Open Rummy Rules

This game of Rummy contains 106 tiles: 104 number tiles and two Joly tiles. The numbered tiles are divided into four colors: red, yellow, blue and black. Each color has the numbers from 1 to 13 two times.

This Rummy game also contains four boards which the players use to hold the tiles during the game so that each player can only see his tiles.

Players and starting the game

The game can be played by 2, 3 or 4 players. At first you have 45 seconds to declare doubles and to place your tiles on the board.

Tiles and distributing them

Grouping and arranging the tiles

After being shuffled, the tiles are grouped into piles of 7 and placed on the table. A single tile will remain ungrouped – it will be turned and will become the ace in the game.

Distributing the tiles

The tiles are distributed automatically for each player. The group with one more tile goes to the first player and the division continues until each player has two piles.

Each player arranges the tiles on the board - each has 14 tiles except the first which has 15. From the left piles, tiles will be drawn during the game.


Before starting the game, if a player has a pair of identical tiles (same number and same color), he may declare doubles with a double click on each desired tile.

Any other player who has a double can exchange with the other. You can only change the double of the same value ("high double" to “high double" and " low double" to "low double"). Tiles from 2 to 9 are low and from 10 to 13 they are high. Tile number 1 is considered a high double.

Doubles are distributed and changed automatically after declaring them and if there is double availability from other players.

The first player (who has 15 tiles) will start the game by putting down a tile they don’t use. That tile will not be used / never held.


The objective is to gather tiles in order to form valid groups (suites and formations) that will then be melded (put down on the table) and to close with the last remaining ungrouped tile by pressing Close.

Before you do anything, a player has to start by drawing a tile.

Mechanism and point system

If the player has the right combinations on the board, he can meld them on the table. You can discplay on the table only if you have at least 45 points and at least one suite. After you have drawn the tile and you managed to do formations you can meld using the “MELD”. It is only active when you draw a tile from the deck

After pressing MELD ”, you have to click the group of tiles that went green.

If you are not sure, you can press CANCEL; if you are sure, press READY and put down a card.

BEWARE: Only after you have put down a card in the allotted time frame are you melded; if time runs out, the tiles will be back on the board and you will have to put down the last drawn tile.

Breaking the Stream in the Rummy game

After you melded, you can always break the stream of tiles put down on the table.

With the tile that you used to break the stream (in our example, the yellow 5 tile), you must form a formation with the tiles that were on the table before breaking and meld it by MELD. E.g.: below 3 4 5 yellow.

After you melded, you can add more tiles or put some down.

Forming groups:

There are 2 types of valid tile combinations:

Suite or Row - is a group of at least 3 tiles of the same color in a row. A tile of 1 can be used to make a suite of 1-2-3 type, or may be placed after 13 to make a suite of the 12-13-1's type. A 1 tile cannot be placed in the middle of a suite: 13-1-2 is not a valid suite.

A formation - is made up of 3 or 4 tiles with the same number but different colors. Ex 7 (blue) 7 (yellow) 7 (red). A formation is complete when it has 4 tiles. A full formation cannot be extended.

A Joly can be used to replace any tile needed for a suite or formation. Once used, a Joly will take the place of a single tile For example, in a formation [9 black] - [9 red] - you can place a Joly that will keep the place of a [9 yellow] or [9 blue].

A valid combination of tiles has to have at least a double number of real tiles compared to the number of used Jollies.

E.g.: If we have 2 Jollies in a suite, we have to have at least four more real tiles next to them.

For the first put down you must have at least one suite and 45 points. You can put down only suites, but you can’t only put down formations.

It is not mandatory that each turn you must put down a suite / formation, even if the player has them on the board. Any suite / formations can be kept on board for future use if you so prefer. There is a risk that another player completes the game in this timeframe, and the remaining tiles on the board are subtracted, leading to a lower final score.

If a player has not yet melded tiles, one last tile can be drawn only if that helps the melding.

Tile value

Tile value when putting down:

2 - 9 = 5 points each
10 - 13 = 10 points each
1 in a suite of 1-2-3... = 5 points
1 in a suite of...12-13-1 = 10 points
1 in a formation = 10 points

A Joly gets the value of the tile it replaces.

Tile value at the end of the game:

2 - 9 = 5 points each
10 - 13 = 10 points each
1 = 25 points
Joly = 50 points

Ace (if you have it from the beginning) = 50 points

ATTENTION: Every points are automatically transformed in experience points at the end.

Playing the game after the first meld

After having melded the first time, a player has the following options:

1. Can put down other suites / formations without having to meet the scale of 45 points.

2. Can add new tiles to formations / suites already put down by him or other persons.

3. Can always take the last tile of put down by the one before instead of drawing a tile of the pile, without being forced to do something with that tile immediately.

4. If you have 2 tiles on the board that make up a suite / formation with any put down tile, the player can take the tile to add to his down suit / formation. Then with the rest of the tiles that he has on the board he can make other formation in the same turn.

Other rules in open Rummy

1. If he is not melded, a player cannot take the last tile put down by the player before, unless that tile helps to meld.

2. If he is not melded, a player is not allowed to break, the number of tiles on the board is fixed to 14, until the first tiles are melded.

3. During the turn in which he melded, the player is not allowed to stick tiles to formations/suites of other players. He can do this only in the next turn of following the meld.

4. If a player has one or two tiles on the board he is not allowed to break.

If the drawing tiles are over, the put down tiles (except the first tile) are mixed and the game is resumed.

If all tiled are finished, the game ends without anyone getting the closing bonus. Places 1, 2, 3 and 4 are given by the cumulative scores of each player.

To win, a player must first get rid of all the tiles from the board. At that point he is automatically designated the winner and the game ends.