- Turn moves in a clockwise manner around the table.
- A player gets 15 seconds to make a move.
- The game uses a (single) standard deck of 52 cards
- Draw- With each turn a player must Draw a card, either from the Closed Deck or Discard Pile of cards.
- Discard- A player must then also proceed to Discard a card with each Turn. At no point during a hand can any player hold more than 13, 10 or 7 cards depending on the number (2,4,6) of players playing.
- A card picked from the open deck cannot be discarded in the same turn
Joker- The card placed face-up under the closed deck is indicative of the Joker for that hand. It is a wild card and can be used by players to complete sequences and sets.
Barring one pure sequence, the joker can be used to complete any sequence/set. The joker changes with every hand.
The joker cannot be picked from the discarded pile of cards, hence, it must always be drawn from the closed deck.
- Declare- When a player believes that he/she has created valid melds, they donât Discard but Declare their hand. This indicates to the other players that the hand has come to an end.
- Melding- Melding is the process of sorting cards into suitable combinations (Sets or Runs) in order to minimise your losses. Players are given a period of 45 seconds (shown by way of a countdown timer) to meld their cards.
- Players should keep in mind that one meld of cards (whether of 4 cards or 3 cards), must be a pure sequence (Run).
- Drop Card- 10 Unlocked Points will be deducted if a player fails to make a move in the stipulated time or abandons a game after the cards are dealt.
- Rake at the rate of 4% will be charged on every hand played
NOTE: For a hand to be considered valid, it must contain at least one sequence which is pure. A pure sequence is one that is made without the use of a Joker. The rest of the hand can be made up of impure sequences or sets.
|Players||No. of cards distributed||Melds|
Reward distribution system:
In Gamentio Rummy the Chips/ Points awarded at the end of the game are calculated by summing up the numeric value of incomplete melds of other players. This value is then multiplied with the stakes of that room. (e.g. $10, $20 etc.)
Numeric Value of cards in ascending order:
Two-2, Three-3, Four-4, Five-5, Six-6, Seven-7, Eight-8, Nine-9, Ten-10, J-11, Q-12, K-13, A-14
Note: Ace-2-3 is a valid sequence but Ace will stand for a numeric value of 14. However, King-Ace-2 or ''round the corner'' sequences are not valid.
The objective of the game is to meld cards into groups of Sequences (Runs) or Sets.
6789 of same suit is a pure sequence(Run) of 4 cards. 678 of same suit is also a pure sequence(Run) of three cards. But 4444 of different suits is NOT a sequence, it is called a Set. K-Q-J is a pure sequence if all the three cards are of same suit. If any card is of different suit, it is an invalid sequence. If 7 is placed under the closed deck as a joker, then all the 7s of all suits are jokers.
Pure Sequence of four cards (RUN)
Sequence completed with the help of a Joker (Ace of Spades)
Set completed with the help of a joker (Ace of Spades)