Fan rummy – learn to play with

By: Dennis B. B. Taylor

Welcome to Fan Rummy!

Hey there! I’m here to introduce you to a cool variation of the classic card game called Gin Rummy. It’s called Fan Rummy, and it was created by the talented Daniel Friedman. Now, Fan Rummy has a lot in common with Gin Rummy, but there are a few exciting twists that make it even more fun. Let’s dive in and explore the game together!

The Cards and the Deal

In Fan Rummy, we use a deck of 52 cards. So grab a deck and let’s get started. The first thing we need to do is shuffle the cards really well. Once they’re all mixed up, we can start dealing.

Each player gets ten cards, and we deal them out one at a time. Now, here’s where things get interesting. We’re going to create two special columns with ten cards each. These columns will have the cards facing up, so we can see their suits and ranks. Pretty cool, right?

But wait, we’re not done yet! We still have one more card to deal. This card goes face up in the center, right between the two columns. We call it the “knock card.” It’s a special card that determines the maximum amount of deadwood a player can have before they can knock and end the round. Oh, and by the way, the deal alternates between players in each new round.

When playing this game, it’s important to keep in mind that the knock card will eventually be picked up. To make things easier, you can write down the knock value for the round on the score pad.

Let’s Play!

The goal of this game is to be the first one to get rid of all your cards and have as few deadwood cards as possible. To achieve this, you need to create melds of either sets or runs. A set consists of three or more cards of the same rank, while a run is made up of three or more sequential cards of the same suit. Remember, deadwood cards cannot be used to form melds.

When we’re playing this card game, I have a choice to make as the non-dealer. I can either pick up the knock card or just pass. If I decide to pick it up, I have to get rid of one of my cards. But if I pass, then it’s up to the dealer to pick up the card and discard one from their hand. However, when the dealer discards, they have to place the card face down on the outside of one of the columns. And that’s where all the future discards will go, face down on that pile. The remaining cards in the deck go in the center, right where the knock card used to be. That’s what we call the draw pile.

Fan rummy - learn to play with

When it’s your turn, you have two choices. You can either draw the top card from the draw pile, or you can take one card from one of the columns. Once you’ve made your choice, you pick a card to discard. The player who didn’t pick up the “knock” card goes first, and the game continues like this until someone is able to end the round.

Ending the round can be done in two ways. One way is to meet the requirement of the “knock” card. For example, if the knock card is a 7, you can end the round if you have 7 or fewer points in your deadwood. To do this, you discard a card to end your turn and lay your hand down for your opponent to see.

The other way to end the round is by going Gin. If you have melded every card in your hand, you have gone Gin. There is a bonus for doing this.

So, let’s talk about a great way to finish a round – getting a Big Gin. Alright, here’s the deal: if I manage to draw cards and perfectly meld all the 11 cards in my hand, I’ve got a Big Gin. And the best part? I don’t even have to discard any cards. Pretty cool, huh? Oh, and there’s a sweet bonus of extra points for pulling off a Big Gin. Gotta love that.

Now, let’s score this thing!

Once a round reaches its end, it’s time to do some math and tally up the score. The player who actually ended the round gets points. But here’s the thing – if that player still has some deadwood cards left in their hand, they need to subtract their opponent’s deadwood points from their own. The difference is the number of points they earn for winning the round. But wait, there’s more! If the player who ended the round has more deadwood points than their opponent, well, they’ve been undercut. And guess what? Their opponent not only earns 25 points, but also gets to add the difference in deadwood points to their score. Ouch!

When I go Gin, I get an impressive 25 points plus whatever my opponent has in deadwood. But if I manage to snag a Big Gin, that’s even better – I earn a whopping 31 points plus the value of their deadwood.

And here’s a cool twist – if the knock card happens to be a Spade, hold on to your hats because the points for that round are doubled!

Now Let’s Talk About Victory

The ultimate goal is to be the first player to reach 100 points or more. Once you hit that magic number, you’re the champion!

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