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THESE CARD GAME ARE ALSO PART OF THE RUMMY FAMILY

OKLAHOMA GIN RUMMY

This is simply Gin with the provision that the upcard fixes the maximum count with which you may knock. Thus, if a threespot is turned for the upcard, it takes 3 or less to knock in that deal. If a 10 or face card is turned, the game is no different from regular Gin. Some players like to pep up the game with additional rules, such as: the hand counts double when the upcard is a spade.

AROUND-THE-CORNER GIN

In this game sequences may "go around the corner"—thus K-A-2 of clubs is a matched set. An unmatched Ace counts 15. A non-knocker is allowed to lay off cards even on a gin hand. The game is usually set at 125 points. In all other respects the regular Gin rules apply.

500 RUMMY (MICHIGAN RUMMY)

The chief feature of 500 Rummy is that you score for melding as well as for going out. Number of Players: 3 to 8. When more than 4 play, they should use two decks of 52 shuffled together. The Deal: 7 cards to each. The turn to deal passes to the left. The Play: As in Basic Rummy, a player may begin his turn by drawing the top card of the stock or the discard pile. But he has a third choice—he may draw any card of the discard pile, no matter how deeply it is buried, provided that he immediately melds this card. He must also pick up all the cards that covered it, and add them to his hand. He may proceed to meld all the cards he wishes to; his turn ends when he discards. Discards are not stacked in a pile, as in most Rummy games, but are spread out in an overlapping fan so that all the cards can be seen. It is of course important not to mix up the order in which they lie. When you "dig deep" into the discards, courtesy requires that you leave the cards on the table for a while, to give the other players a chance to see what you are getting, before you put them into your hand. Melds are as in Basic Rummy. You may add cards to your own melds and also to those belonging to other players. Since all the cards you meld count for you, you should keep them in front of yourself, merely pointing out the melds to which they may be attached. For example, if somebody has melded 9-8-7 of clubs, you may lay down the 10 of clubs. Then later any player may lay down the Jack of clubs—still keeping possession of it. Play ends when some player gets rid of all the cards from his hand. He may meld all his cards without making a final discard. If nobody goes out by the time the stock is exhausted, play continues so long as each in turn draws from the discard pile, but ends as soon as any player fails to do so. Scoring: When play ends, each player counts up the difference between the cards he has melded and the cards left in his hand. This difference (which may be plus or minus) is added to his running total score, which is kept on paper. The cards count as follows: Ace 15, unless it was melded in a low sequence (A-2-3), in which case it counts 1; face cards 10 each, other cards, their pip value. The player who first wins 500 points wins the game. Skillful Play: Much more is won by melding than by going out. You should try to meld as much as possible, and to meld high cards rather than low cards. For this purpose, you want to get as many cards into your hand as you can. The deeper you have to dig into the discard pile, the happier you are! If you are dealt a low meld, such as three deuces, discard one of them at first opportunity. Then, after the discard pile has grown to ten or twelve cards, reclaim your deuce to meld it—and so get some booty! Just remember not to be greedy; if you wait too long, somebody else may take the pile, for you can be sure that the others will "salt" the pile too, if they have the chance. At the beginning of a game, try to avoid making it too easy for another player to take the discard pile. You may make it easy if you discard a card that pairs with another already in the pile, or that is in suit and sequence with one in the pile. Of course, there comes a time when you have no more safe discards. Then follow the principle of doing the least damage. Discard a card that may let another player take a few cards, rather than a great many. As a rule, don't meld except when you have to in order to dig into the discard pile. Keeping a meld of high cards in your hand, especially Aces, puts the fellow who has the fourth Ace on the spot. If he discards it, he gives you a chance to pick up the pile; if he holds it, he may get stuck with it. If you meld your Aces, his troubles are over. If you are too lavish in melding, you may help another player go out. You must be quick to change policy, however, when the stock is nearly gone or when another player reduces his hand to only a few cards. Meld your high cards then, to be sure that they will count for you instead of against you.

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