Kurz & Bündig erklärt: das Kartenspiel Romme ›› Mit Spickzettel der Regeln als PDF (1 Seite) für Anfänger ‹‹ Angefangen bei der Anzahl der Karten über Geben . Das Rommé (manchmal auch Gin Rommé genannt) gehört zu den Anlege- und Kombinationsspielen. Als beliebtes Familien- und Gesellschaftsspiel hat es sich . Aug. Rommé für zwei Spieler; Regeln und Varianten. Gin Rommé ist eine der beliebtesten Formen des Rommé. Das Spiel wird im Allgemeinen von. Can a player go inside the pile and pick stargames bingo a card they can form a meld with out of turn by declaring "Rummy on the table"? You can end the play at your Beste Spielothek in Amras finden if, after drawing a card, you can form sufficient of your cards into valid combinations: Der Spieler mit der zweithöchsten Anschrift wird vom Spieler mit der niedersten Beste Spielothek in Raad finden honoriert. The game is a variation of "gin," but instead of laying your cards out during the game for your opponent to see, you hide them until the game Tragamonedas Gratis | Casino.com España. This is called the line bonus or box bonus. Gin Rummy is one of the most popular forms of rummy. The Gin Rummy Association's Gin Rummy Tournaments gin romme regeln has information about forthcoming Gin Rummy events, including regular live tournaments in Las Vegas, and the site includes a summary of the rules used in these tournaments. Die verbleibenden Karten werden verdeckt als Stapel auf den Tisch gelegt und bilden den Talon. German - Fast Track. Der Alleinspieler zahlt, wenn er verliert, an beide Gegner den Gewinn aus, oder er zieht von beiden Gegnern den Gewinn ein. Nach dem ersten Spiel passt der Verlierer und der Gewinner spielt nun das zweite Spiel gegen Cder die Karten teilt. The opponent of the player who knocked must spread their cards face-up, arranging them into sets and runs where possible.
Before the first hand begins, the cards are shuffled and laid face down in a arc. Each player draws one card; the player with the highest card selects his place and is the first dealer.
The other players sit to the left of the dealer in the order of the rank of the cards drawn. The deal changes clockwise after each hand.
The dealer reshuffles the cards and lets his right-hand neighbour cut the deck. In many cases, the rule is that if a player finds a joker when cutting , he may keep it.
This is known as robbing or plundering rauben , not to be confused with the rule allowing a joker to be exchanged see below. The cards are dealt face down clockwise, each player is dealt thirteen cards in 3 packets of three and 1 packet of four; the dealer himself takes fourteen.
Figures may be built with the aid of Jokers. The card values are as follows: The dealer is the first player to go. He may now meld figures, provided he meets the requirement for the first meld and ends his turn by placing a card face-up next to the pile "discards".
Then it is the turn of the player to his left. Subsequently, the dealer is the loser of the previous hand but see variations. In a serious game, both players should shuffle, the non-dealer shuffling last, and the non-dealer must then cut.
Each player is dealt ten cards, one at a time. The twenty-first card is turned face up to start the discard pile and the remainder of the deck is placed face down beside it to form the stock.
The players look at and sort their cards. The object of the game is to collect a hand where most or all of the cards can be combined into sets and runs and the point value of the remaining unmatched cards is low.
A card can belong to only one combination at a time - you cannot use the same card as part of both a set of equal cards and a sequence of consecutive cards at the same time.
For example if you have 7, 7, 7, 8, 9 you can use the 7 either to make a set of three sevens or a heart sequence, but not both at once.
To form a set and a sequence you would need a sixth card - either a 7 or a Note that in Gin Rummy the Ace is always low.
A is a valid sequence but A-K-Q is not. For the first turn of the hand, the draw is done in a special way. First, the person who did not deal chooses whether to take the turned up-card.
If the non-dealer declines it, the dealer may take the card. If both players refuse the turned-up card, the non-dealer draws the top card from the stock pile.
Whichever player took a card completes their turn by discarding and then it is the other player's turn to play. You can end the play at your turn if, after drawing a card, you can form sufficient of your cards into valid combinations: This is done by discarding one card face down on the discard pile and exposing your whole hand, arranging it as far as possible into sets groups of equal cards and runs sequences.
Any remaining cards from your hand which are not part of a valid combination are called unmatched cards or deadwood. Ending the play in this way is known as knocking , presumably because it used to be signalled by the player knocking on the table, though nowadays it is usual just to discard face down.
Knocking with no unmatched cards at all is called going gin , and earns a special bonus. Although most hands that go gin have three combinations of 4, 3 and 3 cards, it is possible and perfectly legal to go gin with two 5-card sequences.
A player who can meet the requirement of not more than 10 deadwood can knock on any turn, including the first.
A player is never forced to knock if able to, but may choose instead to carry on playing, to try to get a better score.
The opponent of the player who knocked must spread their cards face-up, arranging them into sets and runs where possible. Provided that the knocker did not go gin, the opponent is also allowed to lay off any unmatched cards by using them to extend the sets and runs laid down by the knocker - by adding a fourth card of the same rank to a group of three, or further consecutive cards of the same suit to either end of a sequence.
Cards cannot be laid off on deadwood. For example if the knocker has a pair of twos as deadwood and the opponent has a third two, this cannot be laid off on the twos to make a set.
The play also ends if the stock pile is reduced to two cards, and the player who took the third last card discards without knocking.
You can have ace, but not queen-king-ace. Choose whether to take the card in the discard pile. If you pass, the dealer can choose to pick it up.
Pick up a new card. Whether you go for the card in the discard pile or the one on top of the stock pile, pick up your new card and assess whether it will help you form any melds.
Look to see if you already have a couple of cards with the same numerical value, or if it suddenly connects a couple cards to form a run.
You can also discard whatever you just picked up from the stock pile. You can discard it during your next turn if you want, but you must keep it for at least one turn.
Take turns picking up cards and discarding cards. Go back and forth drawing cards with your opponent and attempting to form melds with all your cards.
At each turn, decide if you want the card that your opponent just placed face-up in the discard pile, or if you want to take the mystery card from the top of the stock pile.
As you form melds, do not place them on the table. End the game if only two stock cards remain. If a player takes the third to last card in the stock pile and the game is still going, then the hand is cancelled.
No points are awarded to either player, and the cards must be re-dealt. Knock if all your cards form melds. Knocking is how you end gameplay. You can physically knock on the table if you want to, but the face-down discard is generally accepted as the knocking symbol.
Knock to prevent your opponent from reaching gin. If you think your opponent may reach gin before you, you can knock early to prevent them from getting those bonus points.
End the game only if your deadwood totals ten points or less. You can only knock if the points values for your deadwood cards total ten or less.
Kings, queens, and jacks are worth 10, aces are worth 1, and all numerical cards are worth their numerical value.
Expose your melds to your opponent. Lay down all your cards face-up and divide them into melds on the table. Make it clear for your opponent to see your sets and runs by grouping cards within a meld closely together and also putting some space between the melds themselves.
Your opponent now has the chance to lay off their deadwood cards onto your cards to add to melds. Or they could add that 5 to a run of or Lay off cards only if gin has not been reached.
This means that one player will potentially end up with a lot of deadwood, and thus a lot of deadwood points for the knocker to claim.
Write down each player's points on a piece of paper. The difference between the two is 16 points. Award the non-knocker for an undercut.
If you were the knocker, and it turns out your opponent has fewer deadwood points than you, this is called an undercut. The difference between the deadwood points is awarded to them rather than you in this case, along with a point undercut bonus.
Play until someone reaches points. Deal the cards again and continue to play rounds until one player has reached points. This player is awarded bonus points for doing so.
Each player then earns an additional 25 points for every round they won. The player with the most points after all the tallying is the winner.
Memorize cards that are being discarded. Keep track of what cards both you and your opponent have discarded, as these will indicate what to avoid collecting.
For example, if you saw two kings end up in the discard pile, then you shouldn't hold onto any kings in your hand since these will certainly become deadwood.
Memorize which cards your opponent is picking up. Get a sense for which cards your opponent is picking up from the discard pile since these will clue you into their sets and runs.