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German Rummy
View on Wikipedia| Rommé | |
A pack of 110 German Rummy cards | |
| Origin | Germany |
|---|---|
| Type | Matching |
| Players | 2–6 |
| Age range | All |
| Cards | 2 x 52 + 6 Jokers |
| Deck | French |
| Rank (high→low) | A K Q J 10 9 8 7 6 5 4 3 2 (A) |
| Play | Clockwise |
| Playing time | 6-15 minutes/hand |
| Chance | Medium |
| Related games | |
| Rummy • Viennese Rummy | |
German Rummy or Rommé (German: Deutsches Rommé or Rommé mit Auslegen) is the most popular form of the worldwide game, Rummy, played in Austria and Germany. It is a game for two to six players and is played with two packs of French playing cards, each comprising 52 regular cards and three jokers. There are no partnerships. In Germany, the Germany Rummy Association (Deutscher Romméverband) is the umbrella organisation for local rummy clubs and organises national competitions. The game is often just known as Rommé in Germany and Rummy in Austria.
History
[edit]The American game of Rummy was derived from Mexican Conquian after 1900 and the name "Rhum" or "Rhummy" had appeared by 1905.[1] As Rommee, the game arrived in Germany from Austria and its rules were first recorded in 1933.[2]
Rules
[edit]The following rules largely follow Danyliuk and Grupp.[3][4]
Aim
[edit]The aim of Rommé is to organise one's hand into sets or runs and to meld them by placing them on the table. The player who is first to meld all his or her cards, wins the game.
Preparation
[edit]Before the first hand begins, the cards are shuffled and laid face down in an arc. Each player draws one card; the player with the highest card selects a seat and is the first dealer. The other players sit to the left of the dealer in the order of the rank of the cards drawn.
Dealing
[edit]The deal changes clockwise after each hand. The dealer reshuffles the cards and has the pack cut by the player to the right. The cards are dealt face down clockwise, each player is dealt thirteen cards in 3 packets of three and 1 packet of four. The remaining cards are placed face down in the middle of the table as a Stoß (i.e. a talon or stock, pronounced "shtowss") and the top card is turned and placed beside the stock to form the waste pile.
Variations: In many cases, the rule is that a player who finds a joker when cutting may keep it. This is known as robbing or plundering (rauben), not to be confused with the rule allowing a joker to be exchanged (see below). In some rules, the top card is not turned but the dealer (or forehand) receives a fourteenth card and is first to play. In this case that player does not draw a card, but simply makes an initial meld if able and discards a card to start the waste pile.
Melds
[edit]Melds (Figuren) are combinations of at least three cards as follows:
- Sets (Sätze) of 3 or 4 equal-ranking cards of different suits, such as ♥K–♦K–♣K or ♠3–♥3–♦3–♣3,
- Runs (Folgen, Reihen, Sequenzen) of 3 or more cards in suit and in sequence - Aces may be high or low; for example ♥A–♥2–♥3, ♦8–♦9–♦10–♦B or ♣D–♣K–♣A, but not ♠K–♠A–♠2.
Melds may be built with the aid of Jokers. Jokers are wild cards which may be used to represent any other card; for example ♣B–♣D–J–♣A or ♠6–♥6–J.
A meld may not be built with just one natural card and two Jokers; in a run of at least four cards, however, two Jokers may follow one another so, for example ♠3–J–J–♠6 is an allowed combination.
Card values
[edit]The card values are as follows:[5]
- Court cards – King, Queen and Jack – 10 points each
- Pip cards – 2 to 10 – score their value in pips
- Ace (Ass)
- 11 points in a set or run after the King
- 11 points at the end of the game
- 1 point when used first in a run A-2-3.
- Joker
- during the game - as many points as the card it represents
- 30 points at the end of the game
Playing
[edit]The dealer goes first and begins by laying out any melds, provided the requirement for the first meld is met, and ends by placing a card face-up next to the pile ("discards"). Then the turn passes to the left.
Each following player begins by picking up either:
- the card turned up by the previous player
- the topmost face-down card of the stock (Stoß)
After that, a player may meld cards and finish the turn by placing a card face up on the discard pile.
Sometimes the game is played in such a way that a player may only pick up the top card of the discard pile if it is immediately played in a meld, either by using the card for an initial meld - in this case it counts towards the required 40 points (see below) - or by using it in another meld.
First meld
[edit]For the first meld by each player, the cards being melded must have a value of at least 40 points (but see variants). Players may not lay off cards onto existing melds when making their first melds.
Subsequent melds
[edit]A player who has placed an initial meld may, in turn, play additional melds at any time; their point value is only relevant for the first meld, not subsequent ones.
Lay-offs
[edit]A player who has made an initial meld may at any time, when it is that player's turn, lay off individual cards to melds already made, regardless of whether the meld was made by the player or an opponent.
Example: On the table is ♥2-♥3-♥4. A player who holds ♥ A and ♥ 5 in hand may lay off two cards to the melded sequence.
Once melded, cards may no longer be returned to the hand or discarded.
Swapping a Joker
[edit]
If there is a figure with a Joker on the table, for example ♠6-♥6-J, and a player who holds the card that is represented by the Joker, here the ♣6 or ♦6, they can swap the Joker for this card. The Joker must be immediately used in a new meld and not just added to the player's hand. A Joker may only be swapped out after the first meld has been made.
The rules of the German Skat Association are stricter on this point: according to their rules, a Joker may only be replaced in a set if the set is completed with four cards of the same rank.[6]
Ending
[edit]The player who is first to get rid of all cards by melding and/or laying off and, if need be, placing a last card face down (verdeckt) on the discard pile, while announcing "Rommé" - to signify the end of the game - wins the game. All the remaining players receive as many minus points as they have card points in their respective hands.
Differences from Basic Rummy
[edit]The main differences compared with Basic Rummy (according to Parlett) are that German Rummy:[7]
- Uses 2 packs and 6 Jokers, as opposed to one pack and 2 Jokers
- Players are dealt an initial hand of 13 cards as opposed to 7 or 10
- Players must score at least 40 points on the first meld
Differences from Scala Quaranta
[edit]The main differences compared with the Italian variant, Scala Quaranta, are that, in German Rummy:[8]
- There are 3 Jokers per pack instead of 2.
- Jokers score 30 at the end, not 25.
- The cards are dealt in packets, not singly.
- The rule that a card from the discard pile must be melded immediately is optional.
- A card need not be discarded to end the play.
- Players need not retire on reaching 101.
See also
[edit]References
[edit]- ^ Parlett (1990), pp. 139–147.
- ^ Meister (1933).
- ^ Danyliuk (2017), pp. 149–152.
- ^ Grupp (1975–1979), pp. 58–60.
- ^ Danyliuk (2017), p. 151.
- ^ Rummy Rules of the German Skat Association Archived 2016-03-04 at the Wayback Machine (pdf; 72 kB)
- ^ Parlett (2008), p. 494.
- ^ Scala Quaranta at pagat.com. Retrieved 30 September 2023.
Literature
[edit]- _ (1988) Erweitertes Spielregelbüchlein aus Altenburg, 8th edition, Verlag Altenburger Spielkartenfabrik, Leipzig, pp. 168-172.
- Babsch, Fritz (1983). Internationale und österreichische Kartenspiel-Regeln, Piatnik, Vienna.
- Bamberger, Johannes (2011). Die beliebtesten Kartenspiele, Perlen-Reihe Vol. 648, 25th edition, Verlag Perlen-Reihe, Vienna, pp. 127-133. ISBN 978-3-99006-002-5
- Danyliuk, Rita (2017). 1 x 1 der Kartenspiele, 19th edn. Hanover: Humboldt ISBN 978-3-86910-367-9
- Grupp, Claus D. (1975–1979). Kartenspiele Niederhausen: Falken ISBN 3-8068-2001-5
- Grupp, Claus D. (1982). Rommé und Canasta in allen Variationen, Falken-Verlag Niedernhausen/Ts.
- Heinrich, Rudolf [Rudolf Bretschneider]: Rommé - Rummy international Alle Spielarten, Verlag Perlen-Reihe, Vol. 650, 7th edition, Vienna, 19??
- Kopp, Dr. Bernhard (1987). Die schönsten Kartenspiele, Buch und Zeit Verlag, Wiesbaden, pp. 46-48. ISBN 3-8166-9570-1
- Lembke, Robert E. (1974?). Das große Haus- und Familienbuch der Spiele. Lingen, Cologne, pp. 207-211.
- Meister, Friedrich (1933). Rommee und Doppelkopf. Leipzig: Hackmeister & Thal.
- Parlett, David (1990). The Oxford Guide to Card Games. Oxford: OUP ISBN 0-19-214165-1
- Parlett, David (2008). The Penguin Book of Card Games. London: Penguin ISBN 978-0-141-03787-5
- Smith-Creighton, John (1927). Das Rummyspiel, 3rd edition, Vienna.
External links
[edit]- Internationale Rommé-Ordnung des DSkV Archived 2016-04-08 at the Wayback Machine (International Rommé Rules by German Skat Association). (in German)
- Rommé Rules of German Rummy at www.spielanleitung.org.
(in German)
- Regelwerk Rules to download from the German Rommé Association.
German Rummy
View on GrokipediaOverview and History
Introduction
German Rummy, known as Rommé in its native language, is a draw-and-discard card game belonging to the rummy family, in which players aim to form melds—sets of cards of the same rank or runs of consecutive cards in the same suit—from a hand of cards.[5][6] This variant emphasizes strategic melding and the use of jokers as wild cards to complete combinations, distinguishing it through flexible rules that allow for extensive card manipulation.[4] Rommé holds significant popularity as a national pastime in German-speaking regions, including Germany, Austria, and Switzerland, where it has been a beloved fixture in family gatherings and social events for decades.[4] The game gained rapid traction in Germany following its introduction, leading to official recognition by the German Skat Association, which established a dedicated department and hosted the first national Rummy Championship in 2007—a event that has since become a staple in their tournaments.[6] The core gameplay loop involves players drawing a card from the stock pile or discard pile, forming or adding to melds on the table, laying off additional cards to existing melds, and discarding one card to end the turn, with the objective of being the first to empty their hand while minimizing deadwood (unmatched cards) points.[5][4] Typically accommodating 2 to 6 players, Rommé fosters social interaction through its competitive yet accessible nature, often played over multiple rounds until a target score is reached.[6][4]Historical Development
German Rummy, known as Rommé in Germany, emerged in the early 20th century as an adaptation of international Rummy variants, which trace their roots to the Mexican game Conquián that spread through Europe and the United States. This influence likely arrived in Germany via transatlantic cultural exchanges, evolving into a distinct form suited to local playing traditions with two decks and multiple jokers.[7][4] The game was first introduced to Germany in the 1920s, where the name "Rommé," a German adaptation of the English "Rummy," became established, distinguishing it from other European variants.[4] In the modern era, Rommé has adapted to digital platforms, with online versions proliferating since the early 2000s through sites and apps that facilitate multiplayer play. Organizations like the Deutsche Skatverband have supported its growth by hosting championships and issuing official tournament guidelines, including the 2012 Richtlinien für das Romméspiel, underscoring its enduring role in German card game culture.[7][3][6]Equipment and Setup
Required Materials
German Rummy, also known as Rommé, requires two standard 52-card decks, combining for a total of 104 cards, along with additional jokers.[2] The number of jokers varies from 2 to 6 depending on regional or house rules, with traditional German versions often including six and the official Deutscher Skatverband (DSkV) rules specifying three (totaling 106 to 110 cards).[5][3] Jokers serve as wild cards, capable of representing any rank or suit to complete melds during gameplay.[2] To facilitate scoring across multiple rounds, players typically use score sheets or pen and paper as optional accessories.[5] Before dealing, the designated dealer must shuffle the combined deck thoroughly to randomize the cards, ensuring an unbiased distribution; another player may then cut the deck for added fairness.[4][2]Dealing and Player Count
German Rummy, known as Rommé in German-speaking regions, is typically played with 2 to 6 players, though the optimal number is 3 to 5 for balanced gameplay and strategic depth.[8][9] For fewer than 3 players, the game remains playable with the same rules, while more than 6 may require additional decks or house adjustments to maintain pace, though this exceeds standard recommendations. Official DSkV rules are designed for 3 to 4 players.[3][8] The dealer is selected randomly for the first round, often by drawing cards or agreement among players, and the role then rotates clockwise after each round concludes.[3][8] The dealer shuffles two standard 52-card decks combined with 2 to 6 jokers (totaling 106 to 110 cards, depending on the joker count), ensuring a thorough mix to prevent predictability.[3][9] Cards are dealt face down, one at a time clockwise starting with the player to the dealer's left, until each participant receives 13 cards in basic play (though some variants like contract Rommé use 10 or 12 cards depending on the round); this size applies uniformly regardless of player count in standard rules.[8][9][1] After dealing, the dealer places the next card face up to initiate the discard pile, with the remaining cards forming the face-down draw pile in the center of the table.[8][9] All cards must be distributed evenly and concealed during the process to uphold fairness, with no peeking allowed until the hand is complete.[3] Play then begins with the player to the dealer's left.[8]Core Gameplay Rules
Objective and Melds
The objective of German Rummy, also known as Rommé, is for a player to be the first to form melds with all cards in their hand and discard their final card, thereby "going out" and ending the round.[10] The player who goes out earns a Rommé bonus of 5 points (or more for special cases), while opponents score penalty points equal to the value of their deadwood; the game continues over multiple rounds until a player reaches a target score such as 100 or 500 points depending on the variant, with the overall winner being the player with the lowest cumulative score.[3][2] This win condition emphasizes strategic melding to minimize personal deadwood while maximizing opponents' penalties.[4] Melds in German Rummy consist of two types: sets and runs, each requiring a minimum of three cards. A set comprises three or four cards of the same rank but different suits, such as three kings (K♥, K♦, K♣) or four sevens (7♠, 7♥, 7♦, 7♣).[10] A run is a sequence of three or more consecutive cards in the same suit, such as 8♥-9♥-10♥-J♥, with aces usable as high (after king) or low (before 2) but not wrapping around (e.g., Q-K-A-2 is invalid).[2] Melds must initially be "pure," meaning no jokers in the first meld laid down, though subsequent additions may include them; sets are limited to four cards maximum, with no larger "books" allowed.[10] Deadwood refers to any cards remaining unmelded in a player's hand when the round ends, and their values are summed to determine penalty points. For example, an unmelded jack and 5 would count as 15 points (10 for the jack + 5 for the number card). Specific card values, such as 10 points for face cards, are used in this calculation but detailed further in card valuation rules.[4]Card Values and Jokers
In German Rummy, also known as Rommé, each card has a specific point value used primarily for scoring the unmelded cards, or deadwood, in opponents' hands at the end of a round. Numbered cards from 2 to 10 are worth their face value (e.g., a 7 scores 7 points), while face cards—Jacks, Queens, and Kings—are each valued at 10 points. Aces are worth 11 points when unmelded, and Jokers are penalized at 20 points if left in hand.[3] Aces exhibit flexibility in runs (sequences of consecutive cards of the same suit), where they can play high, following the King and valued at 11 points (e.g., Queen-King-Ace), or low, preceding the 2 and valued at 1 point (e.g., Ace-2-3). However, Aces cannot wrap around to connect high and low ends of a suit, such as forming King-Ace-2, which is invalid.[3] Jokers function as wild cards, substituting for any missing card in a meld—either a set (three or more cards of the same rank) or a run—while adopting the point value of the card they represent for calculations like initial meld requirements. A Joker cannot stand alone as a meld and must be paired with at least one natural card; furthermore, multiple Jokers are prohibited from being adjacent in a meld or exceeding the number of natural cards within it (e.g., two Jokers cannot form a set with one natural card). If a player holds the natural card matching a melded Joker, they may exchange it during their turn, but the displaced Joker must immediately be incorporated into another valid meld.[3] When a player goes out by melding all their 13 cards without deadwood, they score the Rommé bonus, ranging from 5 points for a simple completion to 15 points for a "Super-Rommé" where all cards are melded in the initial turn without drawing.[3] These card values underpin the formation of sets and runs central to the game's objective.Turn Structure
In German Rummy, also known as Rommé, a player's turn follows a structured sequence designed to advance toward forming valid melds while managing hand size. The turn begins with drawing one card, either from the top of the face-down draw pile or the top card of the face-up discard pile, which is always visible to all players to allow strategic decisions based on available discards.[2][4] Following the draw, the player may form or add to melds if their hand meets the requirements, such as the initial meld threshold of at least 40 points in total value, though subsequent turns allow more flexible additions without this minimum. Melding occurs immediately after drawing if possible, but there is no declaration of "rummy" or going out mid-turn; instead, players integrate the drawn card into potential sets or runs before proceeding. Players cannot pass their turn even if unable to meld, ensuring active participation in every round.[2][4] The turn concludes with the mandatory discard of one card from the hand to the top of the discard pile, face-up, which replenishes options for the next player and maintains the game's flow. This discard step is always required unless the player has emptied their hand through melding, at which point the round ends. The visible nature of the discard pile promotes observation and anticipation among opponents throughout the game.[2][4]Initial Meld Requirements
In German Rummy, also known as Rommé, players cannot lay off cards to existing melds until they have satisfied the initial meld requirement by laying down one or more valid melds totaling at least 40 points.[7][2] This threshold ensures that entry into active play requires a substantial combination, preventing premature small-scale melds.[2] The point total for the initial meld is calculated by summing the face values of all natural cards in the laid-down meld or melds, with aces valued at 11 points when played high (e.g., in sequences after the king) or 1 point when played low (e.g., in A-2-3 runs).[2] Kings, queens, and jacks each count as 10 points, while numbered cards from 2 to 10 are worth their pip value.[2] For clarity, the standard card values used in this calculation are as follows:| Card Type | Point Value |
|---|---|
| Ace (high) | 11 points |
| Ace (low) | 1 point |
| King, Queen, Jack | 10 points each |
| 2–10 | Face value (e.g., 7 = 7 points) |
