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Rummying with wild cards<br />

You can also play Rummy with wild cards, or cards that can represent any card you like. You can<br />

add the jokers that come with the cards to the deck, treating them as wild cards, or you can make<br />

the 2s wild, for example.<br />

You can substitute the card represented by a wild card when it’s your turn to play. So if a<br />

combination including a joker, standing in for the ♥4 is put on the table, the next player can put in<br />

the ♥4 and pick up the joker for use elsewhere.<br />

If you put down two eights and a joker, you don’t have to announce which eight the joker<br />

represents, but with a run such as 5-6-joker, the assumption is that the joker represents the 7.<br />

When playing with wild cards, you may not want to put combinations containing wild<br />

cards down immediately; you don’t want to give another player the use of a wild card by way<br />

of the substitution. Of course, if you feel obliged to put down the set or run, try to ensure that<br />

the card your wild card replaces has already been played in some other set or run.<br />

Going out and tallying your score<br />

The first player to be able to put seven of the eight cards in her hand into combinations (including<br />

the card that she picks up in her current turn), or ten of her 11 cards as the case may be, goes out<br />

(places all her cards on the table) and wins. You discard your remaining card as you go out,<br />

usually having made the others into one combination of four and one combination of three. You<br />

don’t have to make the plays at one turn; you may have put down some cards into sets already, of<br />

course. If your last two cards are two sevens, and you pick up a third seven, most people play that<br />

you can go out by making a set, without needing a final discard.<br />

The winner collects points from all the other players. She bases her point total on the remaining<br />

cards in the other players’ hands, regardless of whether the cards make up completed combinations<br />

— which is a good reason to put down melds as soon as you get them.<br />

The players put their cards face-up on the table and call out how many points they have left for the<br />

winner. You score the cards according to the following scale:<br />

2s through 10s get their face value, meaning that a 5 is worth 5 points.<br />

Jacks, queens, and kings receive 10 points apiece.<br />

Wild cards cost you 15 points each, if you are playing with them.<br />

Aces, in keeping with their lowly status during the game, charge you 1 point only.<br />

For example, if you’re left holding ♠K, ♦K, ♦Q, and ♣A at the end of the game, the winner of the<br />

game scores 31 points. With more than two players, the winner cumulates the points from all the<br />

other players.

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