Meld
A meld is any valid grouping of three or more cards. Indian rummy recognises two meld shapes: sequences and sets. A declaration combines melds to use every card in hand.
Plain-language definitions for every rummy term with one-paragraph examples and rule-book citations.
A meld is any valid grouping of three or more cards. Indian rummy recognises two meld shapes: sequences and sets. A declaration combines melds to use every card in hand.
A sequence is three or more consecutive cards of the same suit. Pure sequences use no joker; impure sequences use a joker to fill a missing rank.
A set is three or four cards of the same rank across suits. Sets cannot substitute for the pure-sequence requirement in a declaration.
A sequence or set is impure if it uses a joker. Impure sequences count toward the "second sequence" requirement but never substitute for the pure-sequence requirement.
When a joker falls inside a sequence, the cut card at the same rank becomes a second joker for the rest of the deal. It acts like a printed joker.
A drop ends a hand before declaration. A first drop (before drawing the fourteenth card) costs 25 points in most rooms. A middle drop costs 50 points.
A full show is a valid declaration. The winner scores zero; the other players add up their unmatched card values, with face cards and 10s counting 10 and number cards counting face value.
A wrong show is a declaration that fails the rules: missing pure sequence, missing second sequence or unmatched cards. The penalty is usually twice the unmatched-card value.
The face-down stock from which players draw. The top card of the closed pile is the card currently in play; the pile is reshuffled only when it runs out.
The face-up stack of discarded cards. Picking the top card tells every opponent which card you wanted; weigh that information cost before drawing.
The card at the rank immediately above the printed joker (in deal order) becomes the wild joker. Both jokers act identically in melds.
13 cards are dealt one at a time, clockwise. The next card is turned face-up to start the discard pile; the rest of the deck sits face-down as the closed pile.
Read the glossary in the order a hand actually unfolds. Start with deal and closed pile, then lock the two shapes that decide a declaration: the pure sequence and the optional set. Only after those two shapes are clear should you spend time on jokers, second-life cards and drop penalties.
When a term collides with a live decision, jump to the worked walkthrough on how to play or the numeric ledgers on points and card values. The glossary is the dictionary; those pages are the worked examples.