Rummy rules: how to play Polish rummy (remik)
Rummy is a family of card games in which you collect cards into runs and sets and lay them on the table. These are the rules of remik, the rummy most Polish families play at home. The first player to get rid of all their cards wins the round. Everyone else scores penalty points for the cards still in their hand.
Remik differs from basic rummy in a few ways. You play with two decks and their jokers, and everyone gets 13 cards. Your first meld must be worth at least 51 points. You can take from the discard pile only in certain cases. Cards left in your hand count against you, and the lowest total wins.
Every table plays remik a little differently. We give the most common rules first and other house rules as variants. Agree on them before you start.
- Players
- 2-4 (more with a third deck)
- Playing time
- 30-60 min
- Age
- 10+
- What you need
- Two 52-card decks plus the jokers from both
Updated: 2 November 2026
The aim of the game
The game is played in rounds. In each round you try to get rid of all your cards as fast as you can. The first player to do so ends the round and scores no penalty points. Everyone else adds up the cards left in their hand. The game goes on until someone passes an agreed limit of penalty points. The player with the fewest points wins.
The cards and their values
You need two ordinary 52-card decks, shuffled together. Add the jokers from both decks, usually two or three in each. This means every card except the jokers appears twice.
| Card | Points |
|---|---|
| Two to ten | Face value |
| Jack, queen, king | 10 |
| Ace | 11, or 1 before a two |
| Joker | The value of the card it stands for |
You use these values for your first meld. Cards left in your hand at the end of a round count a little differently. See Scoring.
The deal
- Choose the first dealer. Everyone draws a card, and whoever draws the highest deals. A joker is highest, then an ace. If two players tie, they draw again.
- The dealer shuffles both decks together with the jokers.
- The dealer deals 13 cards to each player, one at a time, clockwise, and takes 14.
- The rest of the cards go face down in the middle of the table. This is the stock.
- No card is turned up. The discard pile starts with the first card someone throws away.
- The dealer goes first. On this first turn they do not draw, because they already hold 14 cards. They may lay down melds, then discard one card.
After each round, the deal passes to the left.
Your turn
Play passes clockwise. Each turn has three parts.
- Draw one card from the stock. In some cases you may take the top card of the discard pile instead. See The discard pile.
- If you can and want to, lay down melds or add cards to melds already on the table.
- End your turn by discarding one card face up onto the discard pile.
Cards on the table stay there until the round ends. You may not move them from one meld to another or take them back into your hand. The only exception is swapping a joker. See The joker.
Melds: runs and sets
- A run is three or more cards of the same suit in sequence. For example, the seven, eight and nine of hearts. It can be longer.
- A set is three or four cards of the same rank, each in a different suit. For example, the queens of spades, hearts and clubs.
A set may not hold two cards of the same suit. The two nines of hearts can never go in the same set, even though the two decks give you both.
An ace can start or end a run. Before a two, as in ace-2-3, it is worth 1 point. After a king, as in queen-king-ace, it is worth 11. It cannot be at both ends of the same run. A run cannot go round the corner, so king-ace-two is not a valid run. In a set, an ace is worth 11.
The first meld (51 points)
Until you make your first meld, you can only draw and discard. This first meld, called the opening, must meet two conditions.
- The cards you lay down are worth 51 points or more in total.
- At least one of your melds is a clean run, which means a run with no joker.
You must lay all these melds down in a single turn. Points from different turns do not add up. A joker counts as the card it stands for. An ace counts 1 or 11, depending on where it sits in the run.
For example, you lay down the nine, ten and jack of spades, worth 29 points. You add a set of three eights, worth 24. That makes 53 points with a clean run, so you can open.
Once your 51 points are on the table, you may add cards to other melds in the same turn. Those added cards do not count toward the 51. From your next turn on, you can lay down melds of any value.
The joker
A joker stands for any card. When you play one, say which card it replaces, unless the meld makes that obvious.
- A set of three may hold one joker. A set of four may hold up to two. In a set, a joker stands in for a missing suit.
- Two jokers may never sit side by side in a run.
- The clean run of your opening may not contain a joker. Your other melds may.
Once you have opened, you may take a joker from any meld on the table. Put the real card it stood for in its place. You must then use the joker in a new meld on the same turn. You may not keep it in your hand. You can also swap a joker on your opening turn, once your 51 points are down. The new meld with that joker does not count toward the 51.
A joker left in your hand at the end of a round costs 30 penalty points. Some tables agree on 25 or 50 instead.
The discard pile
Every turn ends with a card placed on the discard pile. You may take its top card instead of drawing from the stock, but only in these cases.
- If you have already opened, you may take it. You must then use it in a new meld on the same turn.
- If you have not opened yet, you may take it only to go out on that turn. You then lay down all your cards, including 51 points with a clean run, and discard the last one.
- You only ever take the single top card.
When the stock runs out, leave the top card of the discard pile where it is. Shuffle the rest of the pile and place it face down as the new stock.
Laying off
Once you have opened, you may add cards to any meld on the table, whoever laid it down. This is called laying off. You can extend a run at either end, or add a fourth card to a set of three.
After you add a card, the meld must still be valid. A run cannot go round the corner past the ace. A set cannot hold two cards of one suit or more than four cards. Before you open, you cannot lay off at all.
The end of a round
The round ends when a player gets rid of their last card. That last card must be discarded. All the others must already be on the table, in melds or laid off.
Sometimes a player goes out in a single turn without having laid anything down before. They put down all their cards at once, including 51 points with a clean run. Everyone else then scores double penalty points for that round.
Scoring
After each round, the other players count the cards left in their hands. Every card counts, even one that would fit into a meld. The winner of the round scores 0.
| Card in hand | Penalty points |
|---|---|
| Joker | 30 |
| Ace | 11 |
| King, queen, jack | 10 |
| Two to ten | Face value |
For example, you are left holding a joker, an ace and a seven. That is 30 + 11 + 7 = 48 penalty points.
Write down each player's penalty points and keep a running total. Agree on a limit before you start, usually 300 or 500. When someone goes past it, the game ends. The player with the lowest total wins. If more than one player has the lowest total, they share the win or play one more round, as you agree.
Variants
An open discard pile
Anyone may take the top card of the discard pile, even before opening. You may keep it in your hand, but you cannot discard it again on the same turn.
Points for the winner
The winner of each round scores the total of the cards left in everyone else's hands. Play to an agreed target, such as 500 points. The first player to reach it wins.
A penalty for never opening
If the round ends before you have opened, you score a flat 100 penalty points. You do not count your cards. Each joker in your hand adds 25 or 50 more, as you agree.
How many decks
Two players can use a single 52-card deck with its jokers. With five to eight players, add a third deck. Everything else stays the same.
Frequent questions
How many cards does each player get in rummy?
In remik everyone gets 13 cards and the dealer gets 14. The dealer goes first, skipping the draw on that first turn. Some tables give the 14th card to the player on the dealer's left, who then starts.
Why does the first meld need 51 points?
It is the usual threshold in Polish remik. It stops players from opening too early with a few small melds. Some tables use a lower threshold, such as 30 points. Agree on it before you start.
Do the 51 points have to be laid down in one turn?
Yes. Only the melds you lay down on that one turn count. Cards added to other players' melds do not, because you can only lay off after you have opened.
Does a joker count toward the 51 points?
Yes, at the value of the card it stands for. A joker in place of a king is worth 10. It just cannot be part of the clean run that your opening needs.
Can you take a joker from the table?
Yes, once you have opened. Put the card it stood for in its place. Then use the joker in a new meld on the same turn. You cannot keep it in your hand.
What does a joker left in your hand cost?
30 penalty points. Many tables agree on 25 or 50 instead. Settle it before the first round.
Can you discard a joker?
Nothing in the basic rules forbids it. It is rarely a good idea, because a joker helps you build melds. The next player can only take it under the usual conditions. See The discard pile.
When can you pick up from the discard pile?
Once you have opened, and then you must use the card in a new meld straight away. Before you open, you can take it only to go out on that turn. Many tables let anyone take it. See the variant An open discard pile.
Can you take the top discard to make your first meld?
Not in the basic rules, unless you lay down your whole hand and go out on that turn. The variant An open discard pile allows it.
Can you lay off on other players' melds?
Yes, once you have opened. You can add to any meld on the table, yours or anyone else's. Before you open, you cannot lay off anywhere.
Is the ace high or low in rummy?
In remik it can be either. Before a two, as in ace-2-3, it counts 1 point. After a king, as in queen-king-ace, it counts 11. A run of king-ace-two is not allowed. Some families play it, but that is a house rule.
Can a set have two cards of the same suit?
No. Every card in a set has a different suit, so a set has four cards at most. A second nine of hearts has to go into another meld.
How do you score rummy?
In remik, every player who did not go out adds up the cards in their hand. A joker is 30, an ace 11, a court card 10 and any other card its face value. That total goes on their penalty score. The game ends when someone passes the agreed limit, and the lowest total wins.
Do you have to discard to go out?
Yes. You end the round by discarding your last card. Many simpler rummy games let you go out without a discard. In remik as described here, the last card always goes on the discard pile.
How many decks do you need?
Two decks with jokers are enough for two to four players. Two players can also use a single deck. With five to eight players, add a third deck. See the variant How many decks.
How is remik different from basic rummy and gin rummy?
Basic rummy is played with one deck and no jokers. Each player gets 6 to 10 cards, and the first meld has no minimum. The winner scores the cards left in the other hands. Remik adds two decks with jokers, 13 cards, the 51-point opening and penalty points. Gin rummy is a separate two-player game from the same family.
Log your plays
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