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How to Play

Remmix · Rummy variant

Goal

Don't be the first to reach 1000 points. When someone wins a round, every other player adds the value of cards still in their hand to their score. The first to 1000 is the loser of the match.

Deal

54 cards (standard 52 + 2 Jokers). Each player is dealt 7 cards. The rest forms the stock; the top card is flipped to start the discard pile.

Your turn

  1. Draw 1 — from the stock, or take the top of the discard (the card your opponent just threw).
  2. You now hold 8 cards. Rearrange them (drag to reorder) to find runs and sets.
  3. Discard 1 to end your turn — or, if your remaining 7 cards form valid melds totaling 54+ points, hit REMMIX! to win the round.

Set vs Run

Every meld is either a Run or a Set. A winning hand needs one of each.

Run — same suit, consecutive ranks
910J

9♣ 10♣ J♣ = 30 pts. Min 3 cards; A counts as 14 (high only).

Set — same rank, different suits
KKK

K♠ K♥ K♦ = 39 pts. Min 3 cards; max 4 (all four suits).

Joker wildcard

A Joker can stand in for any missing card in a run or set. It takes the point value of the card it replaces.

78JKR10

Joker substitutes 9♣ here — meld value = 7+8+9+10 = 34 pts.

QQJKR

Joker substitutes Q♦ or Q♣ — set value = 12×3 = 36 pts.

Card values

2 – 10face valueJ11Q12K13A14Joker (in meld)value of card it replacesJoker (left in hand)20 — and hand total ×2

House rule: getting caught with a Joker doubles your entire round penalty.

Winning a round

Partition all 7 cards in your hand into exactly two melds: a 3-card meld and a 4-card meld. The two melds must be of different kinds — one Set and one Run. Two sets or two runs do not win. The 8th card goes to the discard. Your kept 7 cards must total at least 54 points.

The table will light up the REMMIX! button automatically when a winning hand is available — you don't have to spot it yourself.

Pass vs fail · winning shape

✓ Valid win · Set (3) + Run (4) · 64 pts
AAA+4567

Three Aces (set, 42 pts) + four-card heart run (22 pts). Different kinds — passes.

✗ Not a win · Run (3) + Run (4)
567+8910J

Two runs — even though the shape and point total work, both melds are the same kind. You need one set AND one run.

✗ Not a win · Set (3) + Set (4)
101010+QQQQ

Two sets — same rule. One of the melds must be a run.

✓ Valid win · Joker in Run · 81 pts
KKK+910JKRQ

Three Kings (set, 39 pts) + club run with Joker filling J♣ (42 pts). Set + Run — passes.

Scoring & match end

When a player wins, every other player adds the points of cards left in their hand to their total. The first player to reach 1000 points loses the match.