'May I' redirects here. It is not to be confused with.
Continental Rummy Origin Alternative names Continental May I? Double-deck rummy Family Players 4–8 Skills required Strategy Cards 108 cards Deck Play Clockwise Playing time 20 min. Random chance Easy Related games Continental Rummy (also called Continental, May I?, and Double-deck rummy) is a progressive partnership related to. It is considered the forerunner of the whole family of rummy games using two packs of cards as one. Its name derives from the fact that it is played throughout the, and also in.
According to, it was 'at one time the most popular form of Rummy in women's afternoon games, until in 1950 it lost out to.' Contents. Object The object of Continental Rummy is to be the player with the fewest penalty points after playing all seven hands. Everyone draws one card, the high card deals, and the subsequent deals are passed to the left. Two 52-card decks are used plus two per deck.
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The number of decks used additional to the base of two is determined by dividing the number of players by two and rounding up, if needed. For example:. 4 players use 2 decks. 5 players use 3 decks. 6 players use 3 decks. 7 players use 4 decks. 8 players use 4 decks Each player is dealt 12 cards, the remaining stock pile is set on the table.
Jokers and red Aces are wild. After a card is drawn, one must be discarded, and the next player to the left has the option of drawing either the top discard or top stock card then he must discard. A set consists of three or more cards of the same face value, e.g., three queens, or three aces, or three sevens. A run consists of four or more cards of the same suit, in sequence.
If there is an ace in the run, it can serve as either high card or low card, but not both in the same run. No run may contain more than 13 cards.
Gameplay Hands Seven different deals, or hands, make up one game. Each hand consists of a combination of sets and runs, and there is a different opening requirement for each of the seven hands. The first hand requires a player to open, or 'go down,' with two sets.
A minimum of six cards makes up the first hand's opening requirements, seven cards for the second hand, etc. Each successive hand needs one more card for the opening requirements, until the seventh hand, which requires twelve cards to open. Everyone moves on to the next hand together, regardless of whether they were able to go down during the previous hand. Once a player has gone down by satisfying the requirements for that particular hand, he may not create any new sets or runs. While playing the first hand of two sets, no player may play three sets. Cards that remain in a player's hand may only be played onto the sets and runs already established on the table. The sequence of seven hands is as follows: Minimum # of cards Sequence & Description Needed to open 1.
Two trios 6 2. One trio & one straight 7 3. Two straights 8 4. Three trios 9 5. Two trios & one straight 10 6. Two straights & one trio 11 7. Three straights 12 For those hands that require multiple runs, if a player goes down using the same suit for more than one straight, the straights can be played with contiguous card values.
However, the player must separate these cards into two runs of four (or more) and can be played on separately, i.e. Player 1 goes down with 5–8 and 9-Q of spades, Player 2 (who is down) can play a 9 of spades on the first straight and an 8 on the second and so on. Multiple trios of the same value (number or face) can be played in this manner as well. The deal All players pick a card at random and return it to the deck, high card dealing first. Each hand starts a new deal, with the turn to deal passing from player to player, to the left.
Cards are dealt one at a time, face down beginning at the dealer's left. The dealer deals 12 cards face down to each player, places the remainder of the pack face down in the middle, and places the top card from the stock pile face up next to it.
Play starts with the player to the dealer's left and proceeds clockwise. If the first face-up card is a joker, it is played as any other card would be, i.e., the player to the dealer's left would have first choice to pick it up in turn. The play Beginning with the player to the left of the dealer, a person's turn begins by selecting either the top card from the stock pile, or the top card from the discard pile.
If the player does not wish to select from the discard pile, any player in order of rotation to the left of the player may claim that card, but must also draw the top card from the stock pile as a penalty for picking out of turn, without discarding. In such a case:. The order of play is not changed,. The player picking out of turn may not play any cards on the table until his or her next regular turn,. Any remaining cards in the discard pile are ineligible for selection (dead), and.
The player whose turn was interrupted resumes play by selecting the top card from the stock pile. If the player has not yet opened, and has the necessary cards to meet the opening requirements for that hand, he may then lay down the sets and runs appropriate for that hand. Having opened, the player is then free to play (in that same turn and in subsequent turns) additional cards onto existing sets or runs that have already been played on the table.
A player may not put any cards into play until he has opened ('gone down'). Wild cards may be used to fill in missing cards in a set or a run, but the wilds can never outnumber the standard cards. Trios of wild cards can be played, however, and only wild cards can be played onto these trios. If a player doesn't verbally declare the value of a joker being played as part of a run, its value is implied by the position in which it is originally placed. If the player changes his mind as to which cards to play where, only the cards played in the current turn may be picked up for re-use. Wild cards cannot be rearranged on a straight to play another card, i.e.
Free 500 Rummy Card Game
Player 1 has a straight of 4–8 of hearts, with a wild standing in for the 5. Player 2 (who is down) cannot play his 5 of hearts and move the wild card somewhere else in the straight. During a player's regular turn, and only if they have already opened, a wild card already laid on the table as part of any run may be replaced by the card which it represents, taken from the player's hand. The wild card must then be played on the table to represent any card in any set or run.
Wild cards that are part of a set may not be replaced. The end of a turn occurs when a player discards one card onto the discard pile. Play then continues with the next player to the left. Scoring Since Continental Rummy is a game winnable based on the fewest number of points, you get 5 points for cards from 2–9. 10 and face cards count as 10 points. Aces are 20 points and Jokers are 50.
Rules of play Stock pile depletion It is possible when many cards have been taken out of turn in a hand, resulting in many penalty cards, that the stock pile may dwindle down to nothing before any player has gone out. Should this happen, the stock pile is turned over once, without shuffling, and play continues in order. If the remaining cards in the stock pile are depleted a second time without any player going out, the hand ends and all points remaining in all players' hands are tallied as they would be had someone gone out. Incomplete hands and games If all players agree, a game may be suspended between hands and later resumed, but only if all players are available when play resumes, and only if the game resumes in the same calendar year as it started.
Players must be seated in the same relative positions to each other when the game resumes. Any player not finishing a full game (one or more hands not played to completion) will post a game total equal to the sum of the two highest complete game totals posted by other players in that game. If two other complete game totals are not available in that game, all statistics for that game are discarded. Similarly, any player not providing a score for a particular hand that he or she played will post a score equal to the sum of the two highest scores posted by other players for that hand. If two other scores are not available in that hand, the hand is re-played. Play out of turn If a player going out of turn is not stopped before discarding, it stands as a play in turn and intervening players lose their turns.
If the player out of turn has chosen to take the top card of the stock pile, it is too late for rectification after the player has added that card to his or her hand. If it is not too late, as defined, to correct the error, the offender restores the card drawn, takes back any cards that he or she may have played, and play then reverts to the correct person, the rule Illegal Draw may apply. Illegal Draw If, by playing out of turn or by drawing more than one card from the top of the stock pile, a player sees a card to which he is not entitled, that card is placed face up on top of the stock pile. The next player in turn may either take the card or may have it placed face down in the center of the stock pile, and proceed to play as if no irregularity had occurred.
If more than one card is so exposed at the top of the stock pile, the option of each player in turn is only to take the top such card remaining there, or the top face-down card of the stock pile, or the previous player's discard. That is, players have three options to draw from instead of the normal two, as long as exposed cards remain at the top of the stock pile. A player's illegal draw may not be corrected after discarding, but the section on Incorrect Hand may apply. Premature discard Any player who discards without drawing may then draw from the stock pile to restore their hand to the proper number of cards, but may not lay down any cards after discarding.
If the next player in turn has already drawn, the section on Incorrect Hand applies. A player who discards more than one card may retract either one, unless the next player has drawn it or unless the next player has already ended their turn. Incorrect hand.
A player with too many cards discards without drawing. A player with too few cards draws without discarding; one card in each turn until the player's hand is restored to the correct number. This also applies to a player who draws too many cards and adds them to his hand before correction is required. A player may not lay down any cards in a turn when the hand is still incorrect. If, after a player goes out, another player has too many cards, he simply counts the value of all cards in the hand. If a player has too few cards, he is charged 10 points for each missing card.
If any player goes out and is found to have too few cards, they take back all cards that were laid down in that turn, and play continues. Re-deal There must be a re-deal, by the same dealer, if more than one card is exposed in dealing or if more than one card is found face up in the pack. A player who is dealt an incorrect number of cards may demand a re-deal before drawing in their first turn, but not after that. There must be a re-deal at any time it is discovered that the pack is incorrect, but the results of previous deals are not affected. Cards laid down illegally Any cards which are superfluous in an otherwise correct set or run must be returned to the original player's hand as soon as they are discovered.
Any cards that may have been added to the incorrect set or run remain on the table. Play then proceeds as if no irregularity had occurred. Scoring errors An error in counting a hand may not be corrected after that hand has been mixed with other cards. However, if an error in scoring is discovered when there had previously been no dispute, an agreed upon correction may be made at any time. See also.
References.
Ten Step or Florida Rummy is a multi-player and a multi-round card game where contracts are involved wherein a set of prerequisites are needed in order to lay down melds. It is a variant of Rummy that adds features like buying and going out, and is probably most similar to Liverpool Rummy. Deck: 54-card decks (52 cards, plus 2 Jokers), one deck for 2 players, two decks for 4 players, 4 decks for 8 players. For odd number of players, the best solution is to round up (7 players – 4 decks). Aces are considered high cards. Deuces or twos and Jokers are wild. The Deal and the Cut The deal is determined from drawing a card from the deck for every round before the beginning of the play, the player that gets the lowest card deals.
Eleven cards are dealt to each player in Florida rummy. One card or the upcard is placed down in the center as the discard pile and the remainder of the card or faced-down becomes the stock pile. The cut in Ten Step is an important part of the game (this is done before the dealer hands out cards to players).
The player to the right of the dealer always execute the “cut” in the hope of leaving the exact of cards to deal to every player, plus one as the up-card. Say, the cutter should aim for 11 x number of players + one up-card. If the cutter gets the exact number of cards, 100 points is deducted to his score as reward. The Play The player to the immediate left of the dealer plays first in Florida rummy. A turn is composed of the following:. A player may be allowed to buy the top card from the discard pile.
He can draw from top card of the discard (provided that a player has not recently bought from the pile) or one from the stock. Players may lay down a collection of sets or runs according to meld requirements. Any player can add to melds of other players, IF he has melded himself.
Every person must do a discard, and if the discard can form a meld to his or other any player’s melds, then, “rummy” can be called. However, if the next player started the play by either drawing or allowed buying, he cannot call rummy.
A turn in Florida rummy is composed a draw and a discard. Laying-off of sets and runs should be done in between. Play continues in alternate order clockwise until one player goes out. A score-keeper is appointed so that points are tallied. In any event where the deck is exhausted before any player goes out, the up-pile is re-shuffled which becomes the new deck and if it happens again, then there should be a re-play and additional set is included in the deck. Laying down A set (4♣, 4♠, 4♥) or a run of 4 or more cards (i.e.
4♣, 5♣, 6♣, 7♣) maybe placed down. Aces are considered high cards in this variant; deuces are wild. K-A-2-3 or K-A-3-4 is illegal. A player in Florida rummy cannot lay down, unless he has completed the number of sets or runs and must done so during his turn by placing all required sets and runs face-up on the playing surface. Requirements for each round: 1.
2 Sets of 3 2. 1 Set of 3 and 1 Run of 4 3. 2 Runs of 4 4.
3 Sets of 3 5. 1 Set of 3 and 1 Run of 7 6.
2 Sets of 3 and 1 Run of 5 7. 3 Runs of 4 8. 1 Set of 3 and 1 Run of 10 9. 3 Sets of 3 and 1 Run of 5 10. 3 Runs of 5 In Florida rummy, conditions for each round must be met precisely as stated (meaning, it is an upper and lower bound, steps is not interchangeable).
Although number of cards for sets and runs may exceed for what is required, for example, on the 1 st round, 1 must have 2 sets of at least 3 cards to lay down; additional sets cannot be laid down. In order not to get confused players may write the meld requirements down.
Also, note that the required number of sets increases as each step progress. Steps 7-10 requires more than 11 cards, so these steps require players to buy during the hand in order to lay down. As soon as a player has laid down, she can now try to reduce his cards by “playing off other players’ laid cards or add cards to other players hand. In runs of clubs 4♠-5♠-6♠-7♠, a player can add 3♠ or 8♠ granting that he has laid down for the current step.
During subsequent turns, any player may add to his own meld. Calling rummy A discard of a player after laying down should not match or fit to any player’s melds. Otherwise, his turn to call rummy must be on the next turn of the offending player, in which case every player has the option to give that player one card from their hand. This action is not required especially if all cards are needed. This rule can be taken out depending on the house rules. Going Out and Floating If a player has successful discarded his entire card, it marks the end of the game.
Floating is when a player exhausts her cards and is not able to do a discard. If this happens, the hand continues until someone successfully goes out. It is also not acceptable to draw a card from the up-card and discard the same card during the same turn. So it goes without saying that a floater must draw a card from the stock pile in order to go out. It is customary to knock on the table if a player has only one card left. Far cry 4 gamerprofile.xml.
This act alerts other players that you’re close to winning the round. Scoring Points of each players are tallied by counting remaining cards. Deuces & Jokers – 20. Aces – 15. Face Cards – 10. Other cards are counted at face value (In some popular games, 3-9 are 5 points each). The player with the lowest scare at the end of Step 10 wins.
Thus, the name “Ten Step.” Buying Rules This is one between players’ turns, during the start of each hand or before the first player draws. Players may ask others to buy the top card by saying “I’ll buy it.” Whoever has the next turn has the first option on the card, being able to draw (but not buy) it.
Otherwise, any other player may buy it. The victorious buyer buys the card by taking the desired card plus the top card from the deck and should not discard.
Play resumes as is. Steps 1 through 9 – each player can buy only three times per step. Step 10 – each player can buy four cards. If rummy has not been called, players can determine the number of buys they have used by subtracting eleven from the number of cards in hand and dividing by two. For example, if a player has fifteen cards in hand, he has bought (15 -11) / 2 = 2 times. If two people want to buy a card, the card goes to the person whose turn is closest (to the left) to the present player.
The up pile is unavailable immediately after a card has been bought from it. As a strategy, players often buy cards they don’t need in order to have cards to discard or to confuse opponents about what they are saving. Wild cards. Deuces and Jokers are wild and can represent any card and unlike Liverpool Rummy, Ten Step has no limitations on the use of wildcards. If a player has a Joker, he may replace an exact card in a run to either top or bottom of the same run. Replacing a Joker to a 5♥ in a run of 4♥-Joker-6♥-7♥ is ok. It is acceptable to move the joker “above” an Ace or “below” a three, regardless of the length of the run, making use of Jokers to its fullest capacity.
It is never acceptable to move a card (joker or otherwise) from one laid set or run to another set or run.
Sets - At the beginning of the game each player is dealt 7 cards. In those 7 cards, you can have a variety of sets with which to gain points. Sets consist of three or more cards that create specific patterns. These patterns are: Sequential Set – three or more cards of the same suit (hearts, clubs, spades, or diamonds) and are in numerical order NOTE: Jacks, Queens, and Kings act as 11, 12, and 13 respectively. Ace can be used as a 1 or a 14. Three or Four of a kind Points – Each card is worth a number of points.
These points will be added or subtracted at the end of each round. Here is the breakdown of points: Cards 2-9.5 points per card Cards 10, Jack, Queen, King.10 points per card Ace, Rummy Card.15 points per card. After the first turn, players can now on draw a card slightly different. They can still pick from the face down pile at the start of their turn. But, the face-up pile is drawn from differently: o Just like the first player, you can take the first face-up card from the top of all the others and are not required to play it automatically in a set.
O You can also pick any card facing upward, BUT you need to take all the cards on top of that card as well. AND you can only take this card if you can use it in a set.
If you cannot play it this round, you cannot pick it up.
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