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  The Important Progressive Rummy Rules You Should Know

Progressive Rummy is one of the most popular versions of the Contract Rummy variant of Rummy. Contract Rummy refers to a specific game as well as to a subcategory of Rummy games where the players need to meet specific requirements or contracts when they form their initial melds. These contracts or requirements are generally their tickets to being able to progress in the game. The name “Progressive Rummy” is mainly taken from the fact that the players need to progress through many different deals or hands in a single game, and each deal has a specific contract. In addition to that, the contracts increase in difficulty as the players progress in the game. Like all other types of Contract Rummy games, Progressive Rummy is considered as a highly exciting game that provides an interesting twist to the regular Rummy game. It becomes all the more exciting since it can be played by eight players altogether, though most rulebooks advise that the best number of players in a Contract Rummy game is four. According to the Progressive Rummy rules, the game uses two decks of cards. There should also be four Jokers in a game, all of which are considered wild cards. This game is quite popular in the card gaming circle and is also offered in online Rummy websites.

Progressive Rummy Rules on Deals and Contracts

To play Progressive Rummy, memorizing the Progressive Rummy rules is just not enough. It is also highly important to know and remember the different contracts of each deal. One game has seven different parts, which are called deals or hands. In every deal, there is a different contract. Aside from that, though, every deal also has a corresponding number of cards that will be dealt to the players. This means that the players will get a different number of cards in every deal. That’s why in Progressive Rummy rules, it is important that the dealer deal the right number of cards to each player. So in the first deal, the players will get six cards each, but in the second, they will get seven cards each. The third deal is equal to eight cards, and the fourth to nine. In the fifth deal, every player will get ten cards, and in the sixth, they will get eleven cards. The last deal is the seventh deal, where the players each get twelve cards. The contracts also differ for every deal. But aside from differ, they also become more and more difficulty. During the first deal, players need to be able to form two sets. During the second, they need to form one set and one run. In the third, they should form two runs, and in the fourth, they should form three sets. The contracts continue to build the challenge. The fifth deal requires players to form two sets and one run, and the sixth deal requires them to form one set and two runs. Finally, in the last deal, the players need to form three runs.

Progressive Rummy Rules on Buying the Upcard

There is another special rule in Progressive Rummy, and this one involves the upcard, or the card immediately on top of the discard pile. When a player is about to draw a card, he can choose to draw either from the stock pile or from the discard pile. If he decides not to take the upcard, the player on his left is given the opportunity to take the card. If that player also refuses to take the card, the choice moves on to the next player. This goes on until all the players are given their chance to take the card. If a player decides to take the card, he has to take it along with another face down card from the stock pile. This is a move called buying, which means buying the upcard by taking another card into your hand.

Progressive Rummy Rules on Melding

Progressive Rummy follows the traditional Rummy pattern of melding rather than that of Gin games. This means that player melds are placed on the table once they are complete, so that all the players can add cards to it in a move called “lay off” or “building,” as it is called in the traditional Rummy game. If, however, a player lays down two runs that have successive values, he cannot join the two runs into one. In melding, take note that there are more cards in the game, so there are more possible melds you can form. There are also rules about the use of Jokers, which are wild cards. If a Joker is used to substitute for another card, it automatically takes the value of that card and can no longer be removed or moved. Also, in some cases, the use of wild cards may cause confusion as to the nature of the meld. In these cases, the players should clearly declare the value of the wild card.




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