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Indian Rummy, also known as Paplu or 13 Card Rummy, is a popular variation of the traditional Rummy game. It is usually played with 2 to 6 players and uses two decks of standard playing cards (including jokers). The objective is to form valid sets and runs and declare your hand.

Setup:

  1. Use two standard 52-card decks, including four jokers (108 cards in total).
  2. Each player is dealt 13 cards at the beginning of the game.

Gameplay:

  1. Players take turns in a clockwise direction.
  2. The game begins with a randomly chosen player drawing a card from the shuffled deck. The player who draws the highest-value card becomes the dealer.
  3. The dealer distributes 13 cards to each player in a 2-player game, and in a 3-6 player game, the dealer deals 13 cards to each player.
  4. The remaining cards form the closed deck, and the top card from the closed deck is placed face-up to start the discard pile.

Objective:

The primary objective of Indian Rummy is to form valid sets and runs. A valid declaration consists of at least two runs, and one of them must be a pure run (without the use of jokers). A pure run is a sequence of consecutive cards of the same suit.

Turn Structure:

  1. On a player’s turn, they can draw a card from the closed deck or the open discard pile.
  2. After drawing, the player must discard a card to the open discard pile.

Melding:

  1. A player can choose to declare their hand if they have formed the necessary sets and runs.
  2. A valid declaration requires at least two runs, and one of them must be a pure run.
  3. A run can be three or more consecutive cards of the same suit, and a set consists of three or four cards of the same rank.

Jokers:

  1. In Indian Rummy, jokers can be used as wild cards to replace any other card to form sets and runs.
  2. There are two types of jokers: printed jokers and wild jokers. The card that is turned up as the first card in the discard pile at the beginning of the game becomes the wild joker. Printed jokers are the actual joker cards from the decks.
  3. Players can use jokers to substitute for any missing card in a set or run.

Ending the Game:

The game ends when a player successfully declares their hand with valid sets and runs. Other players reveal their cards, and points are calculated based on the unmelded cards in their hands.

Scoring:

  1. Number cards are worth their face value.
  2. Face cards (K, Q, J) are worth 10 points each.
  3. Aces are worth 1 point.
  4. Jokers usually carry zero points.

Winning:

The player with the lowest total points at the end of the predetermined number of rounds or when a player accumulates a pre-decided target score is declared the winner.

Joker Usage:

  1. Use jokers wisely. While they can be powerful in completing sets and runs, it’s essential to save them for crucial combinations.
  2. A set or run cannot have more than one wild card (joker). For example, if a set has a joker, it cannot have another joker; it must consist of only natural cards.

Dealing with High-Value Cards:

  1. Try to get rid of high-value cards, especially face cards and Aces, as they contribute more points to your score if not part of valid sets or runs.
  2. Keep track of the cards your opponents are picking and discarding to gauge their potential sets and runs.

Variations:

  1. There are several regional variations of Indian Rummy, each with its own set of rules. Be sure to clarify rules and variations with your fellow players before starting a game.