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BLOCK RUMMY
This is the same as Basic Rummy except that the discard pile is never turned over to begin a stock again. When the stock has been used up, the next player has the right to take the top card of the discard pile. If he does not wish to take this top discard card, the hand ends immediately. This is called a block. When a block occurs, each player shows his hand. The player with the lowest count wins the difference in count from each of the other players. If 2 or more players tie for the low count, they share the winning equally. Skillful Play: In all games of the Rummy family, you try to build up your hand by keeping cards that match and by discarding cards that do not match. For example, if you drew the 10 of spades, you would tend to keep it if your hand contained one or more of the 10's, or if your hand contained the Jack of spades or the 9 of spades. In such cases, your 10 of spades would be a useful card. Even if it did not immediately give you a meld, it would bring you closer to a meld.
If you drew a card that did not match anything in your hand, you would either discard it immediately or would wait for a later chance to discard it. If the player at your left picks a card from the discard pile, this draw gives you a clue to his hand. If, for example, he picks up the 9 of diamonds, you know that he must have other 9's or other diamonds in the neighborhood of the 9. If convenient, you would avoid throwing another 9 or another diamond in the neighborhood of the 9. This is called playing defensively. You would not bother with defensive play against anybody but the player at your left, since your discard would be covered up by the time that any other player wanted to draw. The advantage of melding is that you cannot lose the value of those cards even if some other player wins the
hand. The advantage of holding a meld in your hand is that nobody can add to the meld while it is still in your hand. A second advantage is the possibility of going "Rummy" all in one play. It sometimes pays to hold up a meld, but most successful Rummy players make it a habit to put melds down fairly quickly. It is usually safe to hold up a meld for 1 or 2 turns, but after that, it becomes dangerous. If another player goes out before you have melded, you will lose for those matched cards just as though they were unmatched.
BOATHOUSE RUMMY
This is like Basic Rummy except that sequences go "around the corner." For example, you may meld K-A-2 (all of the same suit) as a sequence. But you are not allowed to meld anything at all until you can meld your whole hand and go out. When you go out, you win points from every other player according to his unmatched cards, that is, the cards in his hand that he has not matched up in groups of three or four, or in sequences. There are two methods of scoring. One is to count 1 point for each unmatched card. The other is to count 11 for an unmatched Ace, 10 for a face card, and the pip value for all other cards.One other peculiarity of Boathouse Rummy is in drawing. In beginning your turn, if you draw the top card of the discard pile, you may then draw a second card—from the discard pile or the stock, as you please. If you begin by drawing from the stock, however, you do not get a second card.
Related terms include computer card games and wow game card.
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