How is Points Rummy played on Taj rummy?

Points Rummy Variation

Playing Points Rummy on Taj Rummy

“Points Rummy” is a form of the 13 Card Rummy game which is played for points. Each point corresponds to a ‘Rupee value’ that is decided prior to the start of the game. The winner of the game (the first person to make a valid declaration) is assigned ‘zero’ points and wins money based on the total of the opponents’ points. Correspondingly, if you lose the game, you lose money equivalent to the number of points you have in your hand.

Of all of the formats of the game, Points Rummy is by far the fastest variation of Indian Rummy. It is the only form that finishes in a single round, making it a ‘high risk- high reward’ game. This is why it is a favourite among online rummy professionals.

How is Points Rummy played on Taj Rummy?

The Points Rummy variant of the traditional Indian Rummy is the most popular game on the Taj Rummy platform. It can be played by 2 to 6 players and involves the use of two packs of cards, each containing one printed joker card. The essence of Points Rummy is to play for points, with each point having a pre-established rupee value. To enter a Points Rummy game, players are required to bring a minimum amount to the table

Objective

In Points Rummy, the fundamental objective is to accumulate the least number of penalty points. 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. There are penalty points for dropping out of the game. This is covered in a later section. Understanding and achieving this primary objective while minimising your points is the key to success in Points Rummy, making it a strategic card game best suited to expert players.

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-deck 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.

  1. K-Q-J (WJ): Here “J” is the wild joker. However, it has been used as the J to complete a Pure Sequence.
  2. 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:

  1. 5 6 7 (Pure sequence with three cards and no Joker or wild card)
  2. 3 4 5 6 (Pure sequence with four cards. There is no use of Joker or wild cards here)
  3. In an “Impure Sequence”, one or more jokers can be used to complete the run.
  4. 6 7 Q 9 (Here Q has been used as a wild Joker replacing 8 to form an impure sequence)
  5. 5 Q 7 8 PJ (Impure sequence with Q as the wild joker, replacing 6 and the Printed Joker, replacing 9)

Creating Sets

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:

  1. A A A (In this set, all the Aces are of different suits, making a valid set)
  2. 8 8 8 8 (Rummy set is formed with four 8 cards of different suits)
  3. 9 Q 9 9 (Here Q has been used as a wild joker replacing 9 to make a set)
  4. 5 5 5 PJ (Printed joker replacing 5 to make a set)*
  5. 5 5 Q PJ (Here Q has been used as a wild joker replacing 5 & Printed joker replacing 5 to make a set)
  6. 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:

  1. 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)
  2. 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:

  1. You Must have at least 2 valid sequences
  2. You must have at least 1 valid Pure Sequence
  3. 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 opponents 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 (or any other player) 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. However, if any player drops out of the game, they receive a fixed penalty of either 20 or 40 points, depending on when they chose to exit the game. For example, if a player drops in their very first turn, they receive 20 points, whereas players who drop in subsequent turns get 40 points. If a player declares without meeting the game's objective, they incur a higher penalty of 80 points.

The scoring system in Points Rummy is based on the point values of the cards. 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). Notably, joker cards 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:

  1. If the losing player does not have a pure sequence, all the cards in their hand are counted.
  2. If the losing player has a pure sequence but not two sequences, only the pure sequence is excluded from the point calculation.
  3. 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 Points Rummy, the scoring system caps a player's maximum penalty at 80 points, regardless of the actual value of the cards they hold. This limitation ensures a fair and balanced scoring system for all players, preventing a single player from accumulating an excessive penalty.

Calculation of winnings

In Points Rummy, the player who successfully completes the game and meets the game's objectives emerges as the winner. The player's winnings are calculated based on the total points accumulated by all the opponents in the game, multiplied by the rupee value assigned to each point. The Taj Rummy platform fees are then deducted from this amount to determine the player's net winnings.

Winnings = (Sum of all points that opponents receive) X (Rupee value of the point) - (Taj Rummy platform fees)

For example, let's consider a game where five players participate in a 'Rs.2 Point Value' Points Rummy game. If Player 5 declares and the other four players lose with point scores of 10, 20, 30, and 40, the winner's Cash Prize is calculated as follows:

Cash Prize = (10 + 20 + 30 + 40) points x (Rupee-value of the point)

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 Points Rummy

In Points Rummy, each player has the flexibility to exercise the drop option at any point during their turn throughout the game. The drop option is available when a player has not picked a card from the open or closed deck during their turn. Once you have picked a card at your turn, you no longer can drop at that turn. You will need for play to go around the table before you once again have the option to drop.

There are three types of drop options:

  1. First Drop: If a player decides to drop the game in their very first turn, they incur a penalty of 20 points.
  2. Middle Drop: Players who choose to drop the game in any turn following the first turn are penalised with 40 points.
  3. Consecutive Misses: A player who misses five consecutive turns (of 30 seconds each) is automatically dropped out of the game. This occurrence is considered a middle drop and carries a penalty of 40 points. The consecutive misses option serves to prevent players from intentionally delaying the game.

Tips on playing Points Rummy on Taj Rummy platform

Playing Points Rummy on Taj Rummy is an exhilarating experience with its combination of strategy and skill. Taj Rummy ensures that the Points Rummy experience is smooth, fair, and secure, making it a popular choice for players looking for an authentic and enjoyable rummy experience.

Here are some pro-tips to help you play this variant of the game:

  1. Meld the Pure Sequence first.
  2. Ensure you have two sequences within your first turn (this means if you need more than 2 cards to complete them, consider dropping out of the game)
  3. Since the purpose is to minimise points, evaluate the number of points in your hand against the points for Dropping, and consider it as a strategic move.

Don’t forget these are the points you will be given:

2, 2, 2, 2 2 points
3, 3, 3, 3 3 points
4, 4, 4, 4 4 points
5, 5, 5, 5 5 points
6, 6, 6, 6 6 points
7, 7, 7, 7 7 points
8, 8, 8, 8 8 points
9, 9, 9, 9 9 points
10, 10, 10, 10 10 points
J, Q, K, A of (, , , ) 10 points
  1. First Drop: 20 points
  2. Middle Drop: 40 points
  3. Consecutive Drops: 40 points
  4. Maximum penalty: 80 points