Indian Rummy is played between 2 to 5 players and each player is dealt 13 cards. For 2 or 3 players, two 52-card decks (104 cards) and 4 jokers (wild cards) are used. For 4 to 5 players, three decks (156 cards) and 6 jokers are used. Each player turn by turn (in clockwise order) deals the cards. Indian Rummy is interesting and challenging. It requires skill, use of memory and complete focus and involvement in the game.
The Object of the Game.
The object is to form Runs (or sequences) and Sets. And when a player has formed required runs and sets using all the 13 card, the player declares his/her turn. A valid declare must have minimum two runs and out of these runs one run must be pure (called First Life). The second run can be pure or non pure (called Second Life). Either First Life or Second Life must have 4 or more cards. On a valid declare the scores of the rest of the players are counted.
For the rest of players all the unmatched cards are counted. A player must meet the requirements of minimum two runs (First Life and Second Life) else all the 13 cards are treated as unmatched and are counted. When all the 13 cards are unmatched, the player loses 80 points.
A Run (or Sequence).
A run consists of 3 or more cards of same suit and are in consecutive order. The valid order being A-2-3-4-5-6-7-8-9-10-J-Q-K-A. Thus with ace you can form the run A-2-3 or Q-K-A but you can not form K-A-2. Examples of valid runs are 4-5-6 , 9-10-J, 9-10-J-Q, A-2-3-4 and 8-9-10-J-Q-K. These are pure or straight or natural runs (runs without a joker).
A run can also use a joker as substitute for any missing card. Such a run is non pure run. Examples of non pure runs are 4-5-joker, 2-3-joker-5. In a run you can use only one joker as a wild card.
Three identical Cards. When playing with three 52-card decks, the three cards of same rank and same suit are treated as pure sequence/run. For example: 9-9-9 and J-J-J.
First Life and Second Life.
In a vaild declare you must have minimum two runs. Examples of two Runs that meet the basic requirements are
a. If both the required runs are pure runs, one of the runs must have minimum 4 cards. For example: 10-J-Q and 4-5-6-7.
b. If one run is pure run and the other is non pure run, one of runs must have minimum 4 cards. For example: 8-9-10 and J-Q-K-Joker; 8-9-10-J and Q-Joker-A.
A Set.
A set consists of 3 or 4 cards of same rank but of different suits. For example 4-4-4 and Q-Q-Q are valid sets. A set can not have two or more cards of same rank thus 4-4-4 and Q-Q-Q are invalid sets. A set may include a joker as a substitute for example Joker -4-4 and Q-Q- Joker.
The Deal.
Each player is dealt 13 cards face down. The next card from the deck is placed face up on the table; this starts the discard pile. Rest of the cards are placed face down in the centre of the table; this is the stock pile. Each player picks his/her 13 cards and views them and then sorts them according to his/her choice. In Octro Rummy a card is picked from the stock pile and placed face up under the stock pile so that it is visible. All the cards of that rank regardless of the suit can be used as additional jokers. For example in a 2 or 3 players game using two decks, the card picked and kept visible under the stock pile is 9, then the additional jokers are 9, 9, 9 of one deck and 9, 9, 9, and 9 of the second deck; total seven in all. Thus in a 2 or 3 players game there are 11 jokers in all and in a 4 to 4 players game there are 17 jokers in all except if the card kept under stock pile is a printed joker. Then only the printed jokers are available for use as wild cards.
Playing Indian Rummy.
The first player picks a card either the top card of discard pile or the top card of the stock pile. The top card of the discard pile is face up so the player can figure out if he/she needs this card or not. If the players decides not to pick the discard card, he/she must pick face down card from the stock pile. Now the player has 14 cards. The player examines his/her 14 cards and decides the card that is least important for forming runs and sets. The player takes the least important card and places it face up on the discard pile. This card becomes the top card of the discard pile. Now it is the turn of the next player to pick a card either the top card of discard pile or the top card of the stock pile.
A Valid Declare.
The player who is first to use all the 13 cards to form runs and sets that also meet the basic requirement of two runs (at least one is pure and one has minimum 4 cards), declares his turn.
OctroRummy checks if the declare is valid or not. Even if there are free jokers and the rest of the cards form runs and sets as required, the declare is valid. If the declare is found invalid, the declaring player is dropped from this hand and loses 80 points and the game continues between rest of the player till there is a valid declare.
Declaring in OctroRummy.
When you have used all the 13 cards to form the runs and sets that meet the basis requirement, instead of putting your 14th card on the discard pile, you put it on the areas “Tap to throw your card and Declare.” OctroRummy will ask for your confirmation that you are ready to declare. After your Yes, you are ready to declare (or show) your cards.
Select the cards of a valid run or set and tap on the plank. Then select cards of second valid run or set and tap the next plank. And so on. If you have unused jokers, select these jokers and put on a separate plank. When you are all set to declare, select Declare. It is your responsibility to declare your cards properly and you must keep each run and set separate. If you make any mistake while declaring, you can undo it. Select the plank with cards that you want to rearrange. Then select Reset.
Scoring.
The unmatched cards of the rest of the players are counted. Even if a player has runs and sets but does not meet the basic requirement of two runs (First Life and Second Life), all the 13 cards are counted as unmatched. Scoring is as under
All unmatched cards 80 points
Unmatched J, Q, K or 10 10 points each
Rest of unmatched card each as its rank value, for example an unmatched 2 is worth 2 points, 3 is worth 3 points, 4 is worth 4 points and so on.
Dropping from the game. If you drop from the game without picking even a single card from the discard pile or stock pile, you lose 20 points. If you drop in between a hand, before any other player has done a valid declare, you lose 40 points.
Legality.
In India playing rummy online is legal. Rummy has been declared by the courts of law to be a game of skill or mere skill and is excluded from the applicability of laws prohibiting betting and gambling.
Requirements.
Indian Rummy by Octro is an online game that you can play in real time with your friends, relative or unknown people. It requires stable Internet connection.