Racehorse Rummy

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  • Basic Horse Race
  • Calcutta Horse Race

Introduction

This is a gambling game for three or more players. The horses are represented by the four Aces that race along the course according to the suits of cards turned by the dealer. At the start of the race players bet on the outcome.

In the traditional version of the game the dealer sets the odds, takes the players' bets and pays those who bet on the winner. Roland Scheicher has suggested an alternative version of the game, Calcutta Horse Race, in which the horses are auctioned to the players at the start of each race and the owners of the first and second placed horses share the pool.

Basic Horse Race

Players and equipment

Three or more people can play. One standard 52-card pack without jokers is used. The players will also need chips or money for betting.

Layout

The dealer extracts the four aces from the deck and places them in a column. The cards are then shuffled and cut, and the dealer deals seven cards face up in a horizontal row along the top of the layout to mark out the course as shown in the diagram.

If there are five or more cards of the same suit in the top row, the cards are reshuffled, cut and dealt again, since it would be impossible for the horse of that suit to win.

Betting

The dealer sets the odds on each horse. The odds need to be long enough to encourage the players to bet but short enough to give the dealer a reasonable chance to make a profit. Clearly the more often a suit appears in the top row, the less likely it is that the horse of that suit will win. Some sources suggest the following odds, according to the number of cards of the suit that are showing:

  • 0 cards: evens
  • 1 card: 2-1
  • 2 cards: 3-1
  • 3 cards: 5-1
  • 4 cards: 10-1

The dealer also determines the limit on the size of bets that are allowed. Players now place their bets beside the Aces they wish to bet on.

Race and Payoff

The dealer deals cards from the remainder of the deck one at a time face up onto a pile. Each time a card is dealt, the horse of that suit moves one space to the right along the course. The first horse to cross the finish line (which will happen when eight cards of that suit have been dealt) wins the race. The dealer pays out the bets on the winning horse and collects the bets on the others. It is then the next player's turn to deal.

Variants

The length of the course can be varied. For example in the version described in Scarne on Cards (1965), only six cards are dealt to mark out the course, and a horse only has to reach, not cross the finishing line to win, so only six cards of the suit are needed. Even if all six cards marking the course are of the same suit six more cards of that suit remain, making it possible though unlikely that the corresponding Ace will win, so it is never necessary to redeal the cards.

Calcutta Horse Race

Roland Scheicher contributed this version, which is modelled on the Calcutta auctions held at horse races such as the Melbourne Cup. It can be played by three or more players and the recommended number of players is around 6 to 8. Each player begins with an equal quantity of chips, say 150.

Deal

The cards are cut to choose the first dealer - highest card deals. In this version the dealer acts as auctioneer but has no advantage over the other players. The dealer may take part in the auction, or with a larger number of players, it may be more fun for the dealer to stay out of the bidding and just concentrate on selling the horses and running the race.

The dealer removes the four Aces, the remainder of the pack is shuffled and cut, and the dealer deals a row of seven cards face up to mark the length of the course. If five or more cards of the same suit are dealt, the cards are gathered up, shuffled again and redealt.

To make it clearer which horses have an advantage, the row of seven cards is sorted into suits, with the suit that has most cards on the left, then the suit with the next most cards, and so on.

The Auction

Card

The horses (Aces) are now auctioned off one at a time starting with the longshots - the horses that have the lowest chance to win. (That is the order in which horses are auctioned off at the Melbourne Cup, where Calcutta auctions are especially popular.) So the first horse to be auctioned will be the leftmost suit, since it has most cards along the top of the course, and therefore the least cards remaining in the pack to move the horse forwards.

The dealer is the auctioneer. The dealer announces the horse to be auctioned and accepts bids from the players. Players may bid in any order. Bids must be a whole number of chips, the minimum being 1 chip, and each bid must be higher than the previous one. When no one is willing to bid higher, the dealer declares the horse sold. The highest bidder pays the amount of the final bid into the pool and the dealer/auctioneer gives the relevant Ace to the buyer as proof of ownership of the horse.

Racehorse Rummy Card Game Rules

Race and Payoff

When all four horses have been auctioned the race begins. The dealer deals cards one at a time from the deck face up onto the table. The first card is placed below the leftmost card of the row marking the length of the course, to show that the horse of that suit has moved forward one space. Subsequent cards of the same suit continue the row for that horse to the right. When a new suit appears, the card is placed in the left column to start a new row for that suit. After a few cards have been dealt the layout might look like this:

Horse Race Rummy

In this example Clubs was the first horse to start, but has now been overtaken by Hearts. The Spade horse has not yet moved.

Further cards are dealt until two horses have passed the finish line, i.e. until two of the suit rows contain eight (or more) cards each, the eighth card being just to the right of the finish line.

The owner of the horse that finishes first takes two thirds of the chips form the pool, and the owner of the second horse takes the remaining third. If the amount of chips in the pool is not divisible by three, the winnings are rounded to the nearest whole number: if there is a remainder of one chip the winner takes it, and if there is a remainder of two chips the owners of the first and second horses take one of these chips each.

After the pool as been paid out, the turn to deal passes to the next player to the left.

Article: Game Rules: 7 Hand Rummy

February 24, 2011
Every time my family gets together for Thanksgiving or Christmas, we all look forward to AFTER the meal. It is at this time we play 7 Hand Rummy, a card game that has been a part of these holidays for us since before I was born. This game has made these family events meaningful. Everyone gets to munch, talk, and have a good time together.

Here Is How You Play:

Seven Hand Rummy is best played with 4 decks of cards (with Jokers) for up to 8 players. If you have more players, add a deck. For 10 or more players, add another deck and so on.

The object of the game is to get rid of all your cards and accumulate as few points as possible. Points are acquired for any cards held in the hand when someone goes out. 5 points for card 2 through 7, 10 points for card 8 through the King, 15 points for an Ace (which can be played as a one or a top card above a king) and 20 points for jokers.


Deal out 11 cards to each player. Put a stack to draw from in the center and when everyone is ready, turn one card over to start the discard pile.

The player to the left of the dealer goes first and can either take the discard or take the card off the top of the stack. If someone else wants the card on the discard they can say , 'I want it'. If the person who's turn it is does NOT want the discard, they say so and the first person that said , 'I want it' gets to take the card AND a penalty card from the stack. It is not acceptable for someone to say, 'I want it' for a card already under a discard. Play continues around to the left as each person tries to acquire the appropriate hand.

Hands To Be Acquired:

1st Hand: 2 sets (333, 555, JJJ, etc.)

2nd Hand: 1 set and 1 run (333, 555, JJJ AND 4 5 6 of Hearts, 9 10 Jack of Spades, etc.)


3rd Hand: 2 runs (note: it is acceptable for someone to take a run and split it to make two runs i.e. 3 4 5 of Hearts and 6 7 8 of Hearts)

4th Hand: 2 sets and 1 run

5th Hand: 2 runs and 1 set

6th Hand: 3 sets pat (3 sets with NO discard)

7th Hand: 3 runs pat (3 runs with no discard)

Racehorse

Optional 8th Hand: One run pat - an accumulation of 1 suit from Ace to Jack or 4 to Ace (note - with this hand you can only say 'I want it' ONE time, because you can not have a discard. You can not have an Ace on each end of your run.)

As the needed hand is acquired, the goal for the hand is placed down in front of the player on their turn. After they have laid their cards down, they may play any cards in their hand on other players cards. So if a player across the table had put down a set of 5's and a run of clubs 5 6 Joker 8 and I had a 5 or a club that would fit their run, I would toss them across the table. If I gave the player the 7 of clubs to replace the Joker I may put that Joker anywhere else on the table. I CAN NOT put the Joker in my hand.


Racehorse Rummy

At any time a player discards a card that would play on the table they call out RUMMY! After pointing out where the card would have played they get to discard any card from there hand. The 'rummy' card remains on the discard pile.

Racehorse Rummy Rounds

If the discard pile gets too big, you can take a couple cards off the top and set the lower part of the discard pile aside (just don't forget they were already in play and put them back out as part of the stack).

If at any time the stack gets low, you may take the remaining stack and place it on some of the cards that were shuffled and put on the side to replenish the stack. Note the original stack goes on top of the new stack. If the stack gets depleted and there are no cards left over from shuffling, take the discards that were put on the side and shuffle them to restore the stack.


A discard is not required for someone to go out, their last card can be played on another player.

Notes For Helping First Time Players:

  • When playing a hand requiring sets put the cards in your hand in numbered order: for example 3, 5, 5, 5, 8, 10, J, J, Q, K, A (of course the Ace can be at the beginning or the end). Remember suit doesn't matter.
  • When playing a hand requiring runs, order the cards from lowest to highest in their appropriate suit. It will be easier to read your hand if you keep hearts and diamonds separated by clubs or spades and vice versa. It is easy to mistake a cards suit when paying attention to the game and trying to make runs.
  • When people start putting down their hands, if you have a card that would play on them either put it safely to the side in your hand or put the card face down on the table in front of you so you don't play it by accident and make a rummy.

  • Once you have played your cards down and played what you have to put on other players, discard your high point cards first. That would be Aces, then 8s and higher, leaving you with 5 point cards if someone goes out.
  • Just because someone hasn't put down doesn't mean they can't go out. Many a game some one has needed one card to complete a run or a set and once they have that card (either draw it or have it discarded to them), they put down their cards and all the remaining cards in their hand plays on other players.
  • Most importantly, HAVE FUN! It is a special time when everyone in a family can sit down and do something besides eat.

By Suntydt from Tazewell, TN

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