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Hearthside Rummy on the table

Open table

A fresh deal every time you sit down.

Sit down: Hearthside Rummy

House rules

Hearthside Rummy

Knock rummy for two, played by lamplight. Ten cards each: draw from the stock or take the top discard, build sets and runs, and knock once your leftover cards total ten or less. Go out with nothing left over for a bonus, lay off onto a knock, and beware the undercut. A match is a few hands to 50 points against one computer player.

Room
Tables
Game
Rummy versus AI
Made for
2001
Play Hearthside Rummy

Free, no sign-up. Mouse, touch or keyboard.

How to play

  • Click the stock or the discard pile to draw, then click a card to discard it, or drag it onto the discard pile.
  • Press Knock when your unmatched cards total 10 or less.
  • After the computer knocks, drag cards onto its melds, then Done.
  • Arrows move along your hand and the piles, Enter or Space pick up and play.
  • U undo, H hint, G knock or continue, Q stock, R discard pile.
  • P to pause.

On touch

  • Tap the stock or the discard pile to draw, then tap a card to throw it away.
  • Tap Knock when your unmatched cards total 10 or less.
  • When the computer knocks, drag cards onto its melds and tap Done.
  • Undo, Hint and End sit along the bottom.

Take as long as you like. Pause any time with P; calm mode turns off every flash and shake.

Maker’s note

Rummy came to the early web as the card game everybody half-remembered from a grandparent's table. We dealt our own: our own card faces, a felt table under a lamp, and your melds marked with a brass line as you collect them. The computer player counts what has been picked up and thrown away, takes the discard only when it helps, and knocks later when the stock is thick and sooner when it runs thin. Daily play is medium, weekly is hard, and free play lets you choose the opponent before the first card. Undo takes back a discard, but a card drawn from the stock cannot be un-seen, so it closes the door behind it. Every draw, discard, knock and lay-off is written down as a move, so a win can be checked hand by hand; points, margin and speed decide the board.

The Eracade workshop

Target scores

  1. 130
  2. 280
  3. 3140
  4. 4200
  5. 5260
  6. 6320
  7. 7380
  8. 8440

Each target is a step up. Reach the last one and you have outplayed the workshop.

In the Tables room

Cards against the computer. Your opponents are patient, polite and never in a hurry.

Every Tables table

Your hands

Your best ten are kept in this browser with your three initials. Nothing is uploaded unless you submit a ranked hand, so clearing site data clears the list.