Rummy Glossary: Sequences, Jokers, Drops and Scoring
Reviewed 22 October 2026 · Rummy.Global Editorial
Use this glossary alongside the rules for your table. The same term can be attached to different sequence lengths or penalties.
The general terminology follows Pagat’s Indian Rummy rules and published Indian Rummy scoring rules. Entries marked as simulator rules describe this site only.
- 101/201 Pool
- Formats in which accumulated penalty reaching the named limit eliminates a player.
- 13-card Rummy
- The version in which each player holds 13 cards between turns.
- Closed deck
- The face-down cards from which a player can draw.
- Deadwood
- Cards that count towards a losing penalty under the table’s rules.
- Deal
- Distribute cards to begin a hand; also the hand played from that distribution.
- Deals Rummy
- A format played over an agreed number of deals.
- Declaration
- A claim that the complete hand meets all winning requirements.
- Discard
- Put one card face up after drawing, returning the hand to 13 cards.
- Discard pile
- Face-up discarded cards; normally only the top card is available to pick up.
- Draw
- Take a card before discarding one.
- Face cards
- Jacks, queens and kings; each counts 10 penalty points in the conventions covered here.
- First Life
- The required pure sequence; three or more cards in our current simulator.
- First drop
- Leaving at the table’s initial drop opportunity for its fixed penalty.
- Full count
- The table’s maximum hand penalty; 80 is common.
- Group
- A separated collection of cards. It is only a valid meld if it meets the rules.
- Hand
- The cards held by a player, or one completed deal depending on context.
- Impure sequence
- A run completed with one or more substitute jokers.
- Meld
- A valid grouped sequence or set.
- Middle drop
- Leaving later for the table’s applicable fixed penalty.
- Misdeal
- An error in dealing; the applicable table rules determine whether to redeal.
- Open deck
- Another name for the face-up discard pile.
- Out
- A card that would improve or complete a specified arrangement; availability matters.
- Pass
- An informal term whose meaning varies. Do not assume it means a legal skipped turn; our simulator requires drawing and discarding.
- Penalty points
- Points added after a loss, drop or invalid declaration under the chosen scoring rules.
- Points Rummy
- A format that treats each hand as a separate points result.
- Printed joker
- A deck card printed as a joker.
- Pure sequence
- Consecutive cards of one suit without a substitute joker. See pure vs impure sequences.
- Rake
- An operator fee in some historical paid formats. No rake is charged in our free game.
- Rejoin
- A rule allowing a previously eliminated player to return to a pool; availability and conditions vary.
- Round / Deal
- A hand from the initial deal to its end. Some formats use round for a wider stage.
- Second Life
- The additional required sequence, pure or impure.
- Sequence
- Consecutive cards of one suit, subject to the table’s ace and joker rules.
- Set
- Three or four cards of the same rank in different suits.
- Shuffle
- Randomise the order of cards before dealing.
- Sort
- Rearrange cards for easier reading; sorting does not itself validate groups.
- Split
- Separate groups in some game interfaces. Our current game uses Group and Ungroup. In a pool context, split can mean an agreed division under table rules.
- Table
- The game session and its participants, with a defined rule set.
- Turn
- One player’s opportunity to draw and then discard.
- Valid declaration
- A finish that satisfies every sequence and grouping requirement.
- Wild joker
- A card of the rank designated wild for that deal.
- Winning hand
- A complete legal arrangement, not just a zero on a card-value calculator.
- Wrong declaration
- A finish attempt that does not satisfy those requirements.
Which rules does this page use?
Indian Rummy tables do not all use the same rules. Pagat’s Indian Rummy rules describe two sequences, including a pure sequence, and note that some tables require a four-card sequence.
The current Rummy.Global game requires one pure sequence of at least three cards, a second sequence of at least three cards, and valid groups covering all 13 cards. It uses one 54-card deck. Aces count 10 penalty points and can be low in A-2-3 or high in Q-K-A, but cannot wrap in K-A-2. A designated wild-rank card can count naturally in a pure sequence when its original rank and suit fit. Printed jokers cannot. Losing penalties depend on valid sequences and protected groups, with an 80-point cap.
Choose the next guide
For a complete hand, read how to play. For penalties, use the calculator. For decisions during play, start with First Life strategy.
Free 13-card rummy against a computer opponent. No cash prizes.