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Rummy 500 Rules: How to Play, Score & Win

Rummy 500 — also called 500 Rum or Pinochle Rummy — is the most-played rummy variant in North America, and it rewards a very different instinct from basic rummy. You don’t just race to empty your hand; you score the points inside every meld you lay down, and you can reach deep into a fanned discard pile to grab a card you want. Below: the deal, a full turn, that signature discard rule, card values, scoring with a worked example, and how the game shifts from 2 players up to 8.

Practice your melding on RummyFun Drill sets, runs and smart discards in our free browser Rummy game before your next 500 session. Play Rummy free →

What Makes Rummy 500 Different

Basic rummy is a race: the first player to meld their whole hand ends the round and the losers count up what they’re caught holding. Rummy 500 keeps the sets-and-runs core but changes the goal. Here you bank the point value of every card you meld or lay off, hand after hand, until someone’s running total hits 500. Being first out still matters, but a small hand of melds can lose to a slower player who put more points on the table.

That single change pulls in two more rules that give the game its character: a discard pile you can dig into, and scores that can drop below zero. It sits in the melding branch of the rummy family alongside classic Rummy and the contract games — and it’s nothing like the chip-and-board game Michigan Rummy, which shares the name but not the mechanics.

Players, Decks & How Many Cards You Deal

Rummy 500 works for 2 to 8 players and plays best with 3 to 5. The deck you need depends on how many are at the table:

Setup Detail
Players 2–8 (best with 3–5)
Deck 52 cards + 2 jokers (54) for 2–4 players; two decks (108) for 5–8
Cards dealt 13 each (2 players) · 7 each (3+ players)
Discard pile Fanned out, so any card stays reachable
Goal First to a running total of 500 points

Deal one card at a time, clockwise. The undealt cards become a face-down stock, and the top card is flipped to start the discard pile. The two jokers are wild — a joker stands in for any card, but once you meld it as, say, the 8♣, it can’t later become something else.

Agree on jokers before you deal. The classic game includes the two jokers, but plenty of families play a no-joker version with a plain 52-card deck. Neither is wrong — they just play differently, so settle it at the start rather than mid-hand.

A Full Turn of Rummy 500, Step by Step

  1. Draw. Take the top card of the stock, or take from the discard pile (see the next section for the multi-card rule).
  2. Meld. Lay any new sets and runs face up in front of you. A set is three or four cards of the same rank in different suits; a run is three or more cards of the same suit in sequence.
  3. Lay off. Add cards to melds already on the table — yours or an opponent’s. Anything you lay off scores for you, not the person who started the meld.
  4. Discard. End your turn with one card, placed so the pile stays spread. If you drew only the top discard this turn, you must discard a different card.

Melding and laying off are optional — you can draw and discard with no melds at all. And if you manage to meld or lay off every card in your hand, you go out with no final discard needed, ending the hand on the spot.

Taking More Than the Top Discard (the 500 Rum signature)

This is the rule that separates 500 Rum from every basic rummy game, and the one new players fumble most. The discard pile is fanned, so you can see every card in it. You may reach for a card buried deep in the pile — but there’s a price:

Worked example: is the dive worth it?

Say the fanned discard pile looks like this, and you’re holding 7♣ 8♣:

Depth Card in pile
Top K♠
2nd 9♥
3rd 6♣
Bottom you want 5♣

You want the 5♣. To reach it you take all four cards (K♠, 9♥, 6♣, 5♣). You immediately meld the deepest one as part of a run: 5♣-6♣-7♣-8♣, using the 6♣ you also picked up plus the 7♣ and 8♣ already in your hand. That run is worth 5 + 6 + 7 + 8 = 26 points. The K♠ and 9♥ land in your hand.

Good deal? Mostly — but you’re now stuck holding a K♠ worth 10 points that you’ll lose if you can’t place it before someone goes out. That trade-off is the whole game: dig only when the buried card earns more than the junk you’re forced to carry.

Card Values and a Worked Scoring Example

Rummy 500 scoring: a set of Kings worth 30 points and a run of clubs worth 15 points
In Rummy 500 you score the value of every card you meld or lay off — the first player to 500 points wins.

Points are the same whether a card scores for you on the table or against you in your hand:

Card Points
Ace, high (Q-K-A run or in a set) 15
Ace, low (A-2-3 run) 1
Joker (wild) 15
King, Queen, Jack, 10 10 each
2 through 9 Face value

The ace bends both ways: A♥-2♥-3♥ is a valid low run (the ace counts 1), and Q♠-K♠-A♠ is a valid high run (the ace counts 15). It can’t wrap around, so K-A-2 is never a run.

Scoring one hand, start to finish

An opponent goes out. On the table you have melded a club run 5♣-6♣-7♣-8♣ (26), a set of K♠-K♥-K♦ (30), and you laid off a Q♦ onto someone’s queen set (10). That’s 66 points on the table. Caught in your hand are a 9♥ and a 3♠, worth 12.

Your score for the hand is 66 − 12 = +54.

Now the warning side. If you’d melded only 20 points and got caught holding A♠ (15), J♥ (10) and K♣ (10) — that’s 35 — your hand would score 20 − 35 = −15. Yes, a hand can go negative, and running totals carry that negative forward. For how point-counting compares across the rummy family, see our guide to rummy scoring.

Rummy 500 With 2 Players vs 5–8 Players

The number at the table changes the feel more than the rules:

Calling “Rummy!” and Rules People Get Wrong

A handful of details decide most disputes at the table. Get these straight up front:

Rummy 500 Strategy: Why Rushing to Go Out Backfires

Because you score what’s on the table, speed is not the goal — volume is. Our editors keep coming back to the same handful of habits when we play test hands:

Our take: 500 Rum is the pick if you enjoy a press-your-luck decision every turn. If you’d rather a cleaner sprint to empty your hand, plain rummy or two-handed gin rummy will suit you better.

Printable Rummy 500 Cheat Sheet

Want the deal, card values and scoring on one page for the table? Grab our printable rummy rules cheat sheet, which covers the point values and the core meld-and-score flow you’ll use in 500 Rum.

Warm up before your next game Play free Rummy against named computer opponents in your browser — no signup, no download, no stakes. Play Rummy →

Frequently Asked Questions

How many cards are dealt in Rummy 500?

Deal 13 cards each with two players, and 7 cards each with three or more players. The rest form the face-down stock, and the top card is turned up to start the discard pile.

How do you play Rummy 500 with 2 players?

The rules are the same as the multiplayer game, but each player is dealt 13 cards instead of 7 and you use a single 52-card deck plus two jokers. You take turns drawing, melding, laying off and discarding until one player goes out or the stock runs out.

Can you take more than one card from the discard pile?

Yes, and it is the defining rule of 500 Rum. You may take a card from deep in the fanned pile, but you must also take every card above it and immediately meld the deepest card you took. The rest stay in your hand.

Are jokers used in Rummy 500?

In the standard game, yes. Two jokers are added as wild cards, each worth 15 points, and a joker's declared rank cannot change once it is melded. Many casual groups leave the jokers out, so agree on it before you deal.

Is there a bonus for going out in Rummy 500?

Not in the classic rules. You simply score your melds and subtract your hand. Some house rules add a 50 or 100 point bonus for going out, so confirm which version your table is using first.

How many points do you need to win Rummy 500?

The game ends once a player reaches 500 points or more across several hands, and the highest score wins. If two players cross 500 in the same hand, keep playing hands until one is clearly ahead.

How is Rummy 500 different from regular Rummy?

Three things: you score the points inside your own melds rather than only racing to empty your hand, the discard pile is fanned so you can take more than the top card, and you play to a running total of 500 points.

The RummyFun Editorial Team

We’re card-game enthusiasts who test every rule in our own free Rummy and Gin Rummy games before we write about it, so each guide matches how the game actually plays. More about RummyFun →