When you first start playing online 13 card rummy, you may find that putting your cards into combinations is quite challenging. The best tips and strategy is to aim for melds that have the best chance for completion. The cards in your hand and on the table give you information about your chances for completing certain combinations.
Since Indian Rummy is a fast paced game you need to be good at analyzing situations and applying the rummy tricks quickly. You will find a few skills rummy tips which you can try out on the free tournaments to find out how proficient you have become. By the time you are done learning about the 13 card rummy tips, be rest assured that playing rummy and excelling will be no big deal. The tips and strategy step by step given below will help you to outclass the opponents of any level.
13 Card Rummy Tips Step 1: Group Cards For Easy Play
While playing online rummy, selecting two or three cards enables a group button. When a player has selected 3 cards, it is advisable that player clicks on the Group button to group the cards. Hence when a sequence or a set is complete, it is advised that you group the card which will make it easy for you to continue playing unhindered.
13 Card Rummy Tips Step 2: Making Pure Sequence
You can make a sequence of low point cards or high point cards or face cards. A pure sequence is a group of three or more cards of the same suit, placed in consecutive order. You can not form a pure sequence with a wildcard or a joker card. To declare the game, you need to have at least 1 pure sequence in your rummy hand.
For example, 5, 6, 7 is a pure sequence. It qualifies to be a sequence since the cards belong to the same set and are placed in consecutive order. Also, we have not used any wildcard or joker card to complete this sequence.
So first create a pure sequence of 3 to 10 cards without the use of a printed joker or wild card joker. Hence, completing this should be a priority when playing 13 Card Rummy and once done, it allows to later focus on other cards.
13 Card Rummy Tips Step 3: Making Another Sequence
For a successful show in 13 Card Rummy you need to have two 'Life' of which one has to be pure and the other can have a joker. So if the Pure Life is done with, the focus should be to complete the next sequence with or without joker. Completing both the mandatory Life or sequence means you now need to concentrate on the remaining cards to form sequence or sets as possible.
13 Card Rummy Tips Step 4: Sequences Can Be Of 3 To 10 Cards
A general misassumption about sequence in 13 Card Rummy is that, sequences should be of just three cards, which is false. A sequence can be of 3, 4, 5, 6, 7, 8, 9, 10 cards too. Your mandatory Pure Sequence as also your Sequence can also be a sequence of minimum 3 cards and it can go up to 10 cards.
13 Card Rummy Tips Step 5: Set Can Be Of 3 Or 4 Cards
Unlike a sequence, a set is clearly defined by the number of cards that form a valid set. According to the rules of rummy, a set is defined as 3 or 4 cards of the same rank but different suits. For example, 3 of Spades, 3 of Hearts, 3 of Diamonds and 3 of Clubs is a valid sequence like 3 of Spades, 3 of Hearts and 3 of Diamonds.
Another misassumption is about the making of sets. Sets can be of any value card, but value of all cards in the set has to be the same, but of different suits and there has to be no duplicate of any card already in the set. Hence a set of 3 cards of same value but different suits is valid as much as a set of 4 cards of same value of different suits. Using a wild card or joker as the fifth card in the set is also valid in 13 Card Rummy.
13 Card Rummy Tips Step 6: Discard Idle High Value Cards At The Earliest
Keeping your score as low as possible is a prerequisite of rummy and the same applies to Indian Rummy. In case your opponent or another player declares a show it would be much better if your score is as minimal as possible. To help you achieve this you need to discard of all higher value cards. Face cards, such as, King, Queen, Jack and Ace are valued high, and hence if they are ideal and cannot be declared, the focus should be to do away with them as soon as possible. You can do away with these cards during the natural course of your online rummy play. If you happen to draw a card of low value, even if it's not of much use, you could retain it and let go of the high value card instead.
13 Card Rummy Tips Step 7: Discard Duplicate Cards
When playing 13 Card Rummy games, every move is crucial. Sometimes, you can find two similar cards in your hand. Conventional wisdom usually tells you to discard the duplicate card to get fewer points. But, an intelligent solution allowed within the gambit of rummy rules is available to players. However, very few beginners are aware of this. In the case of duplicate cards, you can use a card as part of the sequence and your duplicate can be used to form a set. Is not that smart enough?
It is recommended that you discard duplicate cards as they add to your points if lying idle. Duplicate cards are of little use in 10 and 13 Cards Rummy, unless you have one as part of a sequence and the duplicate as part of a set.
13 Card Rummy Tips Step 8: Keeping Your Points Low
In 13 Cards Rummy, besides discarding high value cards to keep your score low in case of a quick show by any other player, another good way to keep your points low is by making the two mandatory sequences as soon as possible in the game. Having made these sequences would be like a blessing if your opponent declares a show as the values of cards of these sequences will not be summed up while calculating your points in the round.
13 Card Rummy Tips Step 9: Using Jokers Wisely
If you have a Joker, do not discard it till the very end. And if you have more than one Joker, then use them to form your sets and sequences. Don’t make your sets with the Jokers at the very beginning of the game. As a thumb rule, Joker cards should be kept as your last resort.
In 13 Cards Rummy you have 2 Printed Jokers and 7 Wild Card Jokers. In case you land up having a couple of these jokers in your hand, it is advised to use them wisely. While 2 Life are mandatory with one being Pure, you could wisely use a joker to form the other Life with a joker. Similarly you could use a joker to meld sets and move forward to declaring a show.
13 Card Rummy Tips Step 10: Avoid Joker In A Pure Sequence
In 13 Cards Rummy, using a joker wisely means also avoiding declaring a sequence or forming a set using a wild card joker in its original form. Using a wild card joker to form a pure sequence means you lose on the possibility of using the wild card joker to complete another set or sequence.
13 Card Rummy Tips Step 11: Using Compatible Cards
Focus on compatible cards, cards which can be easily melded into sequences. Card like the Six of a suit can meld with 4 and 5 of the same suit or can meld with 7 and 8 of the same suit. These cards help meld the groups fast, so gather these cards when possible in a game and use them wisely to complete sequences.
13 Card Rummy Tips Step 12: Don't Wait For A Card, Re-Evaluate The Cards In Hand
Waiting for a particular card forever would undo the play, hence it is necessary to reevaluate the cards in your hand, rearrange them in groups and move towards concluding the game with a valid show. Indian Rummy is a fast paced game, unnecessarily waiting for a card could give opponents the opportunity to complete their sequences and sets before you can make a valid show.
13 Card Rummy Tips Step 13: A Perfect Arrangement Means Perfection At Play
To be able to focus on your game unhindered, it is advised that you arrange the cards in such a way that you don't get confused and play a wrong move, especially when discarding cards. When playing 13 Cards Rummy, arrange the cards in groups and alternate the placing of the card groups by colour. i.e. Group – Spades followed by Diamond followed by Clubs followed by Heart, which is Black-Red-Black-Red. Arranging the cards in this way makes playing easy and errorless. While playing rummy online, you have the 'sort' button to enable this activity.
13 Card Rummy Tips Step 14: Being Alert Of Opponents Play
Be alert of the card your opponents pick from the open deck, what they pick gives a clue to what cards they have and what they are trying to meld. This focus on opponents' moves enables you to play smartly and not discard cards that could be of use to them, which in turn could have expedited their show. i.e. If your opponent has picked a Seven of Spade, you can assume that he is either forming a meld with 5 & 6 or 8 & 9 or 6 & 8, so if you have cards near to them you need to avoid discarding them. Similarly the opponent may be forming a set, hence if you have an ideal card of same value but different set you could avoid discarding that card too. Keeping a mental note of your opponents' game is as much of importance as keeping track of your own cards and your play.
13 Card Rummy Tips Step 15: Confusing The Opponents
In 13 Cards Rummy, at times you can use this trick to confuse your opponent. When you pick a card from the open deck, your opponents get a clue as to your possible moves and the cards you are grouping and declaring. To throw your opponents off guard, you could pick a card and throw another card which could declare with it, that is, if you have a duplicate of the same card. This kind of trick could confuse your opponents as to your game and give you an upper edge.
13 Card Rummy Tips Step 16: Baiting And Fishing: Tricking Opponents To Discard The Card You Need
Sometimes it is possible to trick your opponent to discard a card you need. This trick works especially well when you are looking to complete a set. i.e. if you are looking to meld a set of three Queens and are short of one, say you need Queen of hearts. Now if you have an idle Jack or King of heart you may discard the same and it is likely that the opponent will discard the Queen of heart which you need.
13 Card Rummy Tips Step 17: Be Wise, Take A Drop
When playing 13 Cards Rummy, Pool Rummy 201, you get options to take a drop from that particular round. Check, evaluate the odds, before you take a drop. A Drop is an advantage which you can avail instead of losing a game with high points. However, taking a drop comes with its own sets of penalization.
If you take a drop before your turn, i.e. before you draw your first card, it is termed as First Drop and you gain 20 pts in Pool Rummy 101 and 25 points in Pool Rummy 201. You can also consider taking a drop during the course of the game if you feel the game is not worth continuing as you may lose badly. This drop can be taken by not drawing a card during your turn. This drop is called Middle/Interim Drop and you gain 40pts and 50pts for Pool Rummy 101 and Pool Rummy 201 respectively.
You can re-join the game in the next round depending on the scores of the other players in that game.
13 Card Rummy Tips Step 18: Make Valid Show To Win
Before you call for a show, ensure that you have fulfilled the mandatory requirements of having 2 Life (Life1 & Life2), one compulsory Pure Life, Life 1 (without a joker or wild card) and one more Life 2 (with or without a joker).
Ensure that your other cards are properly grouped and meld into valid sequences and sets. That you have no duplicate card of same value and same suit in your sets, the sets is minimum of three cards and maximum of four cards. Also ensure that your sequences are valid, you have not mixed up using a card of diamond suit in a sequence of heart or a card of club in a sequence of spades and vice versa. Colour goof ups often amounts to wrong show.
So check and recheck, for a wrong show would mean losing a game which otherwise you would have won.
Remember these rummy tips & tricks to increase your chances to win:
- Focus on constructing a pure sequence right from the beginning of the game because unless you do this, your chances to win is 0.
- Eliminate high-value cards such as King, Ace, Jack, and Queen because they will lessen your points and will increase the possibilities of losing the game.
- Check if your hand can be played right in the beginning. However, if your starting hands are not playable, try early drop because this may lessen your point load.
- Besides your pure sequence, use wild joker and joker to create your melds.
- Whenever you are ready to declare, check again if your melds are accurate because a wrong declaration can end you losing the game by 80 points.
They will start to think that you are going to declare the game and will start to discard hastily. This can help you in certain occasions. Use the skills that have been mentioned here or try it out on some free rummy games found online for testing your knowledge level.