How to keep score at Rummy

Keep score for Rummy played with real cards, two packs and a joker. Tap whoever showed, say how everybody else finished and what their hand counted, and the scorekeeper charges each player, either as deals the winner collects or as a pool of 101 or 201.

Players
2 to 6
What you need
Two packs of cards and this phone
How long
As long as the pool lasts

What it is for

At Rummy the player who shows wins the deal and everybody else is charged their count: what is left over, the whole hand without a pure run, never more than the full count. Walking out costs a drop, and a wrong show costs the full count. Played as a pool, the charges add up and whoever reaches the pool is out.

It needs no account and no signal. The score is kept on this phone, so it survives the screen going dark between deals, and the page opens again where you left it.

Setting the table

  1. Write in everybody’s name in the order you sit, going the way the deal passes.
  2. Tap Deals beside whoever deals first, or press Pick a dealer and let the phone choose.
  3. Set the house rules your table plays, then press Start. The phone remembers the names and the rules for next time.

Choose the game first: Deals, where the winner collects everybody’s charge, or a pool of 101 or 201, where the charges add up and the lowest is best.

After each deal

When somebody shows, tap the crown beside them. For everybody else choose how they finished, and for a counted hand write in what it counted.

In a pool game a player who has reached the pool sits out every deal after that, and the board marks them out.

How the score is worked out

A counted hand is charged its count, up to the full count. A first drop and a middle drop are charged what the table agreed. A wrong show is charged the full count. The winner is charged nothing.

In a game of deals the winner collects everybody’s charge, so a deal adds up to nought and the highest total is ahead. In a pool the charges add up, the lowest total is ahead, and the last player in wins.

The arithmetic is the code the Rummy tables in this app score with, so the scorekeeper and the game always agree.

House rules

Game
Deals is how this app’s tables play. 101 and 201 are the pool games most home tables know.
Deals (in a game of deals)
In a game of deals, how many to play. No set end plays on until you stop.
Full count
Eighty is usual, and it is also what a wrong show costs.
First drop
What walking out before your first draw costs. Twenty is usual.
Middle drop
What walking out later costs. Forty is usual.

Showing the rest of the table

Share board makes a link and a QR code. Everybody who opens it watches the board change as you save each deal, with no account on either side. With no signal it gives a link that carries the board inside it instead, which shows the score as it stood when the link was made.

Send a picture of the board draws the standings and every deal as an image for the family group, with the address in the corner. It needs no signal.

If you have to leave before the game ends, Hand over scoring shows a second code. Whoever scans it keeps score on their own phone from then on.

Who deals, and where to sit

Pick a dealer chooses who deals first, and from then on the scorekeeper says whose deal it is above every deal. Shuffle seats puts the names in a new order to sit in.

Both draw from the phone’s own random number generator, the one the dice roller uses, so every seat is equally likely.

This is a scorekeeper for a game played with real cards, so there is nothing to set up and nothing to sign in to.

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