RailRoad Rummy Manual
English
Goal of the game
RailRoad Rummy is played over seven rounds. Scoring works like golf: the lowest total score wins.
You win a round by going out (playing or discarding every card in your hand).
Card values for scoring
When one player goes out, every other player scores the cards left in hand:
- 3-9: 5 points each
- 10, J, Q, K: 10 points each
- A: 15 points each
- 2: 20 points each
- Joker: 50 points each
Meld rules
- 2s and Jokers are wild cards.
- Sets are groups of cards with the same rank value. Example valid set: 5 of Hearts, 5 of Diamonds, 5 of Clubs.
- A meld may contain at most 50% wild cards.
- Runs are rank sequences from 3 up to Ace high, and suits do not matter.
- Example valid run: Jack of Hearts, Queen of Diamonds, King of Spades, and Ace of Clubs.
- Round requirements are built from sets of 3 and runs of 4.
- To go down, you must meet the exact requirement for that round. You cannot go down with a different combination, except for the special Round 7 rule.
- You also cannot go down with oversized melds. If a round requires 3 sets of 3, you must place exactly 3 sets of 3 when going down.
- Any extra cards that could extend those melds must stay in your hand until your next turn.
- After melds are on the table, players may extend valid sets and runs according to round rules. You must have gone down on a previous turn to play on other melds.
Round setup
- Choose the first dealer at random.
- The player to the right of the dealer is the starting player.
- Move the dealer position forward each new round.
- Start play by placing the top deck card face up in the discard pile.
Decks and draw pile
- The game starts with a draw pile made from two 54-card decks (each deck: 13 ranks x 4 suits, plus 2 Jokers).
- A standby pile is prepared from another two 54-card decks.
- If the active draw pile is exhausted, the standby pile is brought in as the new draw pile.
Seven-round structure
The game is played across seven rounds. Each round has a required go-down pattern and a fixed starting hand size.
- Round 1 (7 cards): 2 sets.
- Round 2 (7 cards): 1 set, 1 run.
- Round 3 (7 cards): 2 runs.
- Round 4 (10 cards): 3 sets.
- Round 5 (10 cards): 2 sets, 1 run.
- Round 6 (10 cards): 1 set, 2 runs.
- Round 7 (10 cards): 3 runs of 4 or more, using all cards in hand. This is the only exception to the exact-match go-down rule. In Round 7, longer runs are allowed as long as all hand cards are used to go down, with or without a final discard.
Turn flow
-
At the start of your turn, choose one:
- Take the top discard, or
- Draw from the deck.
- If the active player draws from the deck, other players may try to claim the discard.
- Claim priority uses turn order, but a player may use HMG to jump to the front of the priority line.
- If multiple players use HMG, priority between them returns to normal turn order.
- An HMG is only consumed if that player successfully claims the discard.
- Any non-turn player who claims the discard is dealt one penalty card.
- The active turn player does not take a penalty when choosing the discard on their own turn.
- A turn normally ends by discarding one card.
- A player may also end the turn by winning the round: reducing hand size to zero either by playing onto existing melds or by discarding their final card.
Going down and going out
- You can go down only when you can place the exact meld pattern for the current round.
- Extra matching cards cannot be added during that same go-down action; hold them and play them starting on later turns.
- Starting on the turn after you go down, you may also play cards onto other players' melds (if legal).
- A round ends immediately when a player goes out by emptying their hand.