Ten pennies – learn to play with

By: Dennis B. B. Taylor

Welcome to Ten Pennies

Hey there! I’m here to tell you all about an awesome game called Ten Pennies. It’s a fun and exciting version of Rummy that you can play with your friends and family. The best part? You can even use real money to make things interesting!

Let’s Get Started

To play Ten Pennies, you’ll need a deck of 52 cards and two Jokers for every two players. If you have an odd number of players, just round up and use the appropriate number of decks.

To decide who goes first and keeps score, each player should draw a card from the deck. The player with the highest card becomes the dealer and scorekeeper.

The dealer then gives each player eleven cards, one at a time. The remaining cards form the draw pile, and the dealer flips the top card over to create the discard pile.

Let’s Play!

Now that we’re all set up, it’s time to start playing Ten Pennies! The goal of the game is to purchase cards from the discard pile and form a pot. The player who wins the game also wins the pot!

Remember, you don’t have to use real money if you don’t want to. But it can definitely make things more exciting! Just make sure everyone agrees on the stakes before you start.

During your turn, you can either draw a card from the draw pile or purchase a card from the discard pile. Keep in mind that purchasing a card adds to the pot, so choose wisely!

Once you have the card you want, you can then lay down sets and runs, just like in traditional Rummy. The first player to get rid of all their cards wins the game and takes home the pot!

I hope you’re as excited as I am to play Ten Pennies. It’s a game that combines strategy, luck, and a little bit of risk-taking. So gather your friends and let the fun begin!

When playing the game, I start my turn after the dealer. I can choose to buy the top card from the discard pile, or pass it to the player on my left. If they don’t want it, it goes to the next player, and so on. If I decide to buy the card, I have to put a penny into the pot. Once I have the card, I also draw two cards from the draw pile. One important rule is that I can only play cards on my own turn.

If I choose not to buy the card, I draw one card from the top of the draw pile. Then, I move on to the next phase of my turn, where I can build melds.

In Ten Pennies, I have a specific task each round: I need to build a particular meld before I can play any other cards. If I can’t meet this requirement, my turn is done. To signal the end of my turn, I have to discard one card from my hand.

But if I can meet or have already met the first meld requirement, I can keep playing. I can create other melds or add to the ones I’ve already played. After doing that, I have to end my turn by discarding a card from my hand. Then it’s the next player’s turn.

We continue playing like this until someone manages to get rid of all their cards. And here’s the best part: you don’t have to discard any cards to win the game.

MELDS

In Ten Pennies, the only type of meld you can make is a set. A set is when you have three or more cards of the same rank. But you can’t have two of the exact same cards in a set. So if you have a set of 3’s, you can’t have two 3 of hearts in it. There are special rules when you use wild cards.

In each round of the game, you have to meet a first meld requirement. Once you meet that requirement, you can start playing other melds and adding cards to melds that have already been played.

Here are the first melds you need to make for each round:

In the game of Rummy, the first meld requirement is different for each round. Here’s a breakdown of the requirements for each round:

Round First Meld
1. 2 sets of 3
2. 1 set of 4
3. 2 sets of 4
4. 1 set of 5
5. 2 sets of 5
6. 1 set of 6
7. 1 set of 7

Once you meet the first meld requirement, you can start building other melds and laying off cards. “Laying off” means playing one or more cards on the melds that have already been built. For example, if you have a meld on the table consisting of three 3s, and on your turn you have the fourth 3 or a wild card, you can lay off that card onto the meld.

You have the option to lay off as many cards as possible during your turn. This allows you to strategically add cards to existing melds and increase your chances of winning.

Now, let’s talk about jokers and wilds. In Rummy, jokers and wild cards can be used to represent any other card. They are versatile and can help you complete sets or runs that would otherwise be impossible.

Jokers can be used as substitutes for missing cards in a meld. They can also be used to create new melds by adding them to existing sets or runs. Wild cards, on the other hand, are specific cards designated as wild and can be used in the same way as jokers.

Having jokers and wilds in your hand gives you more flexibility and opportunities to form winning combinations. Make sure to use them wisely!

Mastering the rules of Rummy, including understanding the different meld requirements and how to effectively use jokers and wilds, will greatly enhance your gameplay and increase your chances of winning. So, keep practicing and have fun playing Rummy!

As I play the game, Jokers are my secret weapon. They can be anything I want them to be throughout the entire game. But things get even wilder during the last three rounds. Suddenly, Aces and 2’s join forces with the Jokers and become wild too.

Now, when it comes to using these wild cards, we have some special rules to keep things fair. Here’s what you need to know:

Round Wilds Number of Wilds Per Set
1. Joker 1 wild per set
2. Joker 1 wild per set
3. Joker 1 wild per set
4. Joker 2 wilds per set
5. Joker, Ace, 2 2 wilds per set
6. Joker, Ace, 2 2 wilds per set
7. Joker, Ace, 2 3 wilds per set

SCORING

So, here’s how it works. Once I finish playing all the cards in my hand, the round is done. But it’s not just about winning or losing – there’s a points system involved! I earn points based on the total value of the cards in my hand. And guess what? I also have to put a penny into the money bowl for each card I have left in my hand. That can add up real quick!

Card Points
3-9 5 points each
10-King 10 points each
2’s 20 points each
Aces 20 points each
Jokers 50 points each

WINNING

Now, let’s talk about winning. The player with the lowest score at the end of the game is the winner. And if we’re playing for money, the winner takes home the entire pot. That’s a pretty sweet deal!

So, remember, the goal is to get rid of all your cards while collecting as few points as possible. The more points you have, the tougher it gets to win. But don’t worry, with a little strategy and a bit of luck, you’ll come out on top!

Leave a Comment