Spin Rummy

Spin Rummy

Spin Rummy is a new spin on rummy – each card can be spun (rotated) to have a different value and suit. For instance, the 3 of Diamonds can be spun to become the 7 of Hearts. The game is played with a three-suited deck of 18 cards, each with two alternate values, varying in suit and rank (which ranges from 3 to Ace inclusive, with no 2s). (Free print-and-play here.)

Spin Rummy is played over four rounds, with the winner having the highest score at the end. Scores are based on melds. A meld can be either a set (three of a kind; same rank, different suits) or a run (three cards of the same suit in sequential order).

Each round has a different goal (just like contract rummy), with the starting player alternating:

Round Contract (Goal) Starting Player
1 2 Melds Player A
2 2 Runs Player B
3 1 Run, 1 Set Player A
4 2 Sets Player B

Dealing – At the beginning of each round, the starting player shuffles and deals both players their own hand of 6 cards and places the remaining 6 cards face down to form a stock (a draw pile). The starting player then takes a turn, and play alternates.


  1. If the stock is empty for the first time this round, shuffle the discard pile to form a new face-down stock; if the stock is empty for the second time this round, end the round and tally hands.
  2. The current player draws from the stock. If, and only if, the discard pile has already been shuffled to form a new stock, the current player may draw the upcard from the discard pile instead.
  3. The player then chooses a card from their hand to discard face up, overlaying it (splaying it) so that all past discards can be identified.
  4. If they have two melds that meet the requirements for this round, they may declare “Rummy” and tally hands. If they were the starting player, the other player gets one last turn before cards are revealed.

Tally Hands – Both players show their hands, scoring any melds that meet the contract requirements of this round; a card only counts for the rank and suit in its top right corner. The potential score for a card is shown at the top of that card (3 to 10 points for ranks 3 to 10 respectively, 11 for a Jack, 12 for a Queen, 13 for a King, and 14 for an Ace). A run scores the value of its lowest card (for instance, a run of 3, 4, 5 scores 3 points; a run of 10, Jack, Queen scores 10 points); a set scores the value on any of its cards (which are all the same; e.g., a set of 7s is worth 7 points). Record the running tally on paper or a smartphone.

Winning – The game ends after four rounds, and the high score wins. In the rare event of a tie, repeat round 4 until one player wins.

Solo Play – Deal a second virtual player. The cards in the virtual second player’s hand are considered out of play. If you haven’t called rummy after 6 draws (by which time the stock is empty), the round ends. Try to beat your high score, but you need at least 60 points to win.