five-card hands follow the standard what-beats-what rules, with two exceptions: some casinos count A-2-3-4-5 as the second-highest straight. This is the case in some places in Nevada. Additionally, having a joker in the deck introduces the possibility of five of a kind which beats a straight flush. The best two-card hands are pairs and then simply high cards. Straights and flushes don’t matter in the two-card hand. The worst possible 2-card hand is 2-3, while the best is a pair of aces.
The Joker in Pai Gow Poker
Instead of acting as a whatever-card-you-want wild card, the joker in Pai Gow is called a 'bug.' It acts as an ace unless it can be used to fill out a straight or a flush. This also means that you can have five aces, which is the best possible five-card hand in Pai Gow.
Showdown
How To Play Joker Card Game
Once players have set their two poker hands, they place their hands in front of them, the two-card hand in front, and the five-card in the back (hence those nicknames). All the players at the table are playing to win both hands against the 'banker.' The banker can be the dealer, or one of the players at the table, like in Baccarat.
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Determining Who Wins
Joker Playing Card
Each player compares his hands to the banker’s hands. If both the player’s hands beat the banker’s, the player wins. If one of the player’s hands beats the banker’s hands but not the other, it’s considered a push or draw and the player takes back his money. If the banker’s hands beat the player’s, the player loses. In the case of a tie, the banker wins. This is one of the ways the house keeps the advantage. If a player is banking, the house takes a commission from the winning hands and doesn't need an advantage.