Simple rummy strategy
When you first start playing rummy, you may find that putting your cards into combinations is quite challenging. The best strategy is to aim for melds that have the best chance for completion.
The cards in your hand and on the table give you information about your chances for completing certain combinations. For example, if you can keep only two cards from the ♠7, ♠8, and ♣8, and you’ve already used the ♦8 in another run, you should keep the spades because you have two chances for success this way — the ♠6 or the ♠9. Keeping the two 8s gives you only one possible draw, the ♥8.
Another typical problem is knowing when to break up a pair in order to increase your chances elsewhere. For example, imagine that you have to discard from a collection such as the one shown in the figure below.
Illustration of a rummy hand: four of spades, four of hearts, eight of hearts, eight of diamonds, and ten of hearts.©John Wiley & Sons, Inc.
Time to choose or lose.
The solution to this problem is to throw the ♥10 away. Keeping your two pairs gives you a reasonable chance to make three of a kind, and the ♥10 gives you only a single chance of making a combination — by drawing the ♥9.
In general, you don’t want to split up your pairs. But life (or at least Rummy) isn’t always so simple. Suppose that you have the cards shown in the figure below.
Illustration of a rummy hand: four of spades, four of hearts, eight of hearts, eight of diamonds, and ten of hearts.©John Wiley & Sons, Inc.
Dismantle a pair and perhaps draw a building card.
If you need to throw out one card, throw a 4 away. The ♠7 is a useful building card, meaning that it fits well with the ♠8; mathematics says that the nest of 7s and 8s gives you four possible cards with which to make a combination (the ♠9, ♠6, ♣8, and ♥8).
You have the same number of options if you throw the ♠7 away and keep the two pairs. But the real merit in throwing away one of the 4s is the degree of freedom you attain for a future discard. By throwing one 4 away, you allow yourself to pick up another potentially useful building card (such as the ♠7) at your next turn, and then you can throw away the other 4. By contrast, throwing away the ♠7 fixes your hand and gives you no flexibility.
The odds favor your draw to the run rather than your hopes for a set. When you make a run, you can build on it at either end. A set, on the other hand, has only one possible draw. For this reason, be careful about which cards you discard. If you must give your opponent a useful card, try to let them have the sets of three or four of a kind instead of helping them build their runs.