Rummy Game Glossary


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Term Description
Aces HighThis applies where Aces can be counted with a higher point value - where Q-K-A is valid but not A-2-3. In some games, Aces may be both low and high. This rule is sometimes used in conjunction with another - see "Round The Corner".
Aces LowThis applies where aces are always low and counted as 1 point - where A-2-3 is valid but not Q-K-A. In some games, Aces may be both high and low. This rule is sometimes used in conjunction with another - see "Round The Corner".
Add OnA card deliberately discarded to an opponent who needs it for a meld.
AnglingDiscarding a card to induce your opponent to discard a card one rank away. This is a strategic move, also known as "side fishing" or "side baiting".
BaitingTo discard a card in order to induce an opponent to discard another card of the same rank or in suit and sequence with it. This is a strategic move which is also known as "Advertising", "baiting", "chumming", "fishing" or "tempting".
BaseFour natural cards of the same rank, essential to making a canasta. (Canasta)
Base CountThe total of one’s bonus scores, as distinguished from the point values of cards melded. (Canasta)
Basic ContractThis is a term used to refer to the requirement of a specific deal in a hand of a Rummy where the melds needed are of a fixed character. This applies in a number games, Contract Rummy in particular. It may be said that a player has fulfilled the "basic contract of the deal". Also see "Contract". (Contract Rummy)
Basic CountSee "Base Count".
Blind DiscardA discard made without a clue as to whether an opponent can use it. This is often the first discard of a deal.
BlitzSee "Shutout".
Bonus Box The added score for winning a hand or box, which is usually worth 25 points. (Gin Rummy)
BorrowingTaking extra cards from one’s own previous melds to form new sets. (Rummy, Gin Rummy, Panguingue)
Box ScoreThe score for winning a deal. This is also sometimes called the "Line Score". (Gin Rummy)
Buy InThe buy in is usually the minimum amount required to enter into a money tournament but can sometimes be quoted with a maximum buy in. Example: "for the table I joined, the buy in was $100 minimum with a maximum buy in of $500."
CanastaA meld of seven cards of the same rank. A "mixed canasta" is a meld containing one to three wild cards. A "natural canasta" or "pure canasta" is a meld containing no wild card. (Canasta)
Combination Two cards that will become a matched set by addition of a suitable third card.
Concealed HandOne that goes out in one turn having made no previous melds. (Canasta, Oklahoma)
ContractThe pre-fixed number and type of sets or runs that a player must meld on the first occasion in a specific deal. Also see "Basic Contract". (Contract Rummy)
CountThe point value in any given hand after deducting the total melded cards.
Dead CardsThose cards no longer available either because they are in the discard pile or because they are melded in a player's hand.
DeadwoodAny unmatched cards left with a player when a hand is finished.
Deadwood CountThe total value of the unmatched cards left with a player when a hand is finished. Also see "Deadwood".
DeckThe set of cards used to play a game.
DiscardAfter picking a card, to reduce the hand by placing one card on the top of the discard pile thus ending one's turn (face up).
Discard PileThe pile of cards, next to the stock, into which each player in turn places his discards.
End of HandIn Gin Rummy play continues until a player gins, knocks, or until there are only two cards left in the stock pile. In the latter case, the hand is over and ends in a tie thus no points are scored. However in Straight Rummy, the discard pile is turned over, shuffled and becomes stock so play continues. (Rummy, Gin Rummy)
Exposed CardIn any partnership game, any that is dropped or so held that partner sees its face illegally.
Face CardAny King, Queen, or Jack. In most games they score 10 points each.
FloatingDescribes the situation in some games where a player need not discard. In other games, if your last card can be melded, you cannot discard it and you therefore become a floater until you find an unplayable card to discard.
ForcingDiscarding a card that the next player, under the rules, must take up. (Conquian)
Foreign CardA card not belonging to the deck in use.
FrozenCondition of the discard pile when, under the rules, it may be taken only by matching the top card with a natural pair. (Canasta)
GinWhen a player is able to meld his entire hand with no deadwood remaining. He places one card face down and scores the value of the opponents deadwood count plus a 25 point "Gin" bonus. (Gin Rummy)
Gin HandThis refers to a hand with no unmatched cards. (Gin Rummy)
Gin OffWhen an opponent lays off all of his unmelded (ie unmatched) cards on the knocker’s hand. (Gin Rummy)
Go DownSee "Knock" and "Meld".
Go GinSee "Gin". (Gin Rummy)
Go RummySee "Rummy".
Going To The WallSee "Stand Off".
GroupSee "Set".
a hand of RummyThe cards dealt to a player; the cards he holds at any stage; a deal ending with a knock or gin; or the entire deal
House RulesHouse rules are often rules which are different than those given in the official rules of a game. They are often rules which are agreed upon by a party or parties to a game prior to the start of the game and may include optional rules that are known to sometimes be included in the play of a game or variations of it.
Illegal HandAny hand which, after discarding, contains more or less than 10 cards. (Gin Rummy)
Initial MeldThe first meld made in a deal by a player or a side, when this meld must conform to certain specifications. (Canasta, Contract Rummy)
KnaveAny jack.
KnockTo announce the end of play by placing the remainder of one’s cards face up on the table. Also see "Meld".
Knocking CountThe maximum unmelded count (ie deadwood score) with which a player may knock. Same as knocking point or knocking card. In Gin Rummy this is usually 10 points.
Lay DownSee "Meld".
Lay OffAfter a knock, to match cards from the opponent's hand against any of the knocker’s melded sets. There is no laying off when a player has gone gin. (Gin Rummy)
Line ScoreSame as box score. (Gin Rummy)
Matched CardOne that is part of a matched set.
Matched SetThree or more cards which, under the rules, may be melded together.
MeldThree or more cards either of the same rank or in a sequence of the same suit. Also see "Matched Set".
Natural CardOne that is not a wild card.
Off CardOne that is neither matched nor part of a combination.
Pack (cards)The pile of cards upon which cards are discarded. Also see "Stock" and "Discard Pile". (Oklahoma, Canasta)
Prize PileA discard pile that is frozen. (Canasta)
RankingA card's name and hierarchy (ace, ten, king, queen, or jack), as distinguished from its suit (hearts, diamonds, spades or clubs).
RedealAnother deal by the same player after one which was nullified.
Red ThreeA three of diamonds or a three of hearts which are worth 100 points each or double if all four are melded by one side. (Canasta)
ReducerAny low card picked with the object of allowing the discard of a higher value card with the object of reducing the deadwood count value in a hand.
Round The CornerThe rule that the Ace in sequence with both the King and the Deuce is allowable (K-A-2). This rule can be invoked where Aces are low, Aces are high or where Aces can be high or low but is included more often in games where Aces are high rather than where Aces are low. Also see "Aces Low" and "Aces High".
RummyLay down a hand with no unmatched, cards, not previously having melded and thereby scoring a bonus which is usually a doubling of points scored. (Rummy)
Run(aka "Sequence", "Stringer", "Straight" or "Rope") A lot of 3 or more cards of same suit and consecutive rank in a sequence
Safe CardSee "Safe Discard".
Safe CountThe point value that can be retained in a hand to prevent any possibility of an opponent winning a game.
Safe DiscardA card which, when discarded, was considered to be one that would not be taken up by an opponent. This is normally deduced from the player's own holding and the cards taken and discarded in previous plays by the opponent(s).
SalesmanA card discarded to lure a wanted card from an opponent.
SchneiderSee "Shutout".
SequenceSee "Run".
ShuffleTo randomize the cards before cutting and dealing.
SkunkTerm describing defeat by a shutout.
SpeculateTo pick an opponent’s discard which produces a combination rather than a meld.
Stand OffTo play a game to a tie.
StockThe remainder of the pack after the original hands are dealt, usually placed face down, and from whence cards may be drawn.
Stop CardA black three or any wild card when discarded, since the next player may not then take the discard pile. (Canasta)
StraightSee "Run".
StringerSee "Run".
Target ScoreThe target score can be set before the start of each game and the winner is the first to reach that score. In Rummy 500 that score is 500 and in Gin Rummy that score is 100 points by default, though another target score can be agreed upon. (Gin Rummy, Rummy 500)
Three Hand MeldA hand made up of three melds.
Top CardThe card at the top of the stock pile (face down).
TreyA three of any suit.
TripletA group of three.
Turn upSee "Upcard".
UndercutReduce one’s deadwood to the same or lesser count than the knocker’s. (Gin Rummy)
UnderknockTrying or having a lower total than the count of the opponent who has knocked.
UnloadTo discard high cards or meld them with the object of reducing the maximum possible deadwood score in case another player knocks or gins.
Unmatched CardsSee "Deadwood".
UpcardThe card at the top of the discard pile (face up).
Valle CardsThrees, fives and sevens are known as "cards of value" and are so called because there is a special bonus given for groups of these. Cards of other rank are considered to be "non-valle". (Panguingue)
Wild CardsOne that may be designated to be of any suit and rank by the owner. Jokers are wild in some Rummy games and can be used as any card to complete a set or sequence but not in laying off. In some Kalooki games the joker may be freely substituted for any card during laying off. (Kalooki, Rummy, Rummy 500)
Wild DiscardOne that the discarder is aware can and may be taken up by an opponent. A wild discard is one that is completely unsafe but often necessary.
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