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Rummy 500

Also called 500 Rum, Pinochle Rummy, Michigan Rummy

Rummy where the discard pile is fair game — all the way down, if you can use the card at the bottom.

drills completed

Players
2–8 players (best with 3–4)
Time
30–45 min
What you need
Standard 52-card deck, or two shuffled together with five or more players
Difficulty
Some strategy

Objective

Lay down sets and runs to bank their point value, and be holding as little as possible when the hand ends. First to 500 points across several hands wins.

The deal

  1. With three or more players, deal seven cards each. With two, deal thirteen each.
  2. Place the rest face down as the stock and turn one card face up beside it to start the discard pile.
  3. Play passes to the left. Each player keeps their own melds face up in front of them.

Sets and runs

  • Set — three or four cards of the same rank. 9♠ 9♥ 9♦
  • Run — three or more consecutive cards in one suit. 5♣ 6♣ 7♣

The Ace can go either end of a run — A♠ 2♠ 3♠ or Q♠ K♠ A♠ — but never round the corner. K A 2 is not a run.

Your turn

Three steps, in order: draw, then optionally meld and lay off, then discard.

  1. Draw one card from the stock, or take from the discard pile (see below).
  2. Meld any sets or runs you can, face up in front of you.
  3. Lay off — add cards to anyone's melds, including your opponents'. A card added to their run still scores for you.
  4. Discard one card face up. Your turn ends.

Taking from the discard pile

The rule the whole game is built around.

The discard pile is spread out so everyone can see every card in it, not stacked. You may take the top card — or you may reach deeper.

To take a card from lower down, both of these must be true:

  1. You immediately use that card — either in a new meld, or laid off onto a meld already on the table.
  2. You also take every card above it into your hand.
Worked example

The pile reads 8♥ K♣ 3♠ Q♦ with the Q♦ on top. You hold 8♠ and 8♦. You may take the 8♥ from the bottom — melding 8♠ 8♥ 8♦ on the spot — but you must also pick up the K♣, 3♠ and Q♦, which all land in your hand as potential deadwood.

Ending the hand

A hand ends the moment either of these happens:

  • A player gets rid of every card — melding their last cards, or melding all but one and discarding it.
  • The stock runs out and the player whose turn it is chooses not to take from the discard pile.

There is no bonus for going out first. Going out simply stops everyone else from banking anything more — which is usually reason enough.

Scoring

CardPoints
Ace high (in Q K A, or as a set)15
Ace low (in A 2 3)1
King, Queen, Jack, 1010 each
2 – 9Face value
Joker, if you play with them15

Each player totals the cards melded in front of them, then subtracts the value of the cards still in their hand. The difference is their score for the hand, and it can easily be negative.

Example

You melded 90 points and are caught holding a King and a 7 — 17 points. You score 73 for the hand. A player who melded nothing and holds 40 points of cards scores −40.

Keep a running total across hands. The first player to 500 or more wins. If two players cross 500 in the same hand, the higher total takes it.

Card library

Melded cards pay you; the same cards in your hand cost you. The Ace is worth fifteen at the top of a run and one at the bottom.

  • A. Ace (high)15

    In a set, or at the top of a run. The most valuable card — and the most expensive to be caught with.

  • A. Ace (low)1

    Only when melded in A-2-3. Cheap to hold, cheap to bank.

  • K. K, Q, J, 1010

    Solid melded, painful in hand at the end.

  • 2–9. Number cardsface

    Worth their pip value either way.

  • JK. Joker15

    Optional. Stands for any card in a meld, and costs 15 if caught in hand.

Try it

Short drills on the rules people get wrong. Nothing is saved anywhere but this browser.

Drill 1 of 2

Reach into the pile

The pile is 8♥, K♣, 3♠, Q♦ (Q♦ on top). You hold 8♠ and 8♦. Which card can you take from below the top?

Drill 2 of 2

Price the Ace

You melded Q♠ K♠ A♠. What is the Ace worth in that run?

House rules & variations

Every table plays a little differently. These are the common variants — agree on them before you deal.

Aces always 15, or always 1

Some tables fix the Ace at 15 wherever it lands, others at 1. The split value is standard but it is the most commonly house-ruled part of the scoring — agree before dealing.

No digging in the discard pile

Restrict players to the top card only, as in Gin Rummy. Much faster and considerably less interesting — the deep draw is the reason to play this rather than Gin.

Going out bonus

Award the player who goes out a flat 25 points. Adds a race to a game that is otherwise about accumulation, and it discourages sitting on a big hand.

Playing to 200 or 1000

500 takes an hour or so. 200 is a good single-sitting target; 1000 is for an evening. Nothing else changes.

Jokers as wild

Add two jokers, each standing for any card in a meld and worth 15 against you in hand. Some groups let a player who holds the natural card swap it in and take the joker.

Strategy hints

  1. Count the cost before you dig. Taking six cards to reach one 8 is only worth it if most of those six have a future — otherwise you have bought 40 points of deadwood.

  2. Lay melds down early rather than hoarding. Points on the table are banked; points in your hand vanish the moment somebody else goes out.

  3. Watch what your opponents lay down — every meld on the table is somewhere you can lay off later.

  4. Be careful what you discard next to a meld. Discarding a 7♦ when someone has 4♦ 5♦ 6♦ showing is a gift.

  5. Holding a lone Ace late is a 15-point liability. Either meld it or throw it before the hand ends.

  6. With two players the thirteen-card deal makes for long hands and a deep pile — the discard pile becomes the main source of cards rather than the stock.

Frequently asked

How is this different from Gin Rummy?

Three ways: melds go face up on the table as you make them, you may lay off onto anyone's melds, and you can take more than one card from the discard pile. Gin is a tight two-player duel; this is looser and works with a crowd.

Can I really take the bottom card of the pile?

Yes, provided you can use it immediately and you take everything above it. This is the defining rule of the game and it is why the pile is spread out rather than stacked.

Do I have to meld as soon as I can?

No. Holding a meld back can be worth it if you are hoping to extend it. The risk is that someone goes out and you are caught holding all of it.

Can I lay off on an opponent's meld?

Yes, and you should. The card scores for you, not for the person who laid the original meld.

What if the stock runs out?

Play continues from the discard pile alone. The hand ends when the player to move declines to take from it.

Is a negative score possible?

Yes. If you melded nothing and are caught holding face cards, you go backwards. Two bad hands in a row can put you well below zero, which is entirely normal.

Cheat sheet

Rummy 500

2–8 players · 30–45 min · Standard 52-card deck, or two shuffled together with five or more players

Setup

Seven cards each (thirteen with two players). Stock face down, one card up to start the discard pile. Two decks at five or more players.

Your turn

  1. Draw — top of the stock, or from the discard pile.
  2. Meld sets and runs face up, and lay off onto anyone's melds.
  3. Discard one card.

Key rules

  • To take a card from deeper in the pile you must use it immediately and take every card above it.
  • Melds sit face up on the table; anyone may extend them, and the card scores for whoever plays it.
  • Runs may use the Ace at either end, never round the corner.
  • Hand ends when someone sheds every card, or the stock runs out and the pile is declined.

Scoring

Melded points minus the cards left in your hand. Ace 15 high / 1 low, K/Q/J/10 10, others face value. First to 500 wins.

Score tracker

Highest points wins. First to 500 wins.