Queen Of Spades In Rummy 500
- How Many Points Is The Queen Of Spades In Rummy
- Rummy Queen Of Spades Worth
- Free Rummy 500 Download Windows
This North American Rummy game exists in many versions and has many differentnames. The play is similar to Rummy 500 in that a player maytake several cards from the discard pile, but there two major differences.
Play Multiplayer Rummy Online The Deck and Dealing. Rummy uses a standard deck. Each player is dealt a hand of 7 cards. The rest are placed in the draw pile face down. To begin play, a card is played from the draw pile face up. On their turn, each player may either pick up the last card played face up on the table or draw a card from the.
- The first card dealt to each player is face up, and its value determinesthe number of cards that will be dealt to the player. The players thereforestart with unequal sized hands.
- There are wild cards, which along with the Aces have a high value, typically100 points. It is therefore important to meld these high-value cards, or atleast to dispose of them, before the end of the play. One wild card isdetermined by an exposed card in the dealer's hand, and therefore varies fromdeal to deal. Some versions have additional wild cards.
- In Oklahoma Rummy, the Queen of Spades may never be discarded unless it is a players last discard in his hand. Another major difference between Oklahoma and 500 Rum is in the taking of cards from the discard pile. If a player, on his turn takes the top card of the discard pile, he must take the entire discard pile, adding it to his hand.
- 500 Rummy is a fun game for all ages! The objective of the game is to lay down number sets in order to get the most points by the end of each round and to get rid of all your cards before anyone else does. The first player to reach 500 points wins the game. There are only a few things you need in order to play.
- Spades is a trick-based card game for 4 players. Players sitting across from each other are partners on the same team. The object of this game is to be the first team to reach 300 or 500 points. Each player is dealt a hand of 13 cards from a 52 card deck. The hand is sorted by suit, then rank: Clubs, Diamonds, Spades, Hearts.
- Rummy is one of the most popular card games in the world, right after poker. Rummy 500 is a variant of Rummy. It is designed for two players and is played until one player reaches 500 points. Rummy originated in the beginning of the 20th century and it is most likely based on.
There are many different descriptions of this game from different people, and notwo of them agree in every detail. The variants affect every part of the game:the number of cards used, the deal, the card values, the wild cards, the meldsthat are allowed, the rules of play and the scoring. This page will firstdescribe the most commonly used aspects of the game, and then will cover commonvariations that can be applied to the game if the players agree to use them.
The name 5000 Rummy or Rummy 5000 reflects the fact that the game is oftenplayed to a target score of 5000, but it's not uncommon to play to differenttarget scores, and some players will name the game accordingly, such as1500 Rummy, 2500 Rummy, 10000 Rummy, or etc. Other names includeBackwards Rummy, Bitchin' Rummy, Circle Rummy, Crazy Rummy,Dumbbell Rummy, Dummy Rummy, George, Hillbilly Rummy,Polish Rummy and Wild One.
Setup
Players: From 3 to 8 players can play the game.
Cards: For 3 or 4 players, a single 52-card deck of cards is used. For 5 to8 players use 2 decks (104 cards total). Jokers are not included in either case.
The Deal: The first dealer is chosen by a random method: for example alldraw cards and the lowest deals. The turn to deal passes to the left after eachhand. Before the deal, the dealer shuffles and the player to dealer's right cutsthe cards.
Instead of dealing the cards around the table one by one, or a few at a time, asin most games, the dealer gives each player in turn their whole hand of cardsbefore moving on to the next player. For each player, starting to the dealer'sleft:
- The dealer deals one card in front of the player, face up for all to see.The rank of this card determines the number of additional cards that playerwill be dealt.
- The dealer deals the remainder of the player's hand face down. For example,if a player's first card is a 7, the dealer gives the player 7 more cardsface down before moving on to the next player. A player whose first card is aface card (jack, queen or king) receives 10 more cards. If the first card isan Ace, the player receives 11 more cards.
The dealer will be the last to receive cards. The dealer's first card (the onedealt face up) is wild for the current deal. For example, if the dealer gets a 4face up, the dealer takes four more cards face down, and fours are wild for thecurrent round.
The dealer stacks the remainder of the cards in a neat face down pile to form astock from which cards can be drawn. The top card of the stock is turned face upand placed next to the stock to begin the discard pile.
All players pick up their cards, both the face up one and the face down ones,and play begins.
Objective: As in most Rummy games the object of each round is to form (meld)all cards into Sets and Runs. In addition, points are scored for the cardsthat a player has melded, so there are times when it would be better for aplayer to not go out as soon as possible, and to work on gaining more pointsinstead.
Melds
The standard rules for Sets and Runs apply to this game, with the additionthat when more than one deck of cards is used it is legal to include identicalcards in a set. For example, 5-5-5 is a valid set.
Aces can be used as a high card or a low card in a run, but not both.
A wild card can be used as a substitute for any missing card needed to form aset or run. For example, if 6's are wild, then 8-6-10 is avalid run.
Game Play
Play commences with the player to the left of the dealer taking a turn andcontinues clockwise until the round ends.
Players do the following actions when it is their turn:
Draw: The player begins by either drawing a single card from the stockpile, or one or more cards from the discard pile. If more than one card isdrawn from the discard pile then the deepest card drawn must be melded in thesame turn.
Meld (optional): If the player has cards that can be combined intoSets or Runs then they may play those cards by laying them down on thetable. The melds on the table should be kept organized and distinct from themelds laid down by other players because the score is derived from the cardsa player has laid on the table.
Lay off (optional): If the player has already created a meld of 3 or morecards then they may extend melds already on the table with cards that canlegally added to those melds. The player should announce which meld they areextending, but then keep the card in their own area of the table since itwill contribute to their own score.
The other players should keep track of these lay off announcements in casethey are also able to further extend the meld when it is their turn. Forexample, if player A has melded 6-7-8 and player B had added9 to it, other players need to be aware that a 5 or a 10 can now be added (but not another 9), even though the 9 on the table is lying in front ofplayer B and not next to the original run in front of player A.
Discard: To end the turn, the player must discard one card face up ontothe discard pile. If a player takes just one card from the top of the discardpile, it is not legal to discard that same card, leaving the discard pileexactly as it was before the player's turn. The cards of the discard pile areoverlapped like in Rummy 500, so that all discarded cardscan be seen.
Wild Cards
If a player holds the real card that a wild card represents, then they may laydown that card in their area of the table during their turn and have itcontribute to their score. The wild card remains in place.
Calling 'Rummy!'
Any card can be discarded. However, if a card is discarded which can be used toextend a set or run on the table, any player who has already melded themselvescan call 'Rummy!', take the discard and meld it, announcing the set or run it isadded to, and then discard a card (if possible). The turn to play then revertsto the player whose turn to play should have been next had it not been for the'Rummy!' call.
End of Round
The round can end in one of two ways:
- A player has only one card left after melding and discards it, leaving nocards in their hand. This is called 'going out'. Note that this final discardmust be 'unplayable': it cannot be a card that could have been added to ameld on the table. A player who has no unplayable cards has to 'float' - seebelow.
- There are no cards left in the stock pile, and the player whose turn it iscannot or does not wish to take a card or cards from the discard pile.
In either case, the play ends immediately and the players calculate theirscores.
Floating
If a player melds all his or her cards, and has nothing to discard, this doesnot end the play. Instead, the player 'floats', holding no cards. In futureturns, the player must draw a card from the stock (not from the discard pilesince it is illegal to draw and discard the same card). If the card drawn isplayable it must be melded and the player floats again. If it is not playable,the player discards it and goes out. A player who calls 'rummy' while floatingmelds the card but is unable to discard, so continues to float.
Scoring
Players score the value of all the cards they have melded, using the values inthis table:
Card | Value |
---|---|
wild cards (not Ace) | 100 |
Ace (not wild) | 100 |
Ace (wild) | 200 |
K, Q, J, 10 | 10 |
2 - 9 | 5 |
Also, if the play ended by one of the players going out, that player scores thevalue of all the cards remaining in the other players' hands, which they failedto meld.
Further rounds are played until one or more players reaches a cumulative scoreof 5000 or more. At that point, the player who has most points is the winner.
Optional Rules and Variations
The following rules may be added to the standard game if all players agree tothe variation before the first player takes their turn. It’s not an all ornothing deal, the game participants can pick and choose which variations theylike. Note that some combinations of variants work together better than others.
Cards, Wild Cards and Card Values
How Many Points Is The Queen Of Spades In Rummy
- Depending on exactly how the deal is managed, there is the possibility thatsome players may begin with hands of only 3 or even 2 cards, which may beundesirable. To avoid this, some groups omit some small cards from the pack.It seems to be quite common to play without twos, so that a double deckcontains 96 cards. Some take this further: Some will play with just 2×44cards, where the lowest card is a 4, and with 2 or more decks of 36 cardscontaining nothing below a 6. If low cards are omitted, Aces are always highin runs, next to the King.
- Another way to avoid the smallest hands is to make all the twos permanentwild cards. In this case a player who receives a two as an upcard will bedealt another 15 or 20 cards, according to what dealing variant is used.
- Another possibility for avoiding too small hands is to restrict the initialface up to 4 or above. If a 2 or 3 is dealt then it is inserted back into thedeck and the player is dealt another face up card.
- Many players add Jokers to the deck. These act as permanent wild cards. Somegroups have other permanent wild cards such as tens or one-eyed jacks.
- To reduce the chances of running out of cards some players add extra decks.For example three or four players can play with a double deck (with 4 Jokersif used) and five or more could use a triple deck (with 6 Jokers if wanted).
- Some players have a lower value of 50 for aces. If Aces are 50 and wildcards are 100, then wild Aces would normally be worth 150, but some groups donot allow Aces to be wild - see below. Some play that wild cards are alwaysworth 200, whether they are aces or not, and that aces are 100 when not wild.
- Some groups value 9's and 8's as 10 points instead of 5. Some have specialhigh values for other particular cards, for example 45 for the queen ofspades.
Dealing and Choosing the Wild Card
- Some groups treat the face up card dealt to each player as indicating thetotal number of cards that player should receive, rather than the number ofadditional cards. In this version, for example, a player who was dealt a 6first would get only 5 cards face down, not 6.
- Instead of dealing 10 cards for a Jack, Queen or King some groups will deal11, 12 or 13 cards respectively. In this case then typically 14 or 15 cardswill be dealt for an Ace, instead of 11 cards.
- When permanent wild cards are used, they usually correspond to a largernumber of cards, such as 15, 20 or even 25. Alternatively, some play that awild card dealt as an upcard is buried in the pack and replaced by anothercard. One description with 2's as permanent wild cards says that the playerreceiving a 2 can choose whether to be dealt 2 or 12 cards in total.
- Some groups determine the wild card for the hand by exposing the dealer'slast card rather than the first card. Some determine the wild card by anextra card dealt face up to the dealer, after the number of cards indicatedby the dealer's initial upcard have been dealt.
- If the indicator card is a permanent wild card, some give the dealeradditional cards until a card that is not a permanent wild card is found.Others bury the permanent wild card in the deck and deal a replacementindicator card.
- In one description the wild card for the round is determined by a separatecard dealt after the dealer's hand is complete: this indicator card is notused in the game: it does not belong to the dealer, nor is it part of thediscard pile. It can be tucked under the stock pile as inIndian Rummy so it can be seen by all players duringthe round.
- Instead of using the dealer's upcard or other random selection for the wildcard, some will play with the Ace being the wild card in the first round, 2'sin the second round, and 3's in the next, and so on. The player with thehighest score at the end of the round where the King is wild is the winner.
Rules of Play
- The play mechanism is essentially similar to that ofRummy 500, and all the variants of Rummy 500 can inprinciple be used in this game as well.
- Some groups have restrictions on the use of wild cards in melds. Some playthat the number of natural cards in a meld must always be greater than thenumber of wild cards. Some play that only one wild card is allowed in a meld,but that a meld of six cards or more can be split into two parts, so that onewild card can be used in each. When playing with these restrictions, playersneed to agree to how to treat wild cards that represent themselves: forexample if 6's are wild, some treat the run 6-7-8 as alreadycontaining a wild card, while other groups treat the six as natural since itis the correct value and suit to fit into the run, even though it keeps its'wild' value of 100 points.
- Some players recognize a set of three or more wild cards as a special kindof combination, which can be extended only by adding further wild cards.
- Some allow the real card that a wild card represents in a meld to betraded for the wild card. That is, during the melding part of one's turn,one can play the card that corresponds to a wild card on the table, take thatwild card and meld it elsewhere or add it to one's hand.
- On the other hand, some play that a wild card, once melded, remains in place,and a player who obtains the real card that the wild card represents cannotdo anything with it, other than perhaps use it in a different meld.
- Some require a player who takes more than one card from the discard pile tomeld the deepest buried card along with two natural cards from the player'shand.
- Some always require the card taken from the discard pile to be melded, evenwhen only the top card is taken.
- One version requires that if the top card of the stock is drawn, theplayer must either use it immediately in a meld or discard it.
- Many groups play that a player cannot 'lay off' cards, adding them to otherplayers' melds on the table, until after they have melded at least one set orrun of their own. Having melded a set or run, a player can then lay offsingle cards in the same or subsequent turns.
- Some do not allow players to call 'Rummy!' when a playable card is discarded.
- On the other hand, some allow a player to call 'Rummy!' when any meld canbe made or added to using cards anywhere in the discard pile. This is knownas 'Rummy in the pile'. The calling player must take all the cards above thedeepest card in the pile that is being melded. This rule is not recommended.
- In the variant known by some as George and by others as 2500 Rummy,no runs can be melded, only sets of equal cards. A set can contain at mostone wild card, and cards can only be taken from the discard pile when aplayer has two natural cards in hand that match the deepest buried card thatis taken. This version is usually played with a double 48-card pack withouttwos, and a player's first card indicates the total number of cards to bedealt to the player, counting Jack as 11, Queen 12, King 13, Ace 14 or 15.
- One version allows only runs to be melded, not sets.
Ending the Play and Scoring
Rummy Queen Of Spades Worth
- Some allow a player to go out by melding all his or her cards, leaving nocard to discard.
- Some play that if a player goes out while one or more other players arefloating, the floating player(s) must draw one card from the stock.
- Some play that if a player goes out on his or her first turn to play,any other players who have not yet played take one turn before the hand isscored. If another player also goes out, any bonus for going out is given tothe first player who did so.
- When scoring, some play that instead of giving unmelded cards to the winnerto score, each player subtracts the value of the cards remaining in his orher hand from the amount scored for melded cards. In this version scores willbe lower and a player can possibly have a negative score. With this type ofscoring some add a bonus of, for example, 200 points to the score of theplayer who went out.
- The game ends when a player reaches or exceeds the target score, which maybe set at 1500, 2000, 2200, 2500, 2800, 5000 or even 10000. Clearly a highertarget leads to a longer game, but the game length is also strongly affectedby the card values. Games with permanent wild cards are higher scoring so ahigher target is appropriate. Also, games in which unmelded cards are givento the player who goes out are higher scoring and a higher target isappropriate than for a game in which unmelded cards are deducted from theowner's score, especially if there is no bonus for going out.
- Some play that if more than one player reaches the target in the same deal,the winner of the game is not the player with the highest score, but theplayer who went out on that final deal, provided that that player has reachedthe target. If the player who went out is below the target, then the highestscore among the players who have reached the target wins, and if there is atie for highest score the tying players are joint winners.
At GameColony.com you can play gin rummy online. We also offer Gin Rummy GC - a mobile app for iPhone/iPad and Android phones and tablets.
Skill is a more powerful factor in Gin Rummy than in any other rummy games involving more than two players due to the following:
- There are 15,820,024,220 possible ten-card hands in Gin Rummy
(For details, see calculation of possible gin rummy hands)
(Also take a look at the discussion of purely offensive gin rummy strategy and typical hands) - No player will play the same kind of game consistently
- Players use the cards they 'catch' in different ways
If you review the strategy tips presented below, you will win many more Gin games.
Gin Rummy Statistics that Always Hold True:
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From the early stages of the game it is better to discard a card ranking one or two away and in a different suit to the one previously discarded by your opponent. For example, if your opponent's first discard is the 7 of diamonds, then 6 or 8 of clubs, spades or hearts is probably your safest bet.
If your hand does not contain any of the former cards, discard a card of rank equal to the one that your opponent has previously discarded (i.e. the 7 of spades). Statistically there are only four possible chances that an equal-rank card can be used against you.
An essential skill for a good gin rummy player is good memory -- you must be able to memorize all the possible melds in a hand. You also must be able to calculate the chances for your two-of-a-kind sequences. Always think about your own resources and strategy first, then about your opponent's. By looking at opponent's discards, etc. try to figure what is in your opponent's hand. This way you won't give any good cards away and you also won't be holding cards for an impossible or unlikely meld.
The sevens are the most valuable card in the deck when it is time for forming melds. The seven can be used to extend melds more than any other card.
Remember, you are more likely to win a gin rummy game if you:
- Try to score and knock as quickly as possible
- Anticipate your opponent's 'baits' - especially with the first couple of discards
- Try not to jeopardize a good hand by speculating
- Towards the end of the game, either play the score or try to keep under and prevent your opponent from winning the game with that hand
More Notes on Strategy
In on line gin rummy you observe what cards your opponent is discarding and which of your discarded cards he is drawing. All discarded cards have to be also memorized. Based on the above and own hand cards, an inference is made as to the structure of opponent’s hand on the assumption that opponent is trying to make melds as best as he can.
It is unadvisable to go all out for gin hand online. The bonus of 25 isnot sufficient to compensate for the times when you should have knocked.
Typical game ends at half-deck to 2/3rds of deck, so knockers should not hesitate to knock earlier than half-deck point.
It is generally better to draw a deck card than an upcard because lessof your hand will be known to your online opponent. Also, if you take upcard -–you are taking cards of no use to your online opponent, but drawing from deck you may be preventing him from going for a gin hand.
The best game exception to the above rule is when you need the upcardto convert 2 matching cards into a meld of 3 or more thus eliminating 3 pieces of deadwood including the upcard. It is especially good if it enables you to knock immediately.
When you suspect an imminent knocking from your online opponent (far into the deck > 2/3) it may be worth taking a low upcard and throw any high-value deadwood.
It is good to retain high-ranking pairs and 2-card sequences acquired early in the online game in the hope that opponent will discard a matching 3-d. Thus, 3 high-ranking pieces can be potentially eliminated. Conversely, it is a good idea to delay discarding high-ranking non-paired unmatched deadwood until later in the online game to prevent the opponent from creating high-ranking melds.
In arranging your melds after knocking, try to attach a card to a set of 4 rather than a sequence if it could equally well go with either. This way, you prevent your online opponent from laying off his deadwood to your sequence.
Before reaching half-deck, you can retain the high-value potential unmelded combinations (such as Ten plus Queen of Hearts waiting/hoping for in-the-middle Jack of Hearts). However, after reaching half-deck with unfulfilled hopes, it is advisable to discard these cards. Still you have to be careful discarding high value cards after half-deck point. You do not want to give your online opponent higher chances to form melds and knock in the game.
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- If there are unmatched high-value cards in the beginning (with low probability to create melds), it’s not good to discard them before reaching half-deck because they may be of value to your online opponent. For example, discarding a Queen (10 points) if opponent takes it will potentially organize your online opponent’s meld of 3 Queens – 30 points with 20 points difference. So such high unmatched cards should be retained before half-deck as ‘stoppers’ – to stop opponent. If, however, opponent starts discarding cards that would have potentially created melds with your unmatched high-value cards, it may be safe to discard such high unmatched cards before half-deck – not in the very beginning. Continuing the example with one unmatched Queen of Hearts at the beginning of the game…if we see that the opponent discards one of his Queens, it may be safe to discard ours in the beginning. There may be a danger in such discarding, however, for example if opponent discarded the Queen of Spades, and we assume that we can safely discard our lonely Queen of Hearts because he cannot get 3 or more Queens, he may be able to take our Queen of Hearts to use in a meld with King of Hearts & Jack of Hearts – same 30 points gain.
- Early in the game it is advisable to discard a card ranking one or two away (better one away) and in a different suit to the one previously discarded by opponent. Example: opponent discards 9 of Clubs. It is best to discard one of {10 of Diamonds, 8 or 10 of Hearts, 8 or 10 of Spades, etc.}. If no such card is held, next best bet is to discard a card of rank equal to one discarded by opponent
- Seven is usually the most valuable card in the deck as far as its ability to form melds – it can extend melds better than any other card. Therefore, one should be careful discarding it too early in the online game since it can help the opponent