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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. |