6 7 8 9 10!
6 7 8 9 10 is a variation of contract rummy played
in 5 hands. Each hand has a distinctive required initial meld.
- the Players:
- Two is typical, but three or four players variations work. This
page describes the generalized rules of the game.
- the Deck:
- A standard 52 card deck of cards without jokers. Aces are high
and the standard order applies (i.e. A, K, Q, J, 10, 9, 8, 7, 6, 5,
4, 3). Twos are wild cards and may be played in substitute of any
When playing with 3 players, a double deck may be used. When
playing with 4 players, a double deck is required.
- the Goal:
- To have the lowest point total after the fifth hand.
- the Deal:
- A player is selected to deal. This person deals out 10 cards to
each player and turns the top card of the deck face up on the table
as a discard. If the revealed card is a Two, that card is shuffled
into the deck and a new card is selected. The player to the left of
the dealer goes first.
- the Draw:
- The player whose turn it is either accepts or declines the
discard. If they accept, they draw the face up discarded card into
their hand. If they decline, they pass that card to the player on
their left, deal the top card of the deck to that same player, and
draw the next card on the deck into their hand.
If there is only one card left in the deck, that card remains
face down and the discard must be accepted. Note: the discard pile
is never bigger than one card.
- the Play:
- After the draw, a player may play down melds. Standard melds
are accepted as long as they exceed 3 cards: sets of the same
numerical value of card and numerical order runs in the same suit.
||is a valid set
||is a valid run
||is also valid since twos are wild.
||Is not a valid meld: remember that
Aces are high and Twos are wild.
However, each hand has a required meld which must be played
||Two sets of three
||Run of four and a set of three
||Two runs of four
||Three sets of three
||Run of seven and a set of three
After the initial meld, any other 3+ card meld may be played.
Cards may also be played off of any previously played meld by any
player. If any twos are in melds and the player has the appropriate
card to replace them, the two may be replaced by that card and
taken into the players hand.
E.g. if is a meld on the
table, and the player has
in hand, the player may play down the and pick up the .
- the Discard:
- A player may discard any card in their hand, provided they do
not discard the same card they drew if they "accepted" the discard.
Twos may not be discarded.
- the End of the Hand:
- A hand ends when a player discards a card and has no cards left
- the Score:
- When the hand ends, players are given points based on what
cards are left in their hands. Remember, the object is to get the
|Face Card or Ten
|Any other card
E.g. if a player had the following hand they'd get 65
(5 + 5 + 10 + 10 + 15
+ 20 = 65)
- the End of the game:
- After the Ten round, players total up their scores from all the
previous rounds. The player with the lowest total score wins the
Other sites of interest to 6 7 8 9 10 players.
These may be out of date or outright wrong....
Go to Alan Hoyle's Home
Page... Go to
Alan Hoyle's Hearts page...
- To my friend Sam Miller and his family for teaching me the
- To Oxymoron <firstname.lastname@example.org> for the card
images. Check out Oxy's Egyptian
RatScrew page, another of my favorite card games.
© Alan Hoyle <email@example.com>
Problems? Omissions? Suggestions? Stupid grammatical errors? Tyops?
;-) Please let me
Last update: $Id: 678910.html,v 1.5 2009/05/28 14:49:53 alanhoyle Exp $
Originally created: Fall 1994.
This work is licensed under a Creative Commons Attribution-ShareAlike 2.5 License.