Playing Deals Rummy on Taj Rummy
- How is Deals Rummy played on Taj Rummy?
- Setting the table
- Selecting the Joker
- Playing the game
- Declaring for the win
- Calculation of points
- Calculation of winnings
- The Drop Option in Deals Rummy
- Tips on playing Deals Rummy on Taj Rummy platform
How to Play Deals Rummy on Taj Rummy
“Deals Rummy” stands out as a distinct and challenging variant of Indian Rummy. Typically designed for two players, it is played as a ‘Best of 2’ or a ‘Best of 3’ format. The core concept is encapsulated in the name itself – the game is structured around a pre-defined number of deals (either 2 or 3). In each deal, the player who successfully makes the first valid declaration secures victory with zero points. The losing player’s points are tallied at the end of each ‘deal’. However, it's not the number of individual ‘deals’ one by a player that matters. The Winner is the player with the fewest points at the conclusion of these predetermined deals.
Deals Rummy is the most challenging version of the game as it is played against a single opponent. It is the variant where skill and strategy are the single determining factor in winning.
How is Deals Rummy played on Taj Rummy?
The Deals Rummy is played by 2 players with either one or two packs of cards, each containing one printed joker card. There is typically a set-fee to enter a Deals game.
The focus of the game of Deals Rummy is to win against a single opponent in a set of ‘2’ or ‘3’ deals and score the least number of points at the end of each Deal. You have to arrange your 13 cards into valid sets and sequences while minimising the number of ungrouped cards. A valid declaration requires at least two sequences, with one of them being a pure sequence. The player who successfully declares first and meets the game's objective is declared the winner, earning zero penalty points.
You cannot drop out of a Deals Rummy game.
Setting the table
Before the game begins, a ‘Toss Is conducted to determine which player makes the first move. The player with the highest card dealt gets the initial opportunity to draw a card from the deck and begin the game. The person to the left of this player is the ‘Dealer’.
Once the toss is complete, both decks of cards are combined and well shuffled. Each player is then dealt 13 cards in a cyclical manner. The remaining cards are placed face down in the centre of the table. This is known as the ‘Closed Deck’. The next step is selecting the joker. After the joker is selected, the topmost card from the deck is opened and placed in the Open Deck. This indicates that the game has begun.
Selecting the Joker
The Joker is the most important card in the deck. It can be crucial in determining the winner of the game. Jokers can be used as a substitute for any card in the game. This makes it a very versatile and valuable card.
Once all players have been dealt their cards, one card is selected at random from the Closed Deck. This is the ‘Wild’ or ‘Cut’ Joker. All cards of the same ‘number’ or ‘face’ of any suit are then considered a wild Joker. For example, if 4♦ is selected as the wild joker, 4♥, 4♣ and 4♠ will also be the wild jokers of that game.
If the Printed Joker is cut, then the Aces of every suit can be used as the Wild Joker.
In a two-pack game, this brings the total number of jokers to 12 (8 Wild Jokers and 4 Printed Jokers)
Wild Jokers may be used as a ‘Joker’ or as the original printed card in a Pure Sequence.
K♠-Q♠-J♠ (WJ): Here “J” is the wild joker. However, it has been used as the J♠ to complete a Pure Sequence.
4♥-5♥(WJ)-6♥-7♥: Although 5♥ is the wild joker, it has been used to connect 4♥, 6♥ and 7♥ to create a Pure Sequence.
Avoid using jokers to create sets as they can be used more efficiently elsewhere.
Playing the game
Once the table has been set and Joker has been cut, play begins. The winner of the toss draws a card from the centre of the table, evaluates if he requires it to complete his hand and discards whatever card he doesn’t require. In this manner play continues in a clockwise direction around the table.
While playing, you should try to quickly minimise the points in your hand. You can do this by creating valid sequences and sets and getting rid of high unmelded cards.
Creating Valid Sequences
A Sequence is formed by melding three or more consecutive cards of the same suit. Sequences can either be Pure or Impure.
A “Pure Sequence” is one in which no joker has been used to complete the run. See the examples below:
5♥ 6♥ 7♥ (Pure sequence with three cards and no Joker or wild card)
3♠ 4♠ 5♠ 6♠ (Pure sequence with four cards. There is no use of Joker or wild cards here)
In an “Impure Sequence”, one or more jokers can be used to complete the run.
6♦ 7♦ Q♠ 9♦ (Here Q♠ has been used as a wild Joker replacing 8♦ to form an impure sequence)
5♠ Q♥ 7♠ 8♠ PJ (Impure sequence with Q♥ as the wild joker, replacing 6♠ and the Printed Joker, replacing 9♠)
A “Set” is a grouping of three or more cards of the same number or face value of different suits. Jokers can be used to complete any set.
Examples of sets:
- A♥ A♣ A♦ (In this set, all the Aces are of different suits, making a valid set)
- 8♦ 8♣ 8♠ 8♥ (Rummy set is formed with four 8 cards of different suits)
- 9♦ Q♠ 9♠ 9♥ (Here Q♠ has been used as a wild joker replacing 9♣ to make a set)
- 5♦ 5♣ 5♠ PJ (Printed joker replacing 5♥ to make a set)
- 5♦ 5♣ Q♠ PJ (Here Q♠ has been used as a wild joker replacing 5♠ & Printed joker replacing 5♥ to make a set)
- 5♦ 5♣ PJ Q♥ Q♠ (This is a set of 5 cards with Printed joker & Q♥ as wild joker replacing 5♠ 5♥ and one more wild joker Q♠ to complete 13 cards grouping)
Some important points to be noted:
You cannot repeat a suit in a single set. This makes it invalid.
Example of invalid sets: A♥ A♣ A♥ (The A♥ is used twice, thus making this an invalid set)
A set typically can contain only 4 cards. The only time when more than 4 cards can form a set, is if jokers are used.
Declaring for the win
Once you have melded all 13 cards into valid sequences and sets, you may declare for the win. To Declare successfully, you must fulfil the following conditions:
- You Must have at least 2 valid sequences
- You must have at least 1 valid Pure Sequence
- All cards have been melded.
You can only Declare at your turn. This is why you should arrange your cards and keep a good track of which cards will complete your hand. You will have just 30 seconds to decide, rearrange and declare for the game.
To Declare, select the card you want to discard and click the ‘Declare’ button. This card will be placed face down in the ‘Closed Card’ space. Your hand will then be evaluated. If you have a valid hand, you will be declared the winner. Your opponent will be given 30 seconds to rearrange their cards and Declare their hands. Points are then calculated and assigned.
If another player has Declared before you, do take the time to rearrange your cards and minimise the number of points. Sometimes in the heat of the game, you may not notice that there was a more efficient way to form sequences and sets that will drastically reduce your points.
If you declare without a valid hand, you will be assigned 80 points and be dropped out of the game. The game will continue until someone else successfully declares. Therefore, be very sure of your card melding before showing your hand.
Calculation of points
In Points Rummy, the player who meets the game's objective and finishes first is declared the winner and earns a score of 0 points. Since there is no ‘Drop’ option in Deals Rummy, you have to play until one of you Declare. If you declare without meeting the game's objective, you incur a high penalty of 80 points.
The scoring system in Deals Rummy is the same as other variants of Indian rummy. Face cards, such as Jacks, Queens, Kings, and Aces, each carry 10 points, while all other numbered cards are worth their face value in points (e.g., a 7 of any suit is worth 7 points, and a 3 is worth 3 points). Joker cards, as usual, are considered as having zero points in this scoring system. At the end of the game, the losing player's hand score is computed by adding points for cards that are not part of grouped sets and sequences. However, there are specific exceptions in this calculation:
- If the losing player does not have a pure sequence, all the cards in their hand are counted.
- If the losing player has a pure sequence but not two sequences, only the pure sequence is excluded from the point calculation.
- The maximum penalty a player can incur is 80 points, meaning that even if their hand score is higher, it will be capped at 80 points. Conversely, if a player's hand score is 75, they will receive 75 points as a penalty.
Determining Maximum Points
In Deals Rummy, your points are capped at a maximum of 80 points, regardless of the actual value of the cards you hold. This limitation ensures a fair and balanced scoring system, preventing you from accumulating an excessive penalty.
Calculation of winnings
In Deals Rummy, there is an entry fee for each game. This forms the ‘Prize money’ of the game. The Winner at the end of the Game, walks away the entire Prize money.
Winnings = (Entry Fee) X (No. of participants (i.e. 2)) - (Taj Rummy platform fees)
The net winnings, after the deduction of Taj Rummy platform fees, are then credited to the winner's Taj Rummy account.
The Drop Option in Deals Rummy
There is no Drop Option in Deals Rummy.
The absence of this option, makes it a challenging game, as players are committed to completing the predefined number of deals, regardless of the circumstances. This can make the gameplay more intense as there is no escape from the hand you're dealt.
Furthermore, if you happen to miss five consecutive turns during the game, an automatic drop is enforced. In this case, you will receive a score equal to your hand score. This is capped at a maximum of 80 points.
Tips on playing Deals Rummy on Taj Rummy platform
Deals Rummy can be a mentally challenging game as it forces you to play out the game irrespective of the cards you have been dealt. Here are some strategies to help you navigate this:
- Focus on creating sequences (with one pure sequence). By fulfilling this requirement, you drastically reduce the number of points you would lose if your opponent Declares first.
- Rearrange cards in different ways until you meld combinations that produce the lowest points.
- Pick cards from the Open Deck that can help you not just to complete a meld, but also reduce points on unmelded cards.
- Don’t get discouraged if you lose the first deal. This format of the game will challenge your frame of mind more than any of the other variants. Losing one deal is not enough to make you lose the game, if you have focussed on reducing your points.