Game guide · 12530NET
How to play 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. The same rule applies on a phone and on a computer. Use the rule sheet as a reference. Each player receives 13 cards from two decks with one printed joker per deck. The exposed indicator determines the wild rank. Take the next action only when the current step is clear.
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.
Something to practise
Before making a move, check the cards in view. At the start of your turn, draw from the stock or take the top discard. You may not discard that same taken discard immediately. Check the relevant controls before continuing.
The objective of a round
Arrange all thirteen cards into non-overlapping sets and sequences, with at least two sequences and at least one pure sequence. Return to the explanation when a decision is unclear. Keep the active rule in mind.
A walkthrough of the rules
- Each player receives 13 cards from two decks with one printed joker per deck. The exposed indicator determines the wild rank.
- At the start of your turn, draw from the stock or take the top discard. You may not discard that same taken discard immediately.
- 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.
- A pure sequence uses no joker substitution. A wild-rank card used at its printed rank and suit can belong to a pure sequence.
- 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.
- 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.
- If the stock runs out without a valid declaration, the hand is drawn. Next hand preserves the score; New match clears it.
Making selections and moves
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. Use another round to revisit a decision. Before making a move, check the cards in view.
Work through 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. Check the relevant controls before continuing.
A useful caution
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. Check the relevant controls before continuing.
Clarifying the way this game works
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. Take a moment to read the table. 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. Take a moment to read the table. Return to the explanation when a decision is unclear.
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. Work at your own pace. 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. Begin with the objective. Check the relevant controls before continuing.
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. Use the rule sheet as a reference. Take the next action only when the current step is clear.
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. Before making a move, check the cards in view. Check the relevant controls before continuing.
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. Treat this as a chance to practise one rule. 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. A clear plan starts with the current position. Check the relevant controls before continuing.
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. Use the rule sheet as a reference. Return to the explanation when a decision is unclear.
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. Use the rule sheet as a reference. Return to the explanation when a decision is unclear.