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Contract rummy is a Rummy card game, based on gin rummy played by 3 to 8 players. [1] It appeared in the United States during the Second World War. [2] The game is also known as Combination rummy, Deuces Wild Rummy and Joker rummy, and a proprietary version of the game called Phase 10 was published in 1982.
Phase 10 is a card game created in 1982 by Kenneth Johnson and sold by Mattel, which purchased the rights from Fundex Games in 2010. [1] Phase 10 is based on a variant of rummy known as contract rummy.
Liverpool rummy is a multi-player, multi-round card game similar to other variants of rummy that adds features like buying and going out. It is played the same as Contract rummy, except that if a player manages to cut the exact number of cards required to deal the hand and leave a face-up card, then the cutting player's score is reduced by 50 points.
2 Progressively add rules. 3 One suit per player. ... Print/export Download as PDF; Printable version; ... Phase 10; Taki; Uno; Whot;
SET - PlayMonster) Players compete by trying to obtain the lowest number of points after playing all eleven hands of the game and making sets of "books and runs." The game ends when the eleventh round has concluded. As the slogan of Five Crowns [2] [3] states: "The Game Isn't Over 'Til the Kings Go Wild!" The game combines aspects of Rummy and ...
Fundex's best selling game was Phase 10, which is the second best selling card game in the world, behind Uno. The rights to Phase 10 were sold to Uno-maker Mattel in 2010. In 2012, Fundex Games filed for bankruptcy in the Southern District of Indiana. [2] [3] The assets of the company were acquired in a bankruptcy auction by Poof-Slinky, Inc. [4]
An external link at the beginning of the rules sections would accomplish this. Liko81 18:42, 22 August 2008 (UTC) Something doesn't make sense. Suppose only two players. Player 1 lays down two 2's and a wild card, also to 3's and a wild card for phase 1. The other player lays down exactly the same thing for his phase one.
An example of a "run of 4" is the 4, 5, 6, and 7 of clubs. An example of a combination for a hand is for hand #2, "1 set of 3 and 1 run of 4." This means that a player must have both a set of 3 cards and a run of 4 cards in their hand before they can meld. A set needs a minimum of 3 cards while a run needs a minimum of 4 cards.