General rules

Rummy 500 is an exciting blend of luck, skill, and strategy. You’ll find each time you play offers different challenges and new ways to compete. You’ll use your cards to complete sets or runs in a race to score more points than the other player. You’ll also find that, thanks to the simplicity of the basic rules but the nuance involved in the actual gameplay, Rummy 500 is perfect for players of any age!

Objective of the Game

In games of Classic Rummy 500, the first player to score 500 points is the winner. Points are scored when players can lay combinations of cards (called “runs” and “sets”), and then points are deducted based upon the value of the cards in each player’s hand at the end of a round.

In Speed Rummy, the player with the most points after one round is the winner.

Setup

Games mode

Rummy500.com provides two versions to play:

  • Classic Game: For 2 players, rounds continue until one player scores 500 points
  • Speed Game: For 2 players and played in a single hand

On the table
Setup 1Setup 2

Card Deck

Players use a standard 52-card deck, plus two Jokers. The Jokers are Wild Cards that can be used as any other card in the deck. That way, it’s easier for you to make runs and sets and score points! But players must take care with how they use their Jokers: a mistake could give your opponent a vital advantage.

Hearts

This suit includes the following cards:
On the table13 cards
Hearts 1Hearts 2Hearts 3Hearts 4Hearts 5Hearts 6Hearts 7Hearts 8Hearts 9Hearts 10Hearts 11Hearts 12Hearts 13

Diamonds

This suit includes the following cards:
On the table13 cards
Diamonds 1Diamonds 2Diamonds 3Diamonds 4Diamonds 5Diamonds 6Diamonds 7Diamonds 8Diamonds 9Diamonds 10Diamonds 11Diamonds 12Diamonds 13

Clubs

This suit includes the following cards:
On the table13 cards
Clubs 1Clubs 2Clubs 3Clubs 4Clubs 5Clubs 6Clubs 7Clubs 8Clubs 9Clubs 10Clubs 11Clubs 12Clubs 13

Spades

This suit includes the following cards:
On the table13 cards
Spades 1Spades 2Spades 3Spades 4Spades 5Spades 6Spades 7Spades 8Spades 9Spades 10Spades 11Spades 12Spades 13

Jokers

Jokers can be used as wild cards in the game.
On the table2 cards
Jokers 1Jokers 2

Game Flow

In the differents steps, we will present the game flow :

1. Card Distribution

Each player receives 13 cards. The remaining cards form the draw pile, and the top card is placed face-up to start the discard pile.
On the table13 cards
1. Card Distribution 11. Card Distribution 21. Card Distribution 31. Card Distribution 41. Card Distribution 51. Card Distribution 61. Card Distribution 71. Card Distribution 81. Card Distribution 91. Card Distribution 101. Card Distribution 111. Card Distribution 121. Card Distribution 13

2. Possible Combinations

Players must form groups of three cards (called “meld”s) in one of two different combinations:

  • Sets: Cards of the same rank but in different suits (e.g., three 8s)
  • Runs: A consecutive sequence of cards of the same suit (e.g., 4, 5, and 6 of Hearts)

On the table6 cards
2. Possible Combinations 12. Possible Combinations 22. Possible Combinations 32. Possible Combinations 42. Possible Combinations 52. Possible Combinations 6

3. The Turn Sequence

During their turn, players must :

1) Draw a card (either from the Draw Pile or the Discard Pile)

2) Lay down new combinations or add to existing combinations previously laid by either player

3) Discard a card

On the table
3. The Turn Sequence 13. The Turn Sequence 2

4. Draw a card from the Discard pile

A player may elect to start their turn by drawing from the visible cards in the Discard Pile. When doing so, they must :

1) Choose a card from anywhere in the Discard Pile

2) Place all the cards stacked on their chosen card into their hand

3) Play one meld using their chosen card and the other cards in their hand

As a result, the player could finish their term with several more cards in their hand than when the turn began. But that’s how you score more points!

5. End of Round and Scoring

The round ends when one player has played all the cards in their hand or when no cards remain in the Draw Pile.

Points are then calculated by adding the values of the cards laid and deducting the values of the cards remaining in players’ hands.

6. Card Values

  • Each card with a number is worth its number in points (e.g., a 5 is worth 5 points)
  • Each face card (Kings, Queens, Jacks) is worth 10 points
  • Each Joker is worth 15 points
  • Each Ace is worth 1 point

Basic Keys to Victory

1) Always look to score points while minimizing end-of-round deductions.

2) Being strategic about which cards to draw and when is important for making high-scoring combinations.

3) Avoid holding high-value cards in your hand at the end of any round.

4) Watch what your opponent discards: you may be able to anticipate their strategy and turn it in your favor!

Advanced Strategies

1) Wait to play meld until you can catch your opponent with a handful of penalty cards.

2) Weigh the advantages of taking cards you know from the Discard Pile with the possibility of unseen, high-value cards in the Draw Pile.

3) Save Jokers for the moment they have the biggest impact on the game (see Advanced Strategy 1).

4) Be patient. Rummy 500 rewards reflection and patience! (Unless you’re playing a Speed Game, in which case, go go go! may be the best approach!)

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