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5️⃣

Rummy 500

The Classic Melding Card Game

👥 2-8 Players 🃏 52-Card Deck ⏱️ 30-60 Minutes 📊 Easy-Medium
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Objective
Be first to 500 points
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Key Action
Meld sets & runs
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Round Ends
When someone goes out
Unique Feature
Draw from discard pile

What is Rummy 500?

Rummy 500 is a classic card game where players draw and discard cards to form melds - groups of matching cards. Unlike basic Rummy, you score points for every card you meld, and the goal is to be the first player to reach 500 points across multiple rounds.

The unique twist in Rummy 500 is that you can draw from anywhere in the discard pile - not just the top card - which adds strategic depth and excitement!

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Two Types of Melds

Sets: 3 or 4 cards of the same rank (e.g., 7♥ 7♦ 7♠)

Runs: 3+ consecutive cards of the same suit (e.g., 4♥ 5♥ 6♥ 7♥)

Setup & Deal

  1. Determine Number of Cards
    2 players: Deal 13 cards each
    3-4 players: Deal 7 cards each
    5+ players: Deal 6 cards each (use 2 decks)
  2. Create the Draw Pile
    Place remaining cards face-down in the center as the stock (draw pile).
  3. Start the Discard Pile
    Turn over the top card of the stock to begin the discard pile. Place it face-up next to the draw pile.
  4. Determine First Player
    The player to the left of the dealer goes first. Play proceeds clockwise.

Taking Your Turn

Each turn has three phases: Draw → Meld → Discard

  1. 1. Draw a Card
    You MUST draw one card. Choose from:
    • Top of stock: Draw the face-down top card
    • Discard pile: Take ANY card you can see (not just the top one!)
  2. 2. Meld Cards (Optional)
    Lay down valid melds from your hand face-up on the table:
    • New melds: Lay down sets or runs
    • Lay off: Add cards to existing melds (yours OR opponents'!)
  3. 3. Discard
    End your turn by placing one card from your hand face-up on the discard pile. (Exception: If you go out by melding all cards, no discard needed.)
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Drawing from the Discard Pile

When you take a card from the discard pile, you must take all cards above it too. You must immediately use the bottom card you took in a meld.

Understanding Melds

Sets (Groups)

3 or 4 cards of the same rank, different suits:

J
J
J
Valid set: Three Jacks = 30 points

Runs (Sequences)

3 or more consecutive cards in the same suit:

5
6
7
8
Valid run: 5-6-7-8 of Hearts = 26 points
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Ace Placement

Aces can be HIGH (Q-K-A) or LOW (A-2-3), but NOT both in the same run. You cannot make K-A-2.

Laying Off Cards

"Laying off" means adding cards to existing melds on the table - even your opponents' melds!

  • To a set: Add the 4th card of that rank
  • To a run: Add cards that extend the sequence
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Scoring Laid Off Cards

When you lay off on an opponent's meld, YOU score those points - not them! This is a key strategy in Rummy 500.

Going Out & Ending the Round

A round ends when:

  • A player "goes out" by melding/laying off all their cards
  • The stock pile runs out AND no one can/wants to draw from discards
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Going Out

If you meld/lay off all your cards on your turn, you don't need to discard. Your hand is empty - you're out!

Card Point Values

Card Values
Ace (high - in K-A run) 15 points
Ace (low - in A-2-3 run or set) 1 point
Face Cards (K, Q, J) 10 points each
Number Cards (2-10) Face value
Joker (if used) 15 points
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Ace Value Depends on Use

An Ace in Q-K-A is worth 15 points. An Ace in A-2-3 or a set of Aces is worth only 1 point.

Calculating Round Score

At the end of each round, calculate your net score:

Score Formula
Points from melded cards + Points
Points from cards left in hand - Points
Net Score for Round = Result
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Negative Rounds Possible!

If the cards in your hand are worth more than your melds, you'll have a NEGATIVE score for that round. Always try to meld high-value cards!

Round Score Example

Alice's Round Score
Melded: K♠ K♥ K♦ +30
Melded: 5♣ 6♣ 7♣ 8♣ +26
Laid off: 9♣ on opponent's run +9
Left in hand: Q♥ 7♦ -17
Round Total +48 points

Winning the Game

The game ends when a player reaches 500 points (or more). That player wins!

Final Standings
Alice 512 - WINNER!
Bob 423
Carol 387
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Tie Breaker

If multiple players pass 500 in the same round, the player with the highest score wins. Some play one more round to break ties.

Drawing Strategy

  1. Watch the Discard Pile
    The discard pile is spread so all cards are visible. Memorize useful cards buried deep - they might be worth grabbing!
  2. Count the Cost
    When taking from the discard pile, you must take ALL cards above your target. Make sure the extra cards don't hurt you!
  3. Draw from Stock When Unsure
    Taking from the discard pile reveals your strategy. Sometimes a blind draw is better to keep opponents guessing.

Melding Strategy

  1. Meld High Cards First
    Get face cards and high numbers out of your hand quickly. If someone goes out, they won't count against you!
  2. Hold Small Melds Sometimes
    A meld of low cards (2-2-2 = 6 points) might be worth holding if you're close to going out and want to catch opponents off guard.
  3. Lay Off Strategically
    Laying off on opponents' melds scores YOU points and reduces your hand. Do it often!
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Extend Runs

Runs can grow very long. A run of 3♥-4♥-5♥-6♥-7♥-8♥-9♥ is worth 42 points! Keep building when you can.

Discarding Strategy

  1. Discard What Others Don't Need
    Pay attention to what opponents are collecting. Don't give them easy melds!
  2. Discard High Cards Early
    If you can't meld a King or Queen, discard it early. Don't get stuck with -10 points in your hand!
  3. Keep Flexible Cards
    Middle cards (5-6-7-8) can form runs in multiple directions. Keep them longer than edge cards.

Common Mistakes

Holding Too Many Cards

Grabbing lots from the discard pile is tempting, but more cards in hand = more risk if someone goes out!

Forgetting to Lay Off

You can lay off on ANY meld - including opponents'! Many players forget this and miss free points.

Hoarding Aces

Aces are tricky - 15 points when high, but 1 point when low. An Ace you can't meld is -15 against you!

Popular Variations

With Jokers (Wild Cards)

Add 2 Jokers to the deck. Jokers are wild and can represent any card.

  • Joker is worth 15 points when melded
  • A meld can only contain ONE Joker
  • Jokers left in hand count as -15 points
  • You can replace a Joker in a meld with the card it represents
Going Rummy (Bonus)

If you meld your ENTIRE hand in one turn (never having melded before):

  • Your points for that round are DOUBLED!
  • Very rare but very rewarding
  • Requires holding cards until you can go out all at once
Round the Corner Runs

Allow runs to "wrap around" from King to Ace to 2.

  • K-A-2 becomes a valid run
  • Q-K-A-2-3 is a valid 5-card run
  • Ace counts as 15 in these sequences
Partnership Rummy 500

Play with 4 players in 2 teams (partners sit across).

  • Team scores are combined
  • Partners can lay off on each other's melds freely
  • First team to 500 wins
  • When one partner goes out, the other's hand cards don't count against the team
Different Target Scores
  • 250 points - Quick game
  • 500 points - Standard
  • 1000 points - Marathon game
Boathouse Rummy

A variation where going out is more rewarding:

  • The player who goes out scores a bonus
  • Other players' hand cards count double against them
  • Makes going out quickly more strategic