Daily: Medium difficulty. New deal at midnight in India.
Rummy.globalBeginnerMedium
30s
0:00
Session Stats
Games Played0
Wins0
Losses0
Win Rate0%
Best Streak0
Points Saved0
Opponent (13 cards)
Untimed · medium
Wild Joker
Deck
26
Discard Pile
Your turn. Draw a card to begin.
Your hand (13)Tap cards to arrange
How to Play
Objective
Arrange all 13 cards into valid groups (sequences & sets) and declare before your opponent.
The Deck
Single deck: 52 standard cards + 2 printed Jokers = 54 cards. One random card is chosen as the Wild Joker - all cards of that rank become wild jokers.
Valid Groups
Pure Sequence: at least three consecutive cards of the same suit, with no joker substituting for a card. A wild-rank card can count at its natural value. A-2-3 and Q-K-A are valid; K-A-2 is not.
Impure Sequence: 3+ consecutive cards of the same suit, using joker(s) as substitute. E.g. 5♥ J★ 7♥
Set: 3-4 cards of the same rank, different suits. Jokers allowed.
🔑 First Life & Second Life (Mandatory)
First Life: at least one pure sequence of three or more cards.
Second Life: You MUST have at least one more sequence of 3+ cards (can be impure/use jokers).
Without both, your declaration is INVALID and you lose with a 80-point penalty.
Gameplay
Draw a card from the deck or take the top discard pile card
Discard one card, leaving 13. You cannot return the card just taken from the discard pile. Discarded jokers cannot be picked up.
Practice is untimed unless you select 30-second turns. Help and other dialogs pause the game.
To finish, draw first, select your final discard, then choose Declare. The other 13 cards must be grouped correctly.
Difficulty
Easy: focuses on immediate melds and sometimes keeps a less useful card.
Medium: protects completed groups and builds useful pairs for future turns.
Hard: also tracks public discards and pickups, checks which cards can complete a pair, and avoids helping your exposed groups.
All three use the same rules and take a valid win. None can see your hidden cards or the order of the deck.
Scoring
Winner scores 0 points (if declaration valid)
A, K, Q and J score 10 points each. Number cards score their face value. All jokers score zero.
With two sequences including a pure sequence, only cards outside valid groups score. Without both sequences, all card values count.
Invalid declaration: 80 points penalty
Maximum 80 points per game
Controls
Tap/Click card - select it
Draw Deck - draw from deck
Take Discard - take top discard
Discard - discard selected card
Sort sorts within groups without breaking them.
Group gathers selected cards. Ungroup combines groups containing selected cards.
Move adds selected cards to another group.
On compact screens, G1, G2 and the other card labels show which group each card belongs to.
Declare discards the selected card and checks the remaining 13.
Use Tab to reach cards, Space to select and arrow keys to move between cards.
Your records
Saved on this browser. No online ranking.
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