How to Play Mexican Rummy: A Comprehensive Guide
Mexican Rummy, also known as Continental Rummy or Contract Rummy, is a popular variation of rummy known for its increasingly complex “contracts” that players must fulfill each round. Played with two or more decks of cards depending on the number of players, the game focuses on strategic melding and skillful discarding to be the first to complete all the contracts. The player with the lowest score at the end of all the rounds wins. Players must fulfill a specific contract each round, consisting of sets and/or runs, before they can lay down any cards. The complexity of the contracts increases each round, requiring more strategy and card management. The first player to go out each round wins that round. This leaves the other players with points in their hand, counted against them.
Understanding the Basics
The primary objective of Mexican Rummy is to be the player with the lowest score after a predetermined number of rounds (usually seven or eleven). Each round requires players to complete a specific contract (a combination of sets and runs). You win a round by being the first player to meld your contract and get rid of all your remaining cards, either by laying them off on other players’ melds or discarding.
Game Setup and Card Values
- Number of Players: 2-6 players are ideal.
- Decks of Cards: Use two decks of cards for 2-4 players, and three decks for 5-6 players.
- Dealing: The dealer deals 12 cards to each player in the first round. The number of cards dealt may vary depending on the specific rules used.
- Card Values:
- Aces: 1 point
- 2-9: Face value (2-9 points)
- 10, Jack, Queen, King: 10 points
- Jokers: 20 points
Gameplay: Round by Round
Each round of Mexican Rummy is defined by a specific contract that all players must attempt to fulfill. Here’s how a typical round unfolds:
- Dealing: The dealer deals the appropriate number of cards to each player.
- Drawing: The player to the dealer’s left begins by drawing a card from the stock pile or the discard pile.
- Melding (Going Down): If a player has the necessary cards to fulfill the contract, they can meld or “go down” by laying their set(s) and/or run(s) face up on the table. A player can only meld if they have completed the entire contract.
- Laying Off: After a player has melded, they can lay off cards from their hand onto existing melds (their own or other players’).
- Discarding: After drawing and potentially melding or laying off, the player must discard one card face up onto the discard pile, ending their turn.
- Going Out: The first player to complete their contract, lay off as many cards as possible, and then discard their last card “goes out” for that round.
- Scoring: Once a player goes out, all other players count the points remaining in their hands. These points are added to their cumulative score.
- Contracts: Each round, the player must make a prescribed contract. A typical set of contracts for a 7-round game includes:
- Round 1: Two sets
- Round 2: One set, one run
- Round 3: Two runs
- Round 4: Three sets
- Round 5: Two sets, one run
- Round 6: One set, two runs
- Round 7: Three runs
Sets and Runs Explained
- Set: A set consists of three or more cards of the same rank but different suits (e.g., three 7s or four Queens).
- Run: A run consists of four or more cards of the same suit in consecutive rank order (e.g., 5, 6, 7, 8 of Hearts).
Using Jokers and Wild Cards
Jokers act as wild cards and can be used to represent any card in a set or run. However, there are usually restrictions on how many Jokers can be used in a single meld (usually no more than one Joker per set or run). The joker can be retrieved by a player if they replace it with the appropriate card.
Winning the Game
The game continues for a predetermined number of rounds (7 or 11 are common). At the end of all rounds, the player with the lowest cumulative score is declared the winner.
Strategic Tips for Success
- Plan Your Strategy: Look at your initial hand and identify the potential for completing the current round’s contract.
- Watch the Discard Pile: Pay attention to what other players are discarding, as this can provide clues about what they need or don’t need.
- Discard Wisely: Avoid discarding cards that could be helpful to other players.
- Be Flexible: Adapt your strategy as the game progresses and new cards are drawn.
- Don’t Be Afraid to “Go Out”: If you see an opportunity to go out, even if it means scoring some points in your hand, take it.
- Consider the Contract: Focus on completing the contract as quickly as possible.
- Manage Your Hand: Avoid accumulating too many high-value cards, as these will penalize you at the end of the round.
- Consider the contract of the current round: Certain hands are better for certain contracts. For instance, a hand of mixed suited cards with many of the same card is better for making sets.
- When behind, take calculated risks: Draw aggressively to catch up, especially earlier in the game.
- When ahead, play conservatively: Do not take risks, and play for points.
Frequently Asked Questions (FAQs)
What happens if the stock pile runs out?
If the stock pile runs out before a player goes out, shuffle the discard pile (except for the top card) to create a new stock pile.
Can you meld more than one contract in a single round?
No. You can only meld the required contract for that specific round.
Can you lay off on other players’ melds before you meld your own contract?
No. You must complete your contract before laying off on other players’ melds.
What happens if you draw the same card you just discarded?
According to some rules, you may not pick up the same card you discarded. If your game uses this rule, and you accidentally pick up a card you just discarded, you must place it back in the discard pile and lose your turn.
How many cards are dealt in each round?
The number of cards dealt each round can vary slightly depending on the specific rules being used. Usually 12 cards are dealt to each player at the beginning of the game. Some play that this continues for all rounds, other variations may add a card for each round.
What happens if a player melds an incorrect contract?
If a player melds an incorrect contract and it’s discovered, they must pick up their melded cards, and they cannot meld again until their next turn. If they have laid off any cards to other player’s melds, they stay where they are.
Can you replace a Joker in a meld?
Yes, a Joker in a set or run can be replaced by the actual card it represents. The player who replaces the Joker then uses it as part of their hand and can meld it with other cards or discard it.
What is the significance of the contracts in Mexican Rummy?
The contracts add a strategic element to the game, forcing players to adapt their hand to specific combinations of sets and runs each round.
Are there variations of Mexican Rummy?
Yes, there are many variations of Mexican Rummy, including different contract sequences, scoring rules, and Joker rules. It’s important to agree on the specific rules before starting a game.
Is Mexican Rummy similar to other rummy games?
Yes, Mexican Rummy shares similarities with other rummy games, such as Gin Rummy and Canasta, in that the goal is to meld cards into sets and runs. However, the contracts and scoring system are unique to Mexican Rummy.
What makes Mexican Rummy a popular card game?
Mexican Rummy’s popularity stems from its blend of skill, strategy, and luck, as well as its engaging contract-based gameplay.
Can two Jokers be in a set or a run?
Typically, no. Most variations only allow for one Joker in a set or run.
What is the best strategy for discarding cards?
The best strategy for discarding cards is to discard cards that are unlikely to be useful to other players, particularly high-value cards if you can avoid it.
How do you handle ties in scoring?
If there is a tie in scoring at the end of the game, the player with the fewest points in the final round is declared the winner. If the tie persists, the players can play another round to break the tie.
What is the difference between a “set” and a “run” in Mexican Rummy?
A “set” is a collection of three or more cards of the same rank but different suits. A “run” is a sequence of four or more cards of the same suit in consecutive rank order.