A clean 24-round pad for up to six players with the standard card values printed at the bottom — the sheet every rummy variant starts from. Playing a specific cousin? The pads for Gin, Rummy 500, Contract, Shanghai, Liverpool, Progressive and Frustration are linked below.
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Rummy is the great-grandparent of half the card games in a family cupboard. Each turn you draw one card — from the face-down stock or the face-up discard pile — try to build melds, and discard one card to end your turn. A meld is a set (three or four cards of one rank) or a run (three or more cards of one suit in sequence). Lay melds on the table when you have them, and add cards to melds already down. The round ends the moment someone plays their last card.
The player who goes out collects points for everything still stuck in the other hands — face value for number cards, ten for each face card, one per ace unless your table plays them high. Write each round on a row and keep a running eye on the target: the classic game plays to 250.
If your game deals a fixed series of rounds with required combinations — "two sets", "one set and one run" — you're playing a contract-family game and there's a better sheet for it: Contract, Shanghai, Liverpool, Progressive or Frustration. Knock-and-undercut two-player rummy is Gin, and the plus-and-minus melding game is Rummy 500.
Can you rearrange melds on the table? Not in basic rummy — cards laid down stay as laid. (That rule changing is what makes Rummikub a different game.)
What happens when the stock runs out? Shuffle the discard pile, minus its top card, to make a new stock and keep going.