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
- 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
- All 13 cards are in groups (the 14th goes to the finish slot).
- At least two sequences.
- At least one of them is pure.
Points
| Card left ungrouped | Points |
|---|---|
| A, K, Q, J, 10 | 10 |
| 2 – 9 | Face value |
| Printed joker, wild-rank card | 0 |
| Outcome | Score |
|---|---|
| Valid declaration (winner) | 0 |
| Losing hand | Ungrouped cards, max 80 |
| First drop (before your first draw) | 20 |
| Middle drop (any later point) | 40 |
| Invalid declaration | 80 |
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.