The goal and the deal
Indian rummy is played with two standard decks plus jokers, between two and six players. Everyone receives thirteen cards; one card is turned up to start the discard pile and a random card becomes the wild joker for the hand.
On your turn you draw one card — from the closed deck or the top of the discard pile — and throw one away. You're racing to arrange all thirteen cards into sequences (consecutive cards of one suit) and sets (same rank, different suits), then declare.
The pure-sequence rule that decides everything
A valid declaration needs at least two sequences, and one of them must be pure — formed without any joker. This single rule decides most hands: until you hold a pure sequence, every point in your hand counts against you if an opponent declares first.
So the order of work is fixed: build the pure sequence first, the second sequence next, and only then spend jokers on sets. Beginners who use a joker early to finish a pretty set often get caught with 60-plus points when someone else declares.
Points, pool and deals — the three cash formats
Points rummy is one quick deal where every point has a rupee value — fastest, and the format most cash tables run. Pool rummy (101 or 201) knocks players out as their score piles up across deals — slower, and it rewards survival. Deals rummy fixes the number of deals and settles in chips.
If you're new, start with the lowest-stake points tables: hands finish in a couple of minutes, and a bad deal costs you one small settlement rather than a whole match.
First-week habits
Sort your cards the moment they arrive, and group by suit. Watch what your opponents pick from the discard pile — it tells you which cards are safe to throw. Ditch high loose cards (unconnected kings, aces) early; they're 10 points each sitting dead in your hand.
And learn the drop: folding before your first move costs only 20 points in most rooms. If the deal gives you no pure-sequence prospects, dropping is the mathematically right play, not a defeat.