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JNJPJZ

You vs computer · FREE PLAY

Indian Rummy

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Game guide · JNJPJZ

Know the goal in Indian Rummy

Work at your own pace. Arrange all thirteen cards into non-overlapping sets and sequences, with at least two sequences and at least one pure sequence. Check the relevant controls before continuing. Before making a move, check the cards in view. Each player receives 13 cards from two decks with one printed joker per deck. The exposed indicator determines the wild rank. Take the next action only when the current step is clear.

Two players, one computer opponent, two decks and two printed jokers. This free table allows three/four-card sets, Ace low or high without wrapping, no drop/packing action and no online matchmaking. Current hands are saved in this browser.

Try a more deliberate round

Take a moment to read the table. At the start of your turn, draw from the stock or take the top discard. You may not discard that same taken discard immediately. Check the relevant controls before continuing.

Your objective

Arrange all thirteen cards into non-overlapping sets and sequences, with at least two sequences and at least one pure sequence. Use another round to revisit a decision. Begin with the objective.

From the start of a round

  1. Each player receives 13 cards from two decks with one printed joker per deck. The exposed indicator determines the wild rank.
  2. At the start of your turn, draw from the stock or take the top discard. You may not discard that same taken discard immediately.
  3. Sort the hand. A sequence has at least three consecutive same-suit cards; a set has three or four cards of one rank in different natural suits.
  4. A pure sequence uses no joker substitution. A wild-rank card used at its printed rank and suit can belong to a pure sequence.
  5. Select the extra card and choose Declare Rummy only when all remaining 13 cards form a valid grouping. Otherwise discard and let the computer play.
  6. The winner earns the other hand’s penalty, capped at 80. No pure sequence means all non-jokers count; with only one pure sequence, only pure runs are exempt; with two sequences including a pure one, other valid groups can also be exempt.
  7. If the stock runs out without a valid declaration, the hand is drawn. Next hand preserves the score; New match clears it.

Keyboard and screen controls

Tap a card to select it. Use the labelled pile and action buttons. Sort by rank or suit; the hand wraps onto additional rows on a phone. Return to the explanation when a decision is unclear. Look at the complete hand before deciding.

An example before you play

With 2 as the wild rank: 3♥ 4♥ 5♥; 7♠ 8♠ Joker; 9♣ 9♥ 9♦; K♣ K♥ K♦ K♠ form a valid hand. The first run is pure and the second uses a joker. Return to the explanation when a decision is unclear.

Check this before moving on

Keep the active rule in mind. A group can look valid on its own while the complete hand is invalid. Do not reuse one physical card in two groups or join K–A–2. Check the relevant controls before continuing.

Further help with the game

What is the aim?

Arrange all thirteen cards into non-overlapping sets and sequences, with at least two sequences and at least one pure sequence. A clear plan starts with the current position. Use another round to revisit a decision.

How do I use the controls?

Tap a card to select it. Use the labelled pile and action buttons. Sort by rank or suit; the hand wraps onto additional rows on a phone. Before making a move, check the cards in view. The same rule applies on a phone and on a computer.

Which format is available?

Two players, one computer opponent, two decks and two printed jokers. This free table allows three/four-card sets, Ace low or high without wrapping, no drop/packing action and no online matchmaking. Current hands are saved in this browser. A clear plan starts with the current position. Check the relevant controls before continuing.

What should I check before a move?

A group can look valid on its own while the complete hand is invalid. Do not reuse one physical card in two groups or join K–A–2. For a calm first round, focus on one decision. Return to the explanation when a decision is unclear.

Can you give an example?

With 2 as the wild rank: 3♥ 4♥ 5♥; 7♠ 8♠ Joker; 9♣ 9♥ 9♦; K♣ K♥ K♦ K♠ form a valid hand. The first run is pure and the second uses a joker. Keep the active rule in mind. Take the next action only when the current step is clear.

Can I use a joker in the pure sequence?

A printed joker cannot substitute in a pure sequence. A wild-rank suited card can count naturally at its own rank and suit. Treat this as a chance to practise one rule. The same rule applies on a phone and on a computer.

Can I declare with two sets and one sequence?

No. You need at least two sequences, including one pure sequence, and all 13 cards must be grouped. For a calm first round, focus on one decision. The same rule applies on a phone and on a computer.

How do Aces score?

Aces and face cards count 10 penalty points; 2–10 count their values. Printed and rank jokers count zero. Treat this as a chance to practise one rule. Check the relevant controls before continuing.

What does Check my hand do?

It searches for non-overlapping groups and shows the penalty and grouping under this table’s rules. It does not play your turn. Keep the active rule in mind. The same rule applies on a phone and on a computer.

Does the computer see my cards?

Its decision function uses its own hand, visible discards and public rule data, not your hidden hand or the stock order. Treat this as a chance to practise one rule. Take the next action only when the current step is clear.

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