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Progressive Rummy is one of the versions of the contract rummy game. The game is almost same as Contract Rummy, but for some changes with the number of cards dealt and the limitation of cards in a run and a sequence. The variations of the game when compared with contract rummy may seem simple but are distinctive in their own way.

The major differences between Progressive rummy and contact rummy comprise the following:

  • In progressive rummy, there are seven deals played and the cards dealt to the players change after each deal. Thus in deal#1 cards dealt are 6, in deal#2 it is 7 and so on.

  • In Progressive Rummy, the contracts formed must have a set with exactly 3 cards and a sequence with exactly 4 cards.

 
 
     
 

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Progressive Rummy rules require to form a set of pre determined contracts known as the "Basic Contract" for each deal in the game.

  Progressive Rummy Rules

 

Number Of Players & Deck

The game can be played by 2 through 4 players with two decks of 52 cards and a joker (a total 105 cards). When 5 or more players play the game, three decks of 52 cards and 2 jokers (a total 158 cards) involve the play.

How To Deal

To determine the dealer, each player draws a card from the deck and the player with the lowest rank card is the dealer. In the draw the ace card has the lowest value. The dealer deals the cards starting with the player on his left and moving clockwise. The play also moves in the clockwise direction.

After the dealing is done the remaining cards are placed face down on the table and these form the stock pile and a card is turned up as an up card which forms the discard pile.

About Object

The object of the game is to form a basic contract (combination of melds) that is predetermined for each of the deals. The basic contracts for each corresponding deal differ and these can be seen later in this section. The player who finishes first on forming the basic contract and laying off the remaining cards, is the winner of the hand. The player who stands with the least cumulative score after all the deals are played is the winner of the game.

In the game the contracts and the melds are made in two different combinations; they are sets (or groups or books) and sequences (also called runs).

  • Sequence or run in the Progressive Rummy game is a meld of exactly four consecutive cards of the same suit as
    . Ace has a rank value which is high or low, but not both at the same time. Hence  and
    form valid sequences, but does not.

  • A set in this game is a meld formed with exactly three cards of the same rank, irrespective of the suit.
    For Example:

The contract for each deal to be met can be seen in the table following:

Note : 'S' stands for SETS and 'R' stands for RUNS

Deal Number 1 2 3 4 5 6 7
Cards Dealt 6 7 8 9 10 11 12
Contract 2S 1S & 1R 2R 3S 2S & 1R 1S & 2R 3R

The principal difference that prevails between Contract Rummy and Progressive Rummy can be known from the table above. In Progressive Rummy it can be seen that the cards dealt to the players change by one card with each subsequent deal where this does not happen in Contract Rummy.

In the formation of melds, any three cards of the same rank value count as a set regardless of suit and hence a set formed of
  is valid. A deal with two sequences must have the melds comprising different suits or if they cannot be of different suits, they at least must not be in consecutive order as in the case of a meld , this meld counts as one sequence. However a sequence with cards is considered as two because of the break between 5 and 7.

 
 

 
 

  Elements In This Game

 
 

How To Draw A Card

After the dealing is done, the player to the left of the dealer picks a card and this can be the up card or a card from the stock pile. Now the player goes across the hand to decide on a discard and discards it on to the table. The turn to play now moves in clockwise and the player to the left picks a card and on his discarding the turn moves on and likewise the play continues.

How To Buy

In the sequence of play if the up card on the discard pile is not claimed by the player whose turn it is, this discard can be "bought" by any of the players. The player buying is obliged to pick a card from the stock pile also, where such a card is referred to as a "penalty card". The player cannot meld, layoff or discard as it is not his turn. Such a player again draws a card on his turn and thus he posses two extra cards in his hand which he may use to form a meld or to layoff on to an existing meld.

When a player buys in, the sequence of play is hindered. After this buying is done, again the play shifts to the right player whose turn it is prior to the break of play. This player from whom the play resumes is not allowed to pick the up card from the discard pile as he has already refused the discard and has to go for the card from stock pile. The play continues as he discards and completes his turn.

Melding

On a players turn, the player fulfills the basic contract and lays off the formed meld on to the table. If the player has any additional cards in the hand he may lay off the cards on to the existing melds but on a different turn.

Laying Off

A player can lay off the cards only after he has laid down the basic contract on the table. Laying the basic contract and the laying off the additional cards cannot be done on the same turn. Hence on a subsequent turn that a player can lay off the remaining cards in his hand.

Joker Substitution

Jokers are the wild cards and can replace any card in a meld. A player can take joker in to hand from the melds on the table replacing it with a natural card, provided he has already laid the required contracts. This joker can be replaced or used for another meld in the same turn or a subsequent turn. In a situation where more than one player is willing to take the joker, then the player due to take the turn has the priority over the move.

When To Discard

On his turn a player after having drawn a card, decides a card which he needs the least and discards it. This discard is placed face up on the table. Once a player discards the turn moves to the player on his left.

When To Going out

A player done with forming the basic contract and laying off the cards (if any remained in hand) goes out to finish the game. A discard is not compulsory for going out in progressive rummy.

When To Shuffle Discard Pile

If the stock pile finishes before any player goes out, the discard pile is shuffled by the original dealer and is turned over to form a new stock pile.

 
 

  Scoring

 
 

The cards in progressive rummy are ranked from high to low as:

K-Q-J-10-9-8-7-6-5-4-3-2-A.

The scores are calculated according to the cards remained in the hand of the players at the end of a deal. After all the seven deals are played the player who stands with the least cumulative score is the winner. The score values of each card can be seen in the table below:

Card

Point Value 2 3 4 5 6 7 8 9 10 10 10 10 15 25

 
     
 

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