Continental Rummy

Last updated
Continental Rummy
3 playing cards.jpg
Origin United States
Alternative namesContinental
May I?
Double-deck rummy
Žolíky
Family Matching
Players4–8
SkillsStrategy
Cards108 cards
Deck Anglo-American
PlayClockwise
Playing time20 min.
ChanceEasy
Related games
Contract rummy

Continental Rummy (also called Continental, May I?, and Double-deck rummy) is a progressive partnership Rummy card game related to Rumino. It is considered the forerunner of the whole family of rummy games using two packs of cards as one. Its name derives from the fact that it is played throughout the continental Europe (especially in the Czech Republic and Slovakia where it is known as Žolíky), the United States, Mexico, Canada, and also in South America. [1] According to Albert Morehead, it was "at one time the most popular form of Rummy in women's afternoon games, until in 1950 it lost out to Canasta."

Contents

Object

The object of Continental Rummy is to be the player with the fewest penalty points after playing all seven hands. Everyone draws one card, the high card deals, and the subsequent deals are passed to the left.

Two 52-card decks are used plus two Jokers per deck. The number of decks used additional to the base of two is determined by dividing the number of players by two and rounding up, if needed. For example:

Each player is dealt 12 cards, the remaining stock pile is set on the table. Jokers and red Aces are wild. After a card is drawn, one must be discarded, and the next player to the left has the option of drawing either the top discard or top stock card then they must discard.

A set consists of three or more cards of the same face value, e.g., three queens, or three aces, or three sevens. A run consists of four or more cards of the same suit, in sequence. If there is an ace in the run, it can serve as either high card or low card, but not both in the same run. No run may contain more than 13 cards.

Rules

Hands

Seven different deals, or hands, make up one game. Each hand consists of a combination of sets and runs, and there is a different opening requirement for each of the seven hands. The first hand requires a player to open, or "go down," with two sets. A minimum of six cards makes up the first hand's opening requirements, seven cards for the second hand, etc. Each successive hand needs one more card for the opening requirements, until the seventh hand, which requires twelve cards to open. Everyone moves on to the next hand together, regardless of whether they were able to go down during the previous hand.

Once a player has gone down by satisfying the requirements for that particular hand, they may not create any new sets or runs. While playing the first hand of two sets, no player may play three sets. Cards that remain in a player's hand may only be played onto the sets and runs already established on the table.

The sequence of seven hands is as follows:

HandDescriptionMinimum # of cards
needed to open
1stTwo trios6
2ndOne trio & one straight7
3rdTwo straights8
4thThree trios9
5thTwo trios & one straight10
6thTwo straights & one trio11
7thThree straights12

For those hands that require multiple runs, if a player goes down using the same suit for more than one straight, the straights can be played with contiguous card values. However, the player must separate these cards into two runs of four (or more) and can be played on separately, i.e. Player 1 goes down with 5–8 and 9-Q of spades, Player 2 (who is down) can play a 9 of spades on the first straight and an 8 on the second and so on. Multiple trios of the same value (number or face) can be played in this manner as well.

Deal

All players pick a card at random and return it to the deck, high card dealing first. Each hand starts a new deal, with the turn to deal passing from player to player, to the left. Cards are dealt one at a time, face down beginning at the dealer's left. The dealer deals 12 cards face down to each player, places the remainder of the pack face down in the middle, and places the top card from the stock pile face up next to it. Play starts with the player to the dealer's left and proceeds clockwise. If the first face-up card is a joker, it is played as any other card would be, i.e., the player to the dealer's left would have first choice to pick it up in turn.

Play

Beginning with the player to the left of the dealer, a person's turn begins by selecting either the top card from the stock pile, or the top card from the discard pile. If the player does not wish to select from the discard pile, any player in order of rotation to the left of the player may claim that card, but must also draw the top card from the stock pile as a penalty for picking out of turn, without discarding. Conventionally this desire is announced by saying "may I?", thus the alternative name of this game. If several players wish the top card, the priority goes to the desiring player closest in rotation to the current player. In such a case:

As a point of strategy, it is occasionally advantageous to "may I" for a card not directly useful, in the hopes the penalty card will be useful.

If the player has not yet opened, and has the necessary cards to meet the opening requirements for that hand, they may then lay down the sets and runs appropriate for that hand. Having opened, the player is then free to play (in that same turn and in subsequent turns) additional cards onto existing sets or runs that have already been played on the table. A player may not put any cards into play until they have opened ("gone down").

Wild cards may be used to fill in missing cards in a set or a run, but the wilds can never outnumber the standard cards. Trios of wild cards can be played, however, and only wild cards can be played onto these trios. If a player doesn't verbally declare the value of a joker being played as part of a run, its value is implied by the position in which it is originally placed. If the player changes their mind as to which cards to play where, only the cards played in the current turn may be picked up for re-use. Wild cards cannot be rearranged on a straight to play another card, i.e. Player 1 has a straight of 4–8 of hearts, with a wild standing in for the 5. Player 2 (who is down) cannot play their 5 of hearts and move the wild card somewhere else in the straight.

During a player's regular turn, and only if they have already opened, a wild card already laid on the table as part of any run may be replaced by the card which it represents, taken from the player's hand. The wild card must then be played on the table to represent any card in any set or run. Wild cards that are part of a set may not be replaced.

The end of a turn occurs when a player discards one card onto the discard pile. Play then continues with the next player to the left.

Scoring

Since Continental Rummy is a game winnable based on the fewest points, you get 5 points for cards from 2–9. 10 and face cards count as 10 points. Aces are 20 points and Jokers are 50.

Variations

It is common for regional or house rules to develop. Examples include that "may I?"s are not allowed in the last three rounds, or using 2's as additional wild cards.

Rules of play

Stock pile depletion

It is possible when many cards have been taken out of turn in a hand, resulting in many penalty cards, that the stock pile may dwindle down to nothing before any player has gone out. Should this happen, the stock pile is turned over once, without shuffling, and play continues in order. If the remaining cards in the stock pile are depleted a second time without any player going out, the hand ends and all points remaining in all players' hands are tallied as they would be had someone gone out.

Incomplete hands and games

If all players agree, a game may be suspended between hands and later resumed, but only if all players are available when play resumes, and only if the game resumes in the same calendar year as it started. Players must be seated in the same relative positions to each other when the game resumes.

Any player not finishing a full game (one or more hands not played to completion) will post a game total equal to the sum of the two highest complete game totals posted by other players in that game. If two other complete game totals are not available in that game, all statistics for that game are discarded. Similarly, any player not providing a score for a particular hand that he or she played will post a score equal to the sum of the two highest scores posted by other players for that hand. If two other scores are not available in that hand, the hand is re-played.

Play out of turn

If a player going out of turn is not stopped before discarding, it stands as a play in turn and intervening players lose their turns. If the player out of turn has chosen to take the top card of the stock pile, it is too late for rectification after the player has added that card to his or her hand.

If it is not too late, as defined, to correct the error, the offender restores the card drawn, takes back any cards that he or she may have played, and play then reverts to the correct person, the rule Illegal Draw may apply.

Illegal Draw

If, by playing out of turn or by drawing more than one card from the top of the stock pile, a player sees a card to which they are not entitled, that card is placed face up on top of the stock pile. The next player in turn may either take the card or may have it placed face down in the center of the stock pile, and proceed to play as if no irregularity had occurred. If more than one card is so exposed at the top of the stock pile, the option of each player in turn is only to take the top such card remaining there, or the top face-down card of the stock pile, or the previous player's discard. That is, players have three options to draw from instead of the normal two, as long as exposed cards remain at the top of the stock pile.

A player's illegal draw may not be corrected after discarding, but the section on Incorrect Hand may apply.

Premature discard

Any player who discards without drawing may then draw from the stock pile to restore their hand to the proper number of cards, but may not lay down any cards after discarding. If the next player in turn has already drawn, the section on Incorrect Hand applies. A player who discards more than one card may retract either one, unless the next player has drawn it or unless the next player has already ended their turn.

Incorrect hand

Re-deal

There must be a re-deal, by the same dealer, if more than one card is exposed in dealing or if more than one card is found face up in the pack. A player who is dealt an incorrect number of cards may demand a re-deal before drawing in their first turn, but not after that. There must be a re-deal at any time it is discovered that the pack is incorrect, but the results of previous deals are not affected.

Cards laid down illegally

Any cards which are superfluous in an otherwise correct set or run must be returned to the original player's hand as soon as they are discovered. Any cards that may have been added to the incorrect set or run remain on the table. Play then proceeds as if no irregularity had occurred.

Scoring errors

An error in counting a hand may not be corrected after that hand has been mixed with other cards. However, if an error in scoring is discovered when there had previously been no dispute, an agreed upon correction may be made at any time.

See also

Related Research Articles

<span class="mw-page-title-main">Gin rummy</span> Two-player card game

Gin rummy, or simply gin, is a two-player card game variant of rummy. It has enjoyed widespread popularity as both a social and a gambling game, especially during the mid twentieth century, and remains today one of the most widely-played two-player card games.

<span class="mw-page-title-main">Canasta</span> Card game

Canasta is a card game of the rummy family of games believed to be a variant of 500 Rum. Although many variations exist for two, three, five or six players, it is most commonly played by four in two partnerships with two standard decks of cards. Players attempt to make melds of seven cards of the same rank and "go out" by playing all cards in their hands. It is "the most recent card game to have achieved worldwide status as a classic".

<span class="mw-page-title-main">500 rum</span> Card game

500 rum, also called pinochle rummy, Michigan rummy, Persian rummy, rummy 500 or 500 rummy, is a popular variant of rummy. The game of canasta and several other games are believed to have developed from this popular form of rummy. The distinctive feature of 500 rum is that each player scores the value of the sets or cards they meld. It may be played by 2 to 8 players, but it is best for 3 to 5.

<span class="mw-page-title-main">Rummy</span> Group of matching-card games

Rummy is a group of games related by the feature of matching cards of the same rank or sequence and same suit. The basic goal in any form of rummy is to build melds which can be either sets or runs and either be first to go out or to amass more points than the opposition.

<span class="mw-page-title-main">Shanghai rum</span> Rummy card game

Shanghai rum is a Rummy card game, based on gin rummy and a variation of Contract rummy played by 3 to 8 players. It is also known as California rummy.

Tonk, or tunk, is a matching card game, which combines features of knock rummy and conquian. Tonk is a relatively fast-paced game that can be played by 2-4 players. It can be played for just points or for money wagered.

<span class="mw-page-title-main">Liverpool rummy</span> Card game

Liverpool rummy is a multi-player, multi-round card game similar to other variants of rummy that adds features like buying and going out. It is played the same as Contract rummy, except that if a player manages to cut the exact number of cards required to deal the hand and leave a face-up card, then the cutting player's score is reduced by 50 points.

<span class="mw-page-title-main">Contract rummy</span> Card game

Contract rummy is a Rummy card game, based on gin rummy played by 3 to 8 players. It appeared in the United States during the Second World War. The game is also known as Combination rummy, Deuces Wild Rummy and Joker rummy, and a proprietary version of the game called Phase 10 was published in 1982.

<span class="mw-page-title-main">Dummy rummy</span> Card game

Dummy rummy is a variation of rummy for two to four players. It is played with two standard decks of cards, including four jokers, for a total of 108 cards. The jokers and twos are wild. It appears to be of American origin and may be copyrighted.

<span class="mw-page-title-main">Biriba</span> Card game

Biriba is the Greek partnership version of a rummy card game of Italian origin called Pinnacola. It is played by two to six players, with two decks and 4 Jokers comprising 108 cards. If 6 players play, one more deck and two jokers more are added. Biriba can also be played by three players with or without partnership rules.

<span class="mw-page-title-main">Rumino</span> Knock rummy card game

Rumino is a knock rummy card game of Italian origin for up to six people, in which players try to form sets or sequences of cards. It may possibly have been devised in America during the 1940s by Italian immigrants by adapting the game Scala Quaranta to Gin rummy. It is usually played for small stakes Two 52-card decks are used plus four Jokers comprising 108 cards.

Three thirteen is a variation of the card game Rummy. It is an eleven-round game played with two or more players. It requires two decks of cards with the jokers removed. Like other Rummy games, once the hands are dealt, the remainder of the cards are placed face down on the table. The top card from the deck is flipped face up and put beside the deck to start the discard pile.

<span class="mw-page-title-main">Bing rummy</span>

Bing rummy is a variant of kalooki invented in the mining towns of Alaska. The game can be played with 2 to 8 players but works best with 3 to 6 players. It is unknown how the game came to be called “bing” although it may be because of the mining terms: unit of weight equal to 800 pounds, or a pile of rich lead ore. It is probably the second definition that gives the game its name referring to the pile of coins that accumulate throughout the game; especially as it is the Galena lead mines that popularized the term “bing ore”. These mines opened in 1919 about the time the game was developed.

Zioncheck is a card game. It is similar to shanghai rummy, contract rummy, or phase 10. Hoyle's book of common card games describes several games as being based upon it, and Contract Rummy is believed to have originated from it.

<span class="mw-page-title-main">Chinchón (card game)</span>

Chinchón is a matching card game played in Spain, Uruguay, Argentina, Cape Verde and other places. It is a close variant of gin rummy, with which it shares the same objective: making sets, groups or runs, of matching cards.

Indian Cherokee Rummy is a card game in India with little variation from original rummy. It may be considered a cross between Rummy 500 and gin rummy. Indian Rummy is a variant of the rummy game popular in India that involves making valid sets out of 13 cards that are distributed among every player on the table. Each player is dealt 13 cards initially; if the number of players is 2, then a 52 cards deck is chosen for the game and if there are 6 players, two decks of 52 cards each is combined for the game. Each player has to draw and discard cards by turns till one player melds their cards with valid sets that meet the Rummy validation rules. It could be that Indian Rummy evolved from a version of Rummy in South Asia, Celebes Rummy, also called Rhuk.

<span class="mw-page-title-main">Kalooki</span>

Kalooki or Kaluki is a card game popularly played in Jamaica,. It is sometimes called Jamaican Rummy for similarities in structure the game bears with Contract Rummy or Gin Rummy. The games are, however, different and not to be confused.

Buraco is a Rummy-type card game in the Canasta family for four players in fixed partnerships in which the aim is to lay down combinations in groups of cards of equal rank and suit sequences, there being a bonus for combinations of seven cards or more. Buraco is a variation of Canasta which allows both standard melds as well as sequences. It originated from Uruguay and Argentina in the mid-1940s, with apparent characteristics of simplicity and implications that are often unforeseeable and absolutely involving. Its name derives from the Portuguese word "buraco" which means “hole”, applied to the minus score of any of the two partnerships. The game is also popular in the Arab world, specifically in the Persian Gulf; where it is known as 'Baraziliya' (Brazilian). Another popular variation of Buraco is Italian.

<span class="mw-page-title-main">Indian Marriage (card game)</span> Card game

Marriage is a Rummy card game widely played in India. It uses three or more packs of playing cards.

<span class="mw-page-title-main">German Rummy</span> Card game

German Rummy or Rommé is the most popular form of the worldwide game, Rummy, played in Austria and Germany. It is a game for 2 to 6 players and is played with two packs of French playing cards, each comprising 52 cards and 3 jokers. There are no partnerships. In Germany, the Germany Rummy Association is the umbrella organisation for local rummy clubs and organises national competitions. The game is often just known as Rommé in Germany and Rummy in Austria.

References

  1. Scarne, John Scarne on Card Games: How to Play and Win at Poker, Pinochle, Blackjack, Gin and Other Popular Card Games pg. 99 Dover Publications (2004) ISBN   0-486-43603-9