Overview
House Rummy is a version of Rummy created and played by Adam Werle and friends.
House Rummy combines the best features of the card game Rummy and the tile game Rummikub, namely
the creation of runs and books,
recombination of plays,
competitive scoring,
luck,
and the pleasure of handling cards.
House Rummy has a rhythm in its phases of play and progression of hands that is delightful in itself,
but which also encourages strategy and complex solutions,
and leads to close games.
We play House Rummy in two versions, the older Classic House Rummy, and the newer Epic House Rummy. See below for the rules of the game, and further below for notes, tips, and clarifications. Follow this link for a short version of the rules (pdf).
Notes, tips, and clarifications
The following notes clarify the rules,
and offer tips on House Rummy gameplay, strategy, and etiquette.
Some clarifications are introduced
in the form of frequent player questions.
In fact, all of these questions are addressed in the rules above,
but their answers are not always obvious, and so are worth clarifying here.
Scroll down, or follow one of the links below.
House etiquette: Announce the hand
House etiquette: Play transparently
House etiquette: Repairing mistakes
Can I draw twice in one turn?
Can I meld with two plays?
Which cards can I discard, and which do I have to play?
Can I replace a joker after melding?
How is joker replacement different from stealing?
Can I meld and steal in the same turn?
Can I use the same cards to meld, and to pay for stealing?
Can I move cards after stealing them?
Can I steal entire plays?
Can I pay for stealing by replacing the stolen card?
Can I give away my partner’s cards?
Can someone end the hand before I get a turn?
What happens when draw by demand causes first out?
What happens when draw by demand causes full out?
Why are books of 3 worth only 10 points?
Can I make a book of more than 4 cards?
Can a game end in a tie?
Classic House versus Epic House
- House etiquette: Announce the hand. In some houses, it is considered a courtesy for the dealer to announce the hand, and how much it costs to meld, immediately after dealing. For example, “Third hand, fifteen points to meld.”
- House etiquette: Play transparently. It is good etiquette to play transparently, so that other players can follow what you do. This involves, first, performing actions in the proper order. For example, draw, then play, then discard. Second, once cards are played, they must stay on the table. The only exception to this is replaced jokers, which can go into your hand. In no case can you put stolen cards in your hand. Third, when you draw from the discard pile, it is good form to leave the cards that you draw on the table until your turn is finished. Although the cards may be on the table, they are considered to be in your hand until you play them. After you discard, you may put any unplayed cards with the other cards in your hand.
- House etiquette: Repairing mistakes. It is not unusual for players to make mistakes, because we tend to play at the limits of our skill in order to score as many points as possible. The etiquette around mistakes therefore involves both forgiveness and responsibility. First, you will be forgiven when you make mistakes. Second, you are responsible for making your plays transparent, so that other players can follow along, and check for mistakes. When a play is determined to be a mistake, the other players will then help to restore the table to how it was before you made the play.
- Can I draw twice in one turn? No.
- Can I meld with two plays? Yes. For example, two books of 3 are worth 20 points total, which is enough to meld in the fifth or sixth hand.
- Which cards can I discard, and which do I have to play? Some cards carry restrictions on how they can be used, and for good reasons. However, it can be difficult to keep these restrictions straight. Hot cards must be played during the same turn that they are drawn. These include the bottom card drawn from the discard pile, and draws by demand. The reason for these restrictions is to prevent players from taking such cards unless they can use them. Warm cards need not be played right away, but cannot be discarded in the same turn that they are drawn. They can be discarded on a later turn. In this category are the top card of the stock, and some discards. These cards are somewhat restricted in order to make things interesting. Cold cards carry no restrictions. The following table summarizes these rules.
|
|
hot: must be played |
warm: cannot be discarded |
cold: no restrictions |
• |
draw by demand |
✓ |
|
|
• |
bottom discard |
✓ |
|
|
• |
top discard |
|
✓ |
|
• |
other discard, Epic |
|
✓ |
|
• |
other discard, Classic |
|
|
✓ |
• |
top stock card |
|
✓ |
|
• |
other stock card |
|
|
✓ |
• |
replaced joker |
|
|
✓ |
- Can I replace a joker after melding? No. After melding, you can no longer replace jokers, but you can steal them.
- How is joker replacement different from stealing? These are different in several ways. Players can replace jokers only before they meld, take them into their hands, and replace them rather than paying for them. Players can steal only after melding, must leave stolen cards on the table, and pay for them rather than replacing them. Last, while stealing is an essential part of House Rummy, joker replacement was introduced to the game in order to make it easier to meld.
- Can I meld and steal in the same turn? Yes. In fact, it is possible to meld, play, steal, and go out all in the same turn.
- Can I use the same cards to meld, and to pay for stealing? No. You can steal only after melding. Therefore, the cards that you play to meld cannot also be used to pay for stealing.
- Can I move cards after stealing them? Yes. Once you have made a new play whole, you can move any of the cards in that play to other plays—even during the same turn—subject to the usual rules for rearranging.
- Can I steal entire plays? Yes. It is possible to steal entire books and runs from other players, if you play enough new cards from your hand. That is, 1 new card alongside (in the same play with) every stolen card.
- Can I pay for stealing by replacing the stolen card? No. You cannot pay for stealing by adding a replacement card to the play from which you steal. You pay for stealing only by playing a card from your hand in the target play—that is, the play to which you moved the stolen card. In other words, you justify your theft by creating new or bigger plays. To put it yet another way, when you replace a stolen card, you are rewarded by reducing your hand. You do not get an additional reward in the form of a free card.
- Can I give away my partner’s cards? No. You can give away your own cards for free, but no one else’s, including your partner’s. If you want to move a card from your partner’s space to another space, it is considered stealing, and must be paid for.
- Can someone end the hand before I get a turn? Yes. It is possible for the hand to end before you even get a turn, when a player who goes before you achieves full out, and closes the discard pile.
- What happens when draw by demand causes first out? Sometimes, one player successfully demands another player’s last card before anyone has gone out, thereby giving the other player first out. In this case, the demanding player gets the card and finishes their turn, but the player who handed over their last card gets the first out bonus.
- What happens when draw by demand causes full out? Rarely, a player causes full out because they successfully demand another player’s last card, and the other player is the last member of their side to go out for good. In this case, the player who demanded the card is considered to have ended the hand. This means that they (the demanding player) have the power to end the hand after their turn by closing the discard pile, or not.
- Why are books of 3 worth only 10 points? Books of 3 are worth less than runs for two reasons. First, books are easier to make. Second, the difference in scoring makes for interesting gameplay, because it encourages players to convert books into runs, and to hold on to their cards dangerously long in hopes of getting a run.
- Can I make a book of more than 4 cards (using jokers)? No.
- Can a game end in a tie? Yes.
- Classic House versus Epic House. The differences between Classic and Epic House Rummy are small, but they affect strategy significantly. The differences concern drawing by demand, how long the hand lasts, how bonuses and penalties are calculated, and restrictions on drawn discards. The effects on strategy are, first, that the penalty for holding high-value unplayed cards happens sooner in Epic House (at first out), and later in Classic House (at the end of the hand). Second, hands in Epic House last longer, because first out continues playing on their next turn. Last, the lack of arbitrary bonuses, and the possibility of drawing by demand, give Epic House players a little more control over playmaking and scoring. The following table summarizes these differences.
|
|
Classic House |
Epic House |
• |
draw by demand |
no |
yes |
• |
first out continues |
no |
yes |
• |
first out bonus |
25 points |
unplayed cards |
• |
final penalty |
unplayed cards |
no |
• |
discards other than top and bottom |
cold |
warm |