YOUR FRIEND. YOUR PRIVATE TABLE.
Play Rummy with a friend.
Send a private invitation and play Rummy across two screens. Keep your hand secret while you build and extend combinations on a shared table.
- 10 cardsYour starting hand
- Open meldsA table you build together
- 100 pointsFirst to the target wins

One device, a private link or three computer levels.
Select a group, then add cards as the table grows.
Separate local saves and private room reconnection.
Deal a private table for two
Open Play with a friend, copy the invitation and send it to your friend. The first guest gets the second seat. Each player sees only their own hand. Both must be connected to act; return with the same link in the same browser to reconnect.
Draw. Meld. Add. Discard.
Two players receive 10 cards each from a standard 52-card deck without jokers. Make sets of three or four equal ranks, or runs of at least three consecutive cards in one suit. Aces are low: A–2–3 is valid, Q–K–A is not.
Start each turn by drawing one card from the stock or the top of the discard pile. Select cards and press Meld to place a valid group on the table. You may lay down more than one combination during your turn.
You may add one or more selected cards to any matching open group, including your opponent’s, even before making your own meld. Tap the highlighted group to add them. Cards already on the table stay there and cannot be rearranged.
Finish your turn by discarding one selected card. You cannot immediately discard the card just taken from the discard pile, but you may use it in a meld or add it to a group.
The hand ends as soon as a player empties their hand by melding, adding cards or discarding. The winner scores ALL cards remaining in the opponent’s hand, including unplayed combinations: ace 1, J/Q/K 10, others face value. First to 100 wins. This version has no knock, gin or double-rummy bonus.
When the stock is empty, drawing from it shuffles the discards into a new stock and leaves the top discard in place. If there is only one discard and no stock, take that discard. After 200 completed turns the hand is a draw with no points. Next hand preserves scores and alternates the dealer.
On one device, the hand is covered after each turn; pass the device before revealing it. Against the computer your own hand stays visible. Online, only your own hand and public table information reach your browser. Both players must agree to the next hand.
Read the whole table
A card that looks useless in your hand may extend a group already on the table. Look at both ends of every run before discarding. Unplayed combinations still count against you when your opponent goes out, so choose when to lay them down.
Continue your match
Local and computer matches save separately in this browser. Return to an online table using its invitation in the same browser to keep your seat. Clearing site data removes saves and the seat key; inactive rooms expire after seven days. Next hand keeps the score until the match ends. New round during play resets the match, after confirmation locally or agreement online.
Rummy with a Friend FAQ
How is this different from Gin Rummy?
In Rummy you play combinations face up during the hand and can add cards to either player’s groups. Empty your hand to win. There is no knock or gin bonus.
Do I need a final discard to go out?
No. You can win by melding or adding your final card to an open group, as well as by discarding it.
Can I take the whole discard pile?
No. Draw only its top card. This is basic Rummy for two, not 500 Rummy or Indian Rummy.
What if the stock runs out?
The discards are shuffled into a fresh stock, keeping the top discard. A hand ends without points after 200 completed turns.