Robber Rummy
	Invented by Howard Fosdick © BestFreeNewGames.com
          
          Overview: Rummy games are entertaining but placid. In contrast, Robber Rummy
          becomes boisterous as players steal each other's scoring cards.
          
          
Players: For 2 to 5
          playing individually. Also for 4 players paired into two partnerships.
          
          
Equipment: Two 52-card packs
          (with identical backs). A set of coloured poker chips or similar
          markers, with a different colour for each player or partnership.
          
          
Objective: Score the most
          points in a single deal. Win Game by being first to 400 points across
          deals. 
          
          
Deal: Deal 13 cards to each
          player. Turn one card face up for the start of the 
discard
            pile. Place remaining cards in a face down pile to compose
          the 
draw pile.
          
          Play: In his turn, a player:
          
             
	  - Either  draws one card from the
            draw stock ---OR--- takes the
            entire discard pile into his hand.
            
	    If the player chooses to take up the discard pile, he must
            first take the topmost card only
            and meld it to the table.
            Only after melding it does he take the rest of the discard pile
            into his hand (which he is required to do).
-  The player optionally makes any melds he wishes. The player
            may also steal meld(s) from his opponent by adding one or more
            cards to each he steals.
-  The player discards one card face up onto the top of the discard
            pile. If he took up the discard pile into his hand in his turn, this
            single card forms the start of a new discard pile.
 
          Melds: A set of matched cards is called a 
meld. The two kinds of melds are:
          
	  
            
              
                | Called: 
 | Contents: 
 | Example: 
 | 
              
                | Set meld 
 | 3 or more cards of the same rank | 4-Hearts, 4-Spades,
 4-Clubs
 
 | 
              
                | Sequence meld 
 | 3 or more cards of one suit in
                  sequence | 6-Hearts, 7-Hearts,
 8-Hearts, 9-Hearts
 
 | 
            
          
          
 
          All cards in melds must be placed on the table such that they are    fully visible to all parties at all times. 
        
          Since two decks are used, it is possible to have a single set meld of up to 8 cards.
  	
          For sequence melds, cards rank, from low to high: A-2-3-4-5-6-7-8-9-10-J-Q-K-A. This is also the maximum length sequence meld.
          Aces may be played high or low. 
          
          
          
Stealing Melds: To declare a
          meld, a player places it face up in front of him on the table. To
          denote his ownership, he places a poker chip of his own
          colour on top. The player scores points for this meld only if he still
          owns it when the hand ends.
          
          In his turn, a player may steal any of his opponent's melds by adding
          one or more extra card(s) to that meld, then marking it with
          his own colour poker chip.
	  
          Example: Player A declares
          the meld 3-Hearts + 3-Spades + 3-Clubs by placing it face up before
          him on the table along with his own colour poker chip. In his turn,
          Player B adds another 3-Hearts to the meld and steals it.
          He replaces the original owner's poker chip with his own.
          
          Example: Player A lays down a Spades sequence of 9-10-J-Q.
          In his turn, Player B steals the meld by adding the King and Ace of
          Spades to it. He denotes his ownership by changing the identifying
          poker chips.
          
          Melds can only be added to and/or stolen.
          They may not be merged together or split apart.  
          
          
	  
	
          
          The Discard Pile: The discard
          pile starts as a single face up card placed on the table 
          after the initial deal of cards to the players. At the end of each
          player's turn, he is required to discard one card face up onto the top
          of the discard pile. The cards must be stacked and "squared up" such
          that 
only the top card is
          visible at any one time. Players may 
not
          peek underneath the top card of the discard pile.
          
          In his turn, instead of drawing a single card from the drawing stock,
          a player may take the entire discard pile into his hand. To do this,
          he is required to 
immediately
          meld the top card of the discard pile to the table. The
          player cannot use cards from the discard pile below the top card when
          melding the top card.
          
          The player then takes the entire discard pile into his hand and makes any melds he
          wishes. Any cards he does not meld he keeps in his hand. When he discards, his single face up discard
          starts a new discard pile.
          
          
          
          
Hand End: A hand ends when
          either:
	  
	  - One player melds his entire hand
            and goes out (goes rummy).
            A player may rummy either with or without a final discard.
 --or--
 
- 
            The last card is drawn from stock. In this case, the player who
            drew the last card finishes his turn, then the hand immediately
            ends. No other players may make any plays.
 
Scoring: Scoring is performed
          after the hand ends. Players score points for all cards in melds they
          own at the end of play. Cards still in players' hands score negative
          points against the players holding them. There is no "going out" bonus
          for rummying.
          
          For 
set melds, each player
          scores for his melded cards as per the scoring chart below. For 
sequence melds, 
	  melded cards are worth double those in the chart:
          
	  
       
            
              
		| Card: 
 | Points: 
 | 
              
                | Ace (played high or in a set of aces) 
 | 15 
 | 
              
                | King, Queen, Jack, 10 
 | 10 
 | 
              
                | 9 down to 2 
 | 5 
 | 
              
                | Ace (played low) 
 | 5 
 | 
            
          
 
          
          
	  
          Example: A meld on the table
          of 4-Hearts, 4-Spades, and 4-Clubs is worth 5 + 5 + 5 points, or +15
          points total.
          Example: A sequence meld on the table of 
	  9-10-J-Q-K-A is worth:  5 + 10 + 10 + 10 + 10 + 15 times
          2, or +120 points total.
          
          For players still holding cards in hand when the hand ends, 
          negative points for those cards are scored as per the above table.
          Penalty card values are never doubled. Aces in hand are always valued
          as high.
          
          Example: A player has the
          following cards in hand when play ends: 2, 3, 4, 5, Jack, Ace. The
          penalty assessed against his score for the hand is -5 + -5 + -5 + -5 +
          -10 + -15 = -45 points total. These negative points are applied
          against any positive points the player scores for melds on the table
          for which he is credited. 
          
          Example: At hand end, a
          player owns a single table meld having cards 9-10-J in Hearts. In his
          hand he still holds the 2-Diamonds, A-Spades, and Q-K-A in Clubs. The
          player scores 5 + 10 + 10 times 2 or +50 points for his table meld.
          For those cards still in hand he scores -5 + -15 + -10 + -10 + -15 or
          -55 points. The player's final score for the hand is 50 + -55 = -5
          points.
	  
--------------------------------------------------
Advanced Rules: 
Should a player either inspect or take up the discard pile without
          first properly melding its top card, he has reneged. He immediately
          drops out of play for the hand and loses the hand with an assigned
          score of -100 points.
Aces may be played either high or low, but not "around the corner" (eg, K-A-2).
Players must tell opponents how many cards they hold in hand upon request.
--------------------------------------------------
          
Four Player Partnership Game: Partners use one colour of
          chips and total their points for each hand. If a player goes out
          (rummies), the card points still in his partner's hand count against
          the partnership.
	  
	  
          
Two Player Game: This
              is one of the few rummies that plays very well for two players,
              though the dynamics shift. 
Optional Rule: Best 4 of 7 Games wins the Sitting.
--------------------------------------------------
          
Tips for Play: Holding melds in your hand as long as possible
          before playing them to the table reduces the chances your opponents
          can steal them. You also lull opponents into complacency and gain
          greater victory if you put down a lot of cards to rummy while they
          still hold many cards in hand. However, retaining melds in hand
          increases your own penalty should an opponent surprise you and
          suddenly rummy.
          
          Cards played to sequence melds are worth double those used in set
          melds. Always check whether sequence melds are possible versus the
          cards already melded and your assessment of opposing hands. And play
          Aces high.
          
          Play a large meld as two smaller melds instead. 
Example: 
          Play Hearts 3-4-5-6-7-8 as the two melds Hearts 3-4-5 and Hearts
          6-7-8. This scores the same point total and makes it harder to steal
          those points, since two melds are harder to steal than one. (Players
          are not allowed to reform or combine melds on the table.)
          
          Keep a 
steal back card in
          your hand. A steal back card allows you to easily steal back one of
          your melds an opponent steals from you. 
Example: 
	  You play Hearts 3-4-5 to the table, but keep in
          hand your 2-Hearts. Should your opponent steal this meld with a
          6-Hearts, you can then steal it back again by playing your 2-Hearts.
          Or maybe you kept the 7-Hearts in hand in case the opponent plays the
          6-Hearts. Keep in mind that, since you are playing with two full
          packs, there are two of each card in the game. Unless you know its
          location, some one else might hold the same steal back card as you.
          
          A meld is 
locked when it
          becomes impossible to steal. For example, a set meld of 8-of-a-kind
          cannot be stolen, since there are only 8 of each card rank in play. A
          sequence meld becomes locked if the cards required to extend it have
          already been played to the table in other melds. If you can lock a
          meld under your control you've guaranteed you'll score for it at hand
          end.
          
          Carefully consider when to take up the discard pile. Taking the pile
          often confers a huge melding advantage, with the scoring potential
          increasing proportional to the size of the pile. But beware! You'll
          suffer big penalties if an opponent suddenly rummies while you still
          hold those cards in hand. If you're close to rummying, consider
          seeding the pile with an alluring card to tempt your opponent to take
          it up just before you rummy. Judge how many melds he'll immediately
          steal with the discards versus the penalty he'll score for cards still
          in hand when you rummy.
          
          Note that rummying does not guarantee victory. Mentally total points
          before going out to ensure you'll win the hand if you do. 
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License:  Feel free to print, copy, and distribute these rules, so long as you retain this paragraph. Invented by Howard Fosdick © 2023, distributed under 
Creative Commons License BY-ND. 
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