Rummy 13

Indian-style rummy with 13 cards and no stakes: make runs and sets, declare first and beat the computer.

Rummy 13

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Watch a 20-second trailer

A real run of the game, recorded with captions and no sound.

How to play

  1. You and the computer each get 13 cards. Each turn, draw from the stock or take the top discard, then discard one card.
  2. A valid hand uses all 13 cards in melds: runs of three or more in one suit (ace low) and sets of three or four of a kind, with at least two runs.
  3. When the 13 cards you will keep form a valid hand, choose the card to throw away and press Declare to win.
  4. If nobody declares within 30 turns each, the player with fewer unmatched points wins. There are no jokers and no money involved.

Controls: mouse or touch. Made by CalcoTools.

Tips and strategy

  • Aim for two runs first: they are the hardest requirement.
  • Framed cards are already part of a meld; keep them unless a better arrangement appears.
  • Pick up the discard only when it fits a meld, otherwise the stock is a safer draw.
  • Throw away high unmatched cards early to keep your unmatched total low for a time-out win.

FAQ

Is there any gambling?
No. It is a free practice game with no stakes or prizes.
Why are there no jokers?
To keep the rules simple. Every meld is made from natural cards.
What if the stock runs out?
The discard pile, except its top card, is shuffled to make a new stock.

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