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RummyDen

13-card rummy cheat sheet

Everything you need at the table on one page. Print it, or keep it open on a second screen.

Prints on a single sheet, without the site's menus.

Goal

Arrange all 13 cards into sequences and sets, then declare. On your turn: draw one card (closed deck or open pile), then discard one.

Groups

Pure sequence — no joker
Impure sequence — joker fills a gap
Set — same rank, different suits
  • Sequences: 3+ cards of one suit in order. Ace is low (A-2-3) or high (Q-K-A); no wrapping (K-A-2).
  • Sets: 3 or 4 cards, every suit different — even with two decks.
  • Jokers: printed jokers plus every card of the round's wild rank.

Declare only when all three are true

  1. All 13 cards are in groups (the 14th goes to the finish slot).
  2. At least two sequences.
  3. At least one of them is pure.

Points

Card left ungroupedPoints
A, K, Q, J, 1010
2 – 9Face value
Printed joker, wild-rank card0
OutcomeScore
Valid declaration (winner)0
Losing handUngrouped cards, max 80
First drop (before your first draw)20
Middle drop (any later point)40
Invalid declaration80

RummyDen house rules

  • A wild-rank card is always a joker, even in its natural place — so it can never be part of a pure sequence.
  • A losing player's valid groups never count against them, even without a pure sequence.
  • An invalid declaration ends the round; it goes to the player still in with the fewest points.
  • Rooms you create use two decks with four printed jokers (the host can leave them out); the solo practice table uses one deck.

Full details: rummyden.com/rules · Practise: rummy puzzles · Check a hand: hand validator. Free social play — chips have no cash value.