Game Rules

1. Players & Deck

MeldMystic Rummy is played by 2–6 players. Each game uses two standard 52-card decks plus four printed jokers (total 108 cards). At higher-stakes tables, multiple decks may be combined; the rules below scale accordingly.

2. Objective

The goal is to arrange all your cards into valid “melds” (sets and sequences) and be the first to declare, thereby minimizing your point count. The winner scores zero; all other players accumulate deadwood points based on remaining cards.

3. Setup & Deal

  1. Shuffling: The dealer shuffles thoroughly and offers a cut to the player on their right.
  2. Initial Deal: Each player receives 13 cards (or 21 in certain variants). The dealer places the remaining cards face-down as the stock; the top card is turned face-up beside it to start the discard pile.
  3. Joker Selection: The first face-up card’s rank becomes the “wildcard” (cut joker) for this hand.

4. Card Rankings & Points

  • Number cards (2–10): face value in points.
  • Face cards (J, Q, K) and Ace: 10 points each.
  • Printed jokers and cut jokers: 20 points each when left as deadwood.

5. Valid Melds

You may form:

  • Pure sequence: Three or more consecutive cards of the same suit, with no jokers.
  • Impure sequence: Consecutive cards of the same suit that include one or more jokers.
  • Set: Three or four cards of the same rank in different suits (jokers can substitute).

A valid declaration requires at least one pure sequence plus enough combinations to use all cards.

6. Turn Sequence

  1. Draw: At the start of your turn, draw one card either from the stock pile (face-down) or the top of the discard pile (face-up).
  2. Meld/Discard: You may lay down completed melds face-up (optional until declaration) and then discard one unwanted card to the discard pile.
  3. End of Turn: Your turn ends once you discard. Play passes clockwise.

7. Declaration & Show

When you believe all your cards form valid melds, you declare by placing one more discard and announcing “Show.” You then lay out all your melds (including your pure sequence). Opponents verify your hand against the rules.

If your declaration is valid, you receive zero points and win the hand. If invalid (missing pure sequence, incorrect meld), you incur a penalty (often +80 points or as specified by the table) plus the sum of your deadwood.

8. Scoring & Rounds

After each hand:

  • Winner: 0 points
  • Losers: Sum of deadwood card points in hand
  • Penalty: Invalid declarations incur an extra fixed penalty (e.g., 80 points).

In multi-deal games (Pool Rummy), points accumulate over rounds. Elimination thresholds (e.g., 101 or 201 points) determine when players drop out. The last player under the threshold wins.

9. Special Rules & Variations

MeldMystic supports multiple variants—Points Rummy, Deals Rummy, Gin Rummy, VIP Leagues, and custom monthly events. Each variant may adjust:

  • Number of cards dealt
  • Elimination thresholds or chip allocations
  • Entry fees and prize structures
  • Bonus point rules (e.g., extra for two pure sequences)