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LSZSX

RULES & PRACTICE

How to Play Indian Rummy

Play Indian Rummy ↗

Game guide · LSZSX

Find your footing in Indian Rummy

Before making a move, check the cards in view. Arrange all thirteen cards into non-overlapping sets and sequences, with at least two sequences and at least one pure sequence. Check the relevant controls before continuing. Work at your own pace. Each player receives 13 cards from two decks with one printed joker per deck. The exposed indicator determines the wild rank. Check the relevant controls before continuing.

Two players, one computer opponent, two decks and two printed jokers. This free table allows three/four-card sets, Ace low or high without wrapping, no drop/packing action and no online matchmaking. Current hands are saved in this browser.

A focus for your next round

Look at the complete hand before deciding. At the start of your turn, draw from the stock or take the top discard. You may not discard that same taken discard immediately. Take the next action only when the current step is clear.

The purpose of your moves

Arrange all thirteen cards into non-overlapping sets and sequences, with at least two sequences and at least one pure sequence. Check the relevant controls before continuing. Begin with the objective.

How to proceed

  1. Each player receives 13 cards from two decks with one printed joker per deck. The exposed indicator determines the wild rank.
  2. At the start of your turn, draw from the stock or take the top discard. You may not discard that same taken discard immediately.
  3. Sort the hand. A sequence has at least three consecutive same-suit cards; a set has three or four cards of one rank in different natural suits.
  4. A pure sequence uses no joker substitution. A wild-rank card used at its printed rank and suit can belong to a pure sequence.
  5. Select the extra card and choose Declare Rummy only when all remaining 13 cards form a valid grouping. Otherwise discard and let the computer play.
  6. The winner earns the other hand’s penalty, capped at 80. No pure sequence means all non-jokers count; with only one pure sequence, only pure runs are exempt; with two sequences including a pure one, other valid groups can also be exempt.
  7. If the stock runs out without a valid declaration, the hand is drawn. Next hand preserves the score; New match clears it.

How to interact with the game

Tap a card to select it. Use the labelled pile and action buttons. Sort by rank or suit; the hand wraps onto additional rows on a phone. Take the next action only when the current step is clear. Use the rule sheet as a reference.

Put the rules into context

With 2 as the wild rank: 3♥ 4♥ 5♥; 7♠ 8♠ Joker; 9♣ 9♥ 9♦; K♣ K♥ K♦ K♠ form a valid hand. The first run is pure and the second uses a joker. Use another round to revisit a decision.

A common point of confusion

Treat this as a chance to practise one rule. A group can look valid on its own while the complete hand is invalid. Do not reuse one physical card in two groups or join K–A–2. Use another round to revisit a decision.

Helpful answers for players

What is the aim?

Arrange all thirteen cards into non-overlapping sets and sequences, with at least two sequences and at least one pure sequence. Before making a move, check the cards in view. Take the next action only when the current step is clear.

How do I use the controls?

Tap a card to select it. Use the labelled pile and action buttons. Sort by rank or suit; the hand wraps onto additional rows on a phone. Begin with the objective. Check the relevant controls before continuing.

Which format is available?

Two players, one computer opponent, two decks and two printed jokers. This free table allows three/four-card sets, Ace low or high without wrapping, no drop/packing action and no online matchmaking. Current hands are saved in this browser. Use the rule sheet as a reference. The same rule applies on a phone and on a computer.

What should I check before a move?

A group can look valid on its own while the complete hand is invalid. Do not reuse one physical card in two groups or join K–A–2. Work at your own pace. Take the next action only when the current step is clear.

Can you give an example?

With 2 as the wild rank: 3♥ 4♥ 5♥; 7♠ 8♠ Joker; 9♣ 9♥ 9♦; K♣ K♥ K♦ K♠ form a valid hand. The first run is pure and the second uses a joker. Before making a move, check the cards in view. Return to the explanation when a decision is unclear.

Can I use a joker in the pure sequence?

A printed joker cannot substitute in a pure sequence. A wild-rank suited card can count naturally at its own rank and suit. Look at the complete hand before deciding. Take the next action only when the current step is clear.

Can I declare with two sets and one sequence?

No. You need at least two sequences, including one pure sequence, and all 13 cards must be grouped. Work at your own pace. Use another round to revisit a decision.

How do Aces score?

Aces and face cards count 10 penalty points; 2–10 count their values. Printed and rank jokers count zero. Before making a move, check the cards in view. Take the next action only when the current step is clear.

What does Check my hand do?

It searches for non-overlapping groups and shows the penalty and grouping under this table’s rules. It does not play your turn. Before making a move, check the cards in view. The same rule applies on a phone and on a computer.

Does the computer see my cards?

Its decision function uses its own hand, visible discards and public rule data, not your hidden hand or the stock order. Treat this as a chance to practise one rule. The same rule applies on a phone and on a computer.

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