Rummy 500 is the rummy variant where every card you lay on the table scores for you, and the discard pile is wide open: you may dig down into it as deep as you like, as long as you can use the card you reach for. Play against the computer to 300 or 500 points.
How to play
The deal. Two players, 13 cards each. One card is turned face up to start the discard pile and the rest form the stock. The non-dealer plays first, and the deal alternates every hand.
Your turn. First, draw: take the top card of the stock, or tap any card in the discard pile to take it together with every card on top of it. The discard pile is always spread out so you can see all of it. A card taken from the discard pile must be melded that same turn, either in a new meld or by laying it off on a meld already on the table. Only discards you can use right away light up.
Melding. Sets are three or four cards of the same rank. Runs are three or more cards of one suit in sequence. The ace may sit below the 2 (A-2-3) or above the king (Q-K-A), but a run cannot wrap around (K-A-2 is not allowed). Select three or more cards and press Meld.
Laying off. Select one card and tap a glowing meld to add the card to it. You may lay off on your opponent’s melds as well as your own, and the points for the card go to you.
Discarding. End your turn by selecting one card and pressing Discard. You may not discard the card you just took from the discard pile unless it is the last card in your hand.
Ending the hand. The hand ends when a player has no cards left, either after a discard or after melding the last card. If the stock runs out, the player to move may still take from the discard pile when able; otherwise the hand ends.
Scoring. Each card you melded or laid off counts for you: ace 15 (but only 1 in an A-2-3 run), face cards 10, other cards their number. The cards left in your hand count against you at the same values. Your hand score can be negative. The match ends after the hand in which a player reaches the target with the higher score.
Strategy
- Lay melds down as soon as you have them. Cards in hand are a liability when the hand ends suddenly.
- Before taking deep into the discard pile, count what you get: the card you need plus everything above it. Taking seven cards for one meld can cost more in leftover points than it earns.
- Watch the discard pile for cards that fit your opponent’s melds. Laying off onto their melds scores for you, and withholding a card they need keeps it from scoring for them.
- Discard high cards early unless they are close to a meld. An unmelded ace costs 15 points.
- When the stock is low, meld and lay off everything you can; your opponent may go out on the next turn.
If you enjoy Rummy 500, try Scopa or Scorpion Solitaire next.