PROGRESSIVE RUMMY
4 to 6 players - use one suit per player
remove Wild card & Jokers

DEAL: 8 cards each : balance of deck in center of table (STOCK),

OBJECT: To be first out by placing your cards on table in a 3 or more card run of the same suit (sequence meld) or 3 or more of a kind (group meld). Player cannot play or extend (called play cards) on any opponents meld without first having a meld.

WILD CARDS: First deal, A the ACE's are wild & can be used or substituted to help form your group or sequences melds. The second deal, TWO's are wild Next, THREE's are wild & so on until reaching the KING's being wild. This will complete one game.

SCORING: Designated scorekeeper will write A,2,3,4,5,6,7,8,9,10 J, Q, K, down one side of score sheet. Write each players name across the top. Cards are counted as - face cards 10 points, all other cards - face value EXCEPT when being used as a WILD card during that round. Players holding a WILD card count 20 if that particular card is wild. When a person has played all their cards (goes out first) opposing players count the value of cards remaining in their hand and this is added as a running total to their name on score sheet. Lowest point player at the end of game is declared winner.

PLAY BEGINS: Player left of dealer draws a card from stock. He may then make a 3 or more card lay in a group or sequence meld, placing these cards face up in front of him. If he cannot or chooses not to he then discards one card from his hand face up on the discard pile beside the stock cards. The next player now has the option of drawing a card from stock or the TOP previously discarded card to make a group or sequence meld. (Player must make meld if using discard pile). Player indicates finished by laying a card on discard pile, allowing next player to commence play. Once a player has a group or sequence meld in front of him, he may add a card or cards (play cards) to other groups or sequences previously made by himself or opponents. He may also play cards on group or sequences that consist of a wild card & may take this wild card to use it at his own discretion after replacing the wild card with the appropriate NATURAL card from his hand. First person to lay all his cards in front of him, plus adding to other sequences is the first out & would score ZERO for that round.

NOTE: No group meld (3 or 4 of a kind etc.) can be duplicated. No sequence meld may be extended to overlap another players meld.

For 7 or 8 players deal 7 cards to each player.

 

© 2000-2004 Empire Cards