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          Drawing for First Deal

          Tap the deck to draw your card.

          Rummy
          Your turn
          Your Games
            Draw

            My hand

            Chat
            Game Over

            Game Ended

            Rummy Rules

            Gameplay

            • Match Start
            • Setup
            • Controls
            • Turn Structure
            • Melds
            • Lay-offs
            • Going Out
            • Scoring
            • Match Length

            App Features

            • Leaving a Game
            • Hide Header/Menu
            • Chat
            • Playing Multiple Games
            • Sign In to Sync Games & Stats
            • Settings
            • Practice Mode

            Match Start

            • Before the first hand of a match, each player (and bot) draws one card from a shuffled deck β€” tap the deck to reveal yours. No card is drawn twice.
            • Once everyone has drawn, the highest card wins the draw and that player takes the first turn (suit breaks a tie in rank, high to low: Spades, Hearts, Diamonds, Clubs).
            • This draw only happens once, at the start of a match β€” later hands within the same match start with whoever's turn comes next in rotation, not a fresh draw.
            • Turn order then proceeds clockwise from the winner, in the order players joined the game.
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            Setup

            • Standard 52-card deck.
            • 7 cards dealt to each player.
            • Remainder becomes the draw pile.
            • Top card of draw pile is flipped to start the discard pile.
            • If the draw pile ever runs out, it's immediately reshuffled from the discard pile β€” the current top card of the discard pile stays put, and everything beneath it becomes the new (shuffled) draw pile.
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            Controls

            • Draw: tap the draw pile or discard pile, or drag a card from either into your hand.
            • Discard: drag a card from your hand onto the discard pile, or tap the card then tap the Discard button (if enabled).
            • Select multiple cards (new meld, or laying several off at once): tap each card to select it, then either drag any one of the selected cards to the destination β€” a blank spot on the table for a new meld, or onto an existing meld (yours or an opponent's) to lay off β€” or, if the "Show meld/lay-off/discard prompt" setting is enabled, tap the meld you want to lay off onto (skip this step for a new meld) and then tap the "Meld Selected" / "Lay Off Selected" button that appears.
            • Rearrange your hand: drag a card to a new position within your hand.
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            Turn Structure (strict order)

            1. Draw β€” one of: top of the draw pile, top of the discard pile, or multiple cards from the discard pile (the bottom card of the group taken must be immediately played this turn).
            2. Meld / Lay off (optional) β€” create a new meld (3+ card run or set), and/or lay off cards onto any meld already on the table (yours or any other player's).
            3. Discard (mandatory) β€” ends the turn, including when going out. You have a few seconds afterward to hit Undo and take the discard back if you change your mind (see below); other players won't see it until that window passes.

            Melding/laying off cannot happen before a card is drawn.

            A gold box around a hand shows whose turn it currently is β€” yours or an opponent's. It only moves to the next player once the current player's turn is genuinely finished (their discard has landed), so it's a reliable indicator of who can act right now.

            Everything you meld or lay off during your turn stays private on your own screen only β€” other players see none of it until your discard's grace period actually elapses. At that point your hand, your melds, and your discard all become visible to everyone at once. This also means undoing a meld or lay-off before then is instant and free, since nothing was ever sent to anyone.

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            Melds

            • Run: 3+ cards, same suit, sequential rank. Ace can anchor low (A-2-3) or high (Q-K-A), but never both within the same run (no wrap: K-A-2 is invalid).
            • Set: 3+ cards, same rank.
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            Lay-offs

            • Any player may lay off cards onto any meld on the table (their own or any other player's), on their turn, after drawing.
            • Run lay-off: extend at either end, respecting the ace-anchor rule already established for that run.
            • Set lay-off: add another card of matching rank.
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            Going Out

            • Requires melding or laying off your entire remaining hand and discarding your last card in the same turn.
            • One-turn out: if the player goes from their 7 cards to zero in one turn, their score for the hand is doubled.
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            Scoring

            Card values: A = 15, K/Q/J/10 = 10, all others (2-9) = 5.

            • Game ends the instant a player goes out.
            • Winner's score = value of all cards they've melded or laid off during the hand β€” not just this final turn's play, but everything they've put down across every turn (doubled if one-turn out).
            • Non-winner's score = (value of cards they had already played this game: melds + lay-offs) βˆ’ (value of cards remaining in their hand). Can go negative.
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            Match Length

            • When creating a game, you can optionally set a target score (100 / 200 / 300 / 500), shown in the header as "Race to N" once the match is underway.
            • The match ends the moment any player's running total reaches that target.
            • The overall match winner is whoever has the highest total at that point β€” not necessarily the player who reached the target, since another player's total can also rise on a hand they didn't win. If two or more players are tied for the highest total, the match ends in a tie between them.
            • Leave it on "No limit" to just keep playing hands indefinitely.
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            Not a rule of the game, but worth knowing:

            Leaving a Game

            • "Leave Game" (from the table) or "Cancel" (from the waiting screen) marks the game so everyone else's screen detects it and freezes β€” the game doesn't quietly continue without you.
            • This can't be undone from inside the game β€” if you want back in, whoever's still there would need to start a new one.
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            Hide Header/Menu

            • The β€’ button at the bottom of the table toggles a distraction-free view: it hides the GameShack menu above and the scores/turn bar at the top, leaving just the board, melds, and your hand.
            • Tap it again to bring the header and menu back.
            • This choice is remembered on this device, so the game reopens the same way you last left it.
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            Chat

            • The πŸ’¬ button at the bottom of the table opens a chat panel where you and the other players can send messages during the game.
            • When you receive a new message while the panel is closed, a small red number badge appears on the πŸ’¬ button showing how many unread messages are waiting.
            • Opening the chat panel clears the unread count.
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            Playing Multiple Games

            • You can be part of several games at once (up to 5) β€” each one you create or join is remembered automatically.
            • The ⇄ button next to the rules button opens a list of your other games. It shows a red badge whenever it's your turn in one of them.
            • Tap "Switch" on any listed game to jump straight into it in the same tab.
            • Tap "+ Start Another Game" to open a fresh browser tab for starting or joining a new game without leaving the one you're in.
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            Sign In to Sync Games & Stats

            • "Sign in to sync games & stats" on the lobby screen signs you in with just an email address and a one-time code sent there β€” no password to create or remember.
            • It's entirely optional. Everything else in this guide works the same whether or not you sign in.
            • The main benefit: any game you're actively in becomes visible and resumable from your account on any device or browser you sign into β€” not just the one you started it on. Without signing in, a game is only remembered on the device/browser where you're playing it.
            • Your stats and match history (see the Stats screen) are already tracked by whatever display name you're playing under, whether or not you're signed in β€” signing in doesn't change how those are looked up.
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            Settings

            • The βš™ button β€” on the lobby screen and next to the rules button once you're in a game β€” opens Settings.
            • There you can set your default name and emoji (used automatically the next time you create or join a game), your card back color, whether sounds play, whether chat opens automatically on a new message, and whether the meld/lay-off/discard prompt appears when cards are selected.
            • Changes save automatically and apply on this device across every tab and game β€” there's nothing to confirm before closing the window.
            • πŸ’‘ Hint suggests a move β€” before drawing, whether the discard pile's top card looks worth taking; after drawing, any melds or lay-offs available (highlighted gold in your hand) and a suggested discard.
            • Sort arranges your hand by suit, then rank.
            • β†Ί Undo is one button that covers two different situations:
              • Right after you discard (bright yellow): you have a few seconds to take it back before the other players ever see it β€” nothing is sent to them until that window passes. After it passes, the button disappears and the turn has genuinely moved on.
              • After melding or laying off, earlier in your turn (normal color, no time limit): each click reverses one action, most recent first β€” meld twice, click twice to undo both, one at a time.
            • Undo can never put back a card you drew blind from the draw pile β€” once you've seen it, it stays in your hand. Only melding/laying off done afterward, or the discard itself, can be undone. (A card picked up from the discard pile is fair game either way, since everyone already saw it sitting there.)
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            Practice Mode

            • Checking "Practice mode" when creating a game fills every other seat with a computer opponent and starts the game immediately β€” no waiting for anyone else to join.
            • Each bot gets a random name and emoji, and plays for real: it evaluates its own hand, decides when picking up off the discard pile (including multiple cards at once) is actually worth it, plays defensively against melds already on the table, and adjusts how it plays based on how the match score stands.
            • Bot difficulty (Easy / Medium / Hard, chosen when you check Practice mode) scales that behavior: Easy only avoids the single most obvious mistake (handing an opponent a card that completes their meld) and otherwise plays straightforwardly; Medium adds a memory for which ranks other players have shown interest in and a bit of forward planning on pickups; Hard adds everything else described above β€” tracking specific opponents' likely holdings, weighing whether a discard would hand someone a free meld out of the discard pile itself, and shifting its whole risk appetite based on how the match score stands.
            • Bots always show as online β€” there's no connection to wait on or lose.
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            Your Stats

            One-on-one matches only, name-based β€” no login. Practice games against bots aren't included.

            By Opponent

              Sign In

              Sign in to resume your games on any device and keep a real record of your stats. Playing without signing in still works fine β€” this is optional.

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              Pick the name that'll show for you in-game (you can change it later in Settings).

              Settings

              These apply on this device, across every tab and game β€” and save automatically as you make each choice, so there's nothing to remember to confirm before closing.

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              Card back color
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