1. Game Overview
MeldRush offers classic 13-card Indian Rummy. Each table accommodates 2–6 players. Your goal: form valid sets and sequences and be the first to “declare” with zero deadwood.
Welcome to MeldRush, where every hand of Rummy combines strategy, skill, and excitement. These rules explain everything from deck composition to declaring your winning hand.
MeldRush offers classic 13-card Indian Rummy. Each table accommodates 2–6 players. Your goal: form valid sets and sequences and be the first to “declare” with zero deadwood.
Two standard 52-card decks plus 2 printed jokers each (total 106 cards). One additional wild-card joker is selected randomly at the start of each game.
Face cards (K, Q, J) and Aces = 10 points. Number cards = face value (2→2, 10→10). Jokers = 0 points when used in melds; 15 points if held at declaration.
Each player is dealt 13 cards in rounds of one card at a time. Remaining cards form the closed stock pile; top card is placed face-up to start the discard pile.
Arrange your 13 cards into valid melds: • Sequence – three or more consecutive cards of the same suit • Set – three or four cards of the same rank but different suits You must form at least one pure sequence (no jokers) and any number of impure sequences or sets.
On your turn you must:
Each turn has a maximum duration of 30 seconds. Failing to act will result in an automatic discard of a random card.
There are two types of jokers:
Jokers substitute any missing card to complete an impure sequence or set. They cannot replace cards in your pure sequence.
To declare:
Winner = 0 points. Losers score sum of deadwood card values:
Example: If you hold K, 7, 9, Joker at declaration, your score = 10 + 7 + 9 + 15 = 41 points.
Use Jokers Smartly: Save jokers for late-game melds when possibilities narrow.