Official Rules

The authoritative Rumasta rulebook

Adding a Frozen Discard to Your Meld

  • With two qualifying natural proof cards in hand, you may add a frozen pile's top discard and those proof cards to a matching meld on your own or your team's table. The app asks first: add to that meld, start a new meld, or cancel.
  • For a set, use two matching natural cards; for a run, use the natural-card proof described below. Dead cards and wild top cards still cannot be picked up.

Players & Objective

  • 2–6 players, individually or in teams.
  • Score points by forming Canastas (sets) and Rumastas (runs) over multiple rounds.
  • Each round ends when a player goes out or the draw pile is gone.
  • When a player or team reaches 5,000 points, finish the round. The highest score at or over 5,000 wins.

Cutting & Dealing

  • Shuffle all cards together (three decks).
  • Player 1 cuts, aiming for exactly the cards needed for every hand plus two discards — no counting. A perfect cut earns +100.
  • Player 2 deals 11 cards each for teams, 14 each for individuals.
  • Two cards go face up as two discard piles; the rest is the Draw Pile.
  • Player 3 goes first. The cutting player changes each round.

On Your Turn — choose ONE

  • A · Take one discard pile: prove immediately that you can meld its top card, then take the whole pile. Automatically draw 2 additional cards from the Draw Pile — this is required, not optional.
  • B · Take both discard piles: prove two separate melds, one per top card, with at least two matching cards in hand for each. No Draw Pile cards this turn.
  • C · Draw 4 cards from the Draw Pile.
  • Turns end by discarding two cards — one to each pile.

Discard Pile Proof

  • Only the top card of a pile can prove a meld. Show the matching cards and meld immediately — no holding for later.
  • Prove a new run with two consecutive natural cards: both before the discard, one on each side, or both after. Wilds cannot replace those proof cards, but may fill other positions in the meld. Example: take a 4 with natural 5/6/7/9 and Jokers for 8 and 10.
  • For a set, prove with two matching natural cards. Wilds may be added elsewhere, with more naturals than wilds.
  • On your first meld of the round, only the top discard card may come from the pile.
  • If you've already melded, you can take a discard that matches your set or run without proving from your hand — unless the pile is frozen.

Safe Discards & Frozen Piles

  • Safe (cannot be picked up): Black 3s, dead cards (closed Canasta), 2s and Jokers.
  • Wild cards (Jokers & 2s) sit perpendicular and freeze the pile: you need two cards in your hand to pick it up.
  • Discard one Joker: safe, and play reverses (clockwise ↔ counter-clockwise).
  • Discard two Jokers: a Khaki discard — play reverses AND the next player is skipped. With 2 players, it's your turn again.

Khakied & the Dreidel

  • Khakied: both piles can't be picked up — draw 5 cards.
  • Half-Khakied: one pile can't be picked up — you may roll the Dreidel, but then can't take the other pile.
  • Nun: draw 3 · Gimel: take 1 random card from an opponent and draw 4 · Hey: draw 6 · Shin: an opponent takes 1 random card from you and you draw 4.

Black Threes — “I love you”

  • When you lay down a Black Three you must say “I love you” (in the app: hit the ❤️ Heart).
  • If an opponent calls you out first, your Red Threes in play go to them.
  • The chance ends at the next action.

Melding

  • Initial meld minimum by current score: 0–1,500 → 50 · 1,501–2,500 → 90 · 2,501+ → 120.
  • Canasta: 7 matching cards — 600 clean, 300 with wilds.
  • Rumasta: 7 in sequence, same color, suit doesn't matter. Order A K Q J 10 9 8 7 6 5 4 — 500 clean, 300 with wilds.
  • Always more natural cards than wild cards.
  • Switch out wilds: replace a wild in any meld with the correct natural card, take the wild, and the natural goes to the meld's owner.

Threes

  • Red Threes: lay down immediately and draw a replacement. 100 each only if you have a Canasta or Rumasta; all six score 1,200.
  • Black Threes can't go in Canastas or Rumastas (except a set of Black Threes when going out).

Going Out

  • Complete four Canastas and/or Rumastas, use every card in your hand, and discard one card to each pile. +100 bonus.

Scoring (end of round)

  • Step 1 · Base: Canastas, Rumastas, eligible Red Threes, Going Out, Perfect Cut.
  • Step 2 · Add the points of every card laid down on the board.
  • Step 3 · Subtract the points of every card left in hand — even if your team went out.
  • Card values: Ace 20 · 2 20 · Joker 50 · K–8 10 · 7–4 and Black 3 5 · Red 3 100 (Step 1 only).