It’s called Joker Rummy (well okay, technically Jok-R-ummy, but I do not want to write that out every time!). Like most forms of Rummy, you divide out all the cards, draw and discard a card each turn, and attempt to lay down sets (cards of the same number) or runs (cards of the same suit in order) to score points. In this case, both Jokers and 2s are considered wild, meaning that they can be used to represent any other card. But unlike traditionally Rummy, every player isn’t going for the same goal. Instead, each round, you draw a card that describes your particular goal for that round.
Let me give you a few examples:
- A set of 5 of a particular card (like 5 Jacks or 5 10s, for example)
- Two three card sets and one four card run
- A run of seven cards
- A run of four cards in a particular suit
Luck is obviously a major factor in any card game, and the fact that there is so much variation among the goal cards just increases that variability. Worse still, if you don’t complete a particular hard goal, you’re stuck with it for every round until you finally do so. This can be quite punishing when you have a particularly difficult goal.
As a result, we tried two different variants to help mitigate this:
- If you get stuck on the same goal for two rounds in a row, you have the option to discard that card and take a new one before starting the next round.
- Rather than drawing one goal, you start with three goals in hand. You may attempt any of these three goals during a round, but you can only accomplish one per round. Additionally, in-between rounds, you always draw back up to three goal cards.
See you next time.