Raise Rummy Rules

Rules at a Glance Demo

Raise Rummy is similar to the conventional Rummy that you may have played. Even if you haven't, it is very easy to understand and remember how to play Raise Rummy.

Just a quick glance below will equip you with all you need to get going!

Terminology Used

Toss: To decide on who gets the first move in a game, a toss is used. A single card is dealt to all the players randomly and the one with the highest face value is called the winner of the toss.

Seat Shuffling: The seating arrangement of the players is decided on the basis of the order of the cards and the players are rearranged from the highest face value card to the lowest face value card. The one with the highest face value toss card gets to plays first and the lowest toss card player plays last.

In case a new player joins the table, then in the next game the toss is used again and the seating arrangement is reshuffled. If a player leaves the table, seating arrangement is not reshuffled.

Dealer: The dealer of a particular game is the one who plays last. The person who gets the lowest valued card in the toss is called the dealer. If the seating arranagement is not reshuffled, the player who played 1st in the previous game becomes the dealer. If this player leaves the table, the dealer in the previous game continues as the dealer.

Joker: The joker can be used in place of any card. It is selected at random at the start of the game.

For instance: 7 3 9 is a sequence where 3 is the joker and is used in place of 8 .

Printed Joker: An ace card of any suit may be used as a joker in sets/sequences in case a printed joker is selected as the joker for a game.

Sequence: 3 or more cards of the same suit in a row are called a sequence. For instance: 3 4 5 .

Pure Sequence: A sequence without a Joker is called a Pure Sequence. For instance: 7 8 9 is a pure sequence even if 8 be the Joker.

Set: 3 or more cards of the same face value but different suits in a row are called a Set. For instance: 4 4 4 or 9 9 9 9 .

It must be noted that a set should not contain cards from the same suit (for the game is played with 2 or more packs). E.g.: 6 6 6 is an invalidset.

The Rules of the Raise Rummy Game

Let the game begin!

  • The game is played with 2 packs of cards. Each pack has 52 cards and a printed joker.
  • A toss decides the player that makes the first move. The player with the highest face value card in the toss plays first and the one with the lowest face value card is called the dealer.
  • All the players are dealt 13 cards randomly.
  • A Joker which is selected at random from the deck is placed on the table. In case the joker that is selected turns out to be the printed joker then the ace card can also be used as a joker for the game. This implies that in such a game there would be 9 or more jokers depending on the number of packs of cards that are used.
  • A card drawn from the pack of cards is placed in the open deck slot, and this marks the beginning of the game.

Playing around!

  • A player picks a card either from the open or closed deck whenever his/her turn comes.
  • A move must be made in the allotted time. In case no decision is made to move a card in the allotted time then that turn is discarded and is called a missed move. A player is dropped from the game in case he/she misses 3 turns in a row. This player gets 40 points - which is the middle drop score.
  • The game play continues with other players and if only two players play the game and one player drops the game, then the other player is selected as the winner.
  • A player must pick a card first and then discard a card to finish a move. The cards which are discarded can be seen under 'Open Cards' tab. The open cards tab displays all the cards that are present in the open deck slot for the moment.
  • If the first open card in the open deck slot card happens to be a joker then only the players making the first move can pick the card. Other opponents are not allowed to pick the joker if a player discards one.
  • If all cards from the closed deck are used up, then the cards from the open deck are reshuffled and placed in the closed deck, except the face up card which is already in the open deck slot.
  • Only 25 moves per game are allotted to each player after which all players must declare their sets/sequences. Also, a maximum of 30 minutes only are allotted for the completion of the game.

Extra Time:

Each player is given some extra time for every game. The extra time in which a player must make the move is displayed on the screen if a player is unable to make a move in the allotted time. Depending on total time left, extra time allotted per game may be used across moves and declaration.

Drag and drop!

  • Any player can drop the game in their respective turns during the game.
  • Dropping the game in the first move gives 20 points to a player and after the first move, if the game is dropped, the player gets 40 points which is referred to as 'middle drop score'.

I Declare!

  • A player has to discard a card into the finish slot to finish the game. A player must show the cards in hand by grouping them in sets/sequences and clicking on 'Declare' button, when he/she moves a card to the finish slot.
  • Every player must declare sets/sequences in the allotted time.
  • Any player who fails to declare by grouping the cards in hand in the allotted time is dropped from the current game and is given 80 points.
  • The game continues with the remaining players.
  • The player who finishes the game must arrange all 13 cards in sets/sequences with at least two sequences out of which one must be a pure sequence. A player has to declare jokers in hand as part of sets/sequences for a validfinish.

Keeping a score!

  1. Every card has a certain number of points assigned to it. The winner of a game is the one with 0 points, so one must know that one has to lose points and not gain them.
  2. The player that loses the game gets points equal to his/her hand score.
  3. 10 points each are carried by J, Q, K, A of any suit.
  4. The numbered cards carry the same points as their face value. For example: card with face value 5 carries 5 points and card with face value 2 carries 2 points.
  5. Joker cards however carry 0 points each.
  6. A losing player's hand score is evaluated by adding points for cards that are not grouped as sequences or sets at the end of the game. However, there are two exceptions to this:
    • In case the losing player does not have a pure sequence, none of the cards are excluded from the scoring and all the cards are counted.
    • Only the pure sequence does not add to the score in case the losing player does not have two sequences, but has a pure sequence.
  7. In a game a player gets a maximum of 80 points only. For example if a player's score i.e., the points carried by the player's cards is 90 he/she still gets 80 points only. In case a player does not declare cards in sets/sequences that meet the objective of the game, the player is dropped from the game with 80 points.
  8. Deal Show: If the losing player has not had his first turn before the opponent has made a validdeclaration, then:
    • The losing player gets points equal to half of his/her hand score. For example, if the hand score for a losing player is 30 points, then the player gets 15 points as his score.
    • The minimum points a losing player can get in this case is 2 (for scores 2, 3, 4, & 5).
    • The maximum points for a losing player in this case are 40 (for scores 80 or more)
    • If a player misses 3 turns in a row i.e. he/she is unable to take a decision on what card to move, he/she is dropped from the game automatically. A middle drop score of 40 points is assigned to this player. If a player meets the objective of the game but does not (or forgets to) declare, he/she gets a score of 2 points.

Lending validity

A validset contains 3 or more cards with the same face value and they cannot belong to the same suit.
A validpure sequence contains 3 or more cards in a row that belong to the same suit but do not include a Joker. A Joker should be used in a pure sequence only if

  • it belongs to the same suit, and
  • forms a sequence of running cards.

Disconnection Protection: If your cards are already grouped and someone else declares, the grouping is taken into account as your declared sets and sequences.

 Back to Top

* This is an indicative amount only and this includes promotional tournaments and bonuses. Actual amount may differ and would depend on the total number of cash tournaments played on the Website and bonuses claimed by players in a calendar month. Individual winnings depend on your skill and the number of cash tournaments you play in a calendar month.