Dum Dum Rum Rum

A Dummy Rummy Game


OBJECTIVE

Be the first player to get rid of all cards in their hand each round. Once a player runs out of cards, each player counts the points left in their hands. The points are tallied each round. The player with the least points after all 7 rounds wins.

ROUNDS

  1. 2 Sets of 3: Collect two groups of three cards with the same rank.
  2. 1 Set, 1 Run: Collect one group of three cards with the same rank and one sequence of four suited cards.
  3. 2 Runs of 4: Collect two sequences of four suited cards.
  4. 3 Sets of 3: Collect three groups of three cards with the same rank.
  5. 1 Run, 2 Sets: Collect one sequence of four suited cards and two groups of three cards with the same rank.
  6. 2 Runs, 1 Set: Collect two sequences of four suited cards and one group of three cards with the same rank.
  7. 3 Runs of 4: Collect three sequences of four suited cards.

RULES

  • DEAL
    • Use two decks of cards combined.
    • After shuffling the combined decks, the dealer deals 11 cards to each player and places the remaining cards face down in the center of the table, creating the “main pile.”
    • The dealer flips the top card up to create the “discard pile” next to the “main pile.”
    • The player who deals rotates each round; the player to the left of the dealer starts each round.

  • PLAYER'S TURN
    • Each player's turn consists of:
      • Draw: Draw from either the top card in the “discard pile" or the top card from the “main pile.”
      • Play: Play if you like by creating piles of the round's required cards or adding to another player's pile.
      • Discard: Discard one card into the “discard pile.”
    • Note: A player cannot start their piles until they have all the required cards for the round. A player cannot play on others' piles until they have started their own piles.

  • BUYING CARDS
    • Players can buy a card from the discard pile out of turn, twice per round.
    • Other players in front of the buyer must allow or disallow the purchase. If disallowed, the player who disallowed it must buy the card with a 2-card penalty, unless it is their turn (no penalty).
    • The following player cannot draw from underneath a “bought” card; they must draw from the “main pile.”
    • Each buy costs 2 extra cards, drawn from the “main pile.”

  • SPECIAL RULES & DEFINITIONS
    • Runs: A run is a sequence of four or more suited cards.
    • Sets: A set is at least three cards of the same rank.
    • Aces: Can be high or low, but a player can't go around the horn (e.g., King, Ace, Two is not acceptable).
    • Jokers: Are wild.

  • SCORING POINTS
    • Face cards: 10 points each.
    • Aces: 20 points each.
    • Jokers: 50 points each.
    • After a player runs out of cards, every player counts the points of the cards left in their hands, and those numbers are tallied. The player with the least points after all 7 rounds wins.