Remmix · Rummy variant
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.
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.
Every meld is either a Run or a Set. A winning hand needs one of each.
9♣ 10♣ J♣ = 30 pts. Min 3 cards; A counts as 14 (high only).
K♠ K♥ K♦ = 39 pts. Min 3 cards; max 4 (all four suits).
A Joker can stand in for any missing card in a run or set. It takes the point value of the card it replaces.
Joker substitutes 9♣ here — meld value = 7+8+9+10 = 34 pts.
Joker substitutes Q♦ or Q♣ — set value = 12×3 = 36 pts.
House rule: getting caught with a Joker doubles your entire round penalty.
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.
Three Aces (set, 42 pts) + four-card heart run (22 pts). Different kinds — passes.
Two runs — even though the shape and point total work, both melds are the same kind. You need one set AND one run.
Two sets — same rule. One of the melds must be a run.
Three Kings (set, 39 pts) + club run with Joker filling J♣ (42 pts). Set + Run — passes.
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.