Learn the rules
How to Play Indian Rummy
13 cards. Make sequences and sets, use the jokers, declare first.
Goal
Arrange all 13 cards into sequences and sets, then declare. You need at least two sequences, and one of them must be pure (no joker).
Sequences
Three or more cards of one suit in a row. Ace can be low (A-2-3) or high (Q-K-A). A pure sequence has no jokers; in an impure one a joker fills a gap.
Sets
Three or four cards of the same rank in different suits. Jokers can fill in.
Jokers
The printed jokers, plus every card of the wild rank turned face up at the start, are jokers.
Your Turn
Draw from the closed deck or take the top of the open pile, then discard one card. To finish, pick your 14th card and press Declare.
Scoring
The winner scores 0. Everyone else scores their ungrouped cards (aces and pictures 10, others their number, jokers 0) — all their cards if they don't have two sequences with a pure one — up to 80. Dropping out costs 20 before you draw, 40 later. In a pool game, reach 101 (or 201) and you are out; the last player left wins.
The table keeps your cards arranged in the best groups it can find. Press Sort to see them by suit.