Rummy 500 Rules
Meld for points, dig into the discard pile and race to 500: how to play Rummy 500, step by step.
Meld for points, dig into the discard pile and race to 500: how to play Rummy 500, step by step.

Rummy 500 (also called 500 Rum, 500 Rummy or Pinochle Rummy) is the version of rummy where the cards you meld score points for you, and the first player to reach 500 points wins. Two things make it different from basic rummy: you can take cards from deep in the discard pile, and the cards left in your hand at the end count against you. It plays well with two to eight players and is best with three to five. Canasta and several other games are thought to have grown out of it. This guide covers the Rummy 500 rules step by step: card values, the deal, the discard pile, laying off, calling “Rummy!”, scoring, popular variations, strategy and odds.
| Rummy 500 | |
|---|---|
| Players | Two to eight; best with three to five. |
| Cards | A standard 52-card pack, often with two Jokers as wild cards. Two packs for five or more players. |
| Deal | 13 cards each with two players, 7 each with three or more. |
| Melds | Sets of three or four of a kind, and runs of three or more in one suit. |
| Drawing | The top card of the stock, or any card in the discard pile if you take everything above it and meld it at once. |
| Scoring | Melded cards count for you, cards left in your hand count against you. |
| Winning | The first player to reach 500 points. |
| Card | Points |
|---|---|
| 2 to 10 | Face value (2 to 10) |
| Jack, Queen, King | 10 |
| Ace | 15, or 1 when melded low in A-2-3 |
| Joker (if used) | 15 |
The same values count for you when the card is melded and against you when it is still in your hand at the end. A 52-card pack holds 396 points, or 426 with two Jokers.
This is the rule that makes Rummy 500 special. You can always take the top discard and keep it. You can also take a card from deeper in the pile, but only if:
The other cards you pick up go into your hand, and you can meld them in the same turn or keep them for later. A big pick-up can turn a weak hand into a strong one, but every card you take is a card that counts against you if you can’t meld it.

You can add cards to any meld on the table, yours or another player’s: the fourth card of a set, or the next card at either end of a run. Because melded cards score for whoever played them, you keep the card in front of you rather than moving it to the other player’s meld. If a card could extend two melds, say which one it goes on; that choice can’t be changed later.
If a player throws a card that could have been melded, any other player can call “Rummy!” before the next player draws. They take the discard pile down to that card, meld it, discard, and play carries on from their left. For example, with 7-8-9 of a suit on the table, a discarded 6 or 10 of that suit can be claimed.
At the end of each hand, every player adds up the points of all the cards they melded or laid off, then subtracts the points of the cards still in their hand. The result is added to their running score, so it can go down as well as up. For example, a player with 88 points on the table and a King and an Ace left in hand (25 points) adds 63.
The first player to reach 500 points wins. If two players pass 500 in the same hand, the higher score wins (some groups give the game to the player who went out).
| Variation | What changes |
|---|---|
| Jokers wild | One or two Jokers are added and can stand for any card. Say what the Joker represents when you meld it. |
| 30-point opening | Your first meld must be worth at least 30 points. |
| Round the corner | Runs may wrap from King through Ace to 2, such as K-A-2. Under the standard rules they may not. |
| No picking up to lay off | A card taken from deep in the discard pile must start a new meld of three or more, not just extend one already down. |
| Simplified scoring | Every card from Ace to 9 counts 5 (an Ace played high, 15) and 10s and picture cards 10, which makes adding up quicker. |
| Two packs | With five or more players, two packs are shuffled together; a set must still be all different suits. |

The odds come from 400,000 random deals of a 52-card pack without Jokers.
Rummy 500 is one of many games covered in the rummy rules guide. For two players, try Gin Rummy; for partners, Canasta, which grew out of the same family. Card players who like scoring as they go may also enjoy Cribbage.
Like working through a list of melds? Try Phase 10, where every round has its own target.
After going through several successful experiences with several industry pioneers, Fadi Hayek has managed to excel in the world of content for online gaming by providing unique content for several projects that allowed him to obtain the necessary experience to launch his career. Last but not least, Fadi also holds several certificates, including but not limited to content marketing and iGaming.