Indian Rummy — full guide

Make a little order. Build a complete thirteen-card hand before Mira does. This is a local practice table: the first deal is guided, later deals are shuffled, and no points balance or money is involved.

The objective

Your final 13 cards must all belong to valid runs or sets. You need at least two separate runs, including at least one pure run. A card belongs to only one group. Having a pure run alone, or several attractive groups with loose cards left over, is not enough.

Draw and discard to improve the hand, then press Declare hand or Discard & declare. The game checks the entire hand and shows the winning groups. Mira follows the same declaration rules.

Cards, wild rank and the table

The table uses two 52-card decks and one printed joker per deck: 106 cards. Cards with the same rank and suit from different decks are separate cards. You and Mira each begin with 13; one face-up card is the wild indicator, one starts the discard pile, and 78 remain in the closed stock.

The indicator sets the wild rank in every suit and both decks. For example, an indicator of 10♣ makes all tens wild. Printed jokers are always wild. If the indicator itself is a printed joker, aces become wild, this table’s stated variant. The indicator stays beside the piles and is not a card you can draw.

Wild cards carry a small gold dot. A card taken from the discard pile also has an upward-arrow marker until the turn finishes. The stock counter shows the number still available. Mira’s card count is visible, but her cards remain private until a winning declaration reveals her groups.

What counts as a valid group

Pure runs

A pure run has at least three consecutive cards of one suit, with no joker substituting for a missing rank. For example, 3♥ 4♥ 5♥ is pure. A wild-rank card can count naturally in its own place: if fours are wild, that same 3♥ 4♥ 5♥ is still pure because 4♥ is actually the needed four of hearts.

An ace can be low in A–2–3 or high in Q–K–A. It cannot wrap: K–A–2 is invalid. A repeated rank, such as 3♥ from each deck followed by 4♥, is not a run.

Runs with substitutes

An impure run uses a printed joker or a wild-rank card to fill a missing place. With tens wild, 4♥ Joker 6♥ is a run representing 4♥ 5♥ 6♥. The ordinary cards must fit one consecutive run of one suit, with the same ace boundaries. Impure runs count toward the two-run requirement but do not supply the required pure run.

Sets

A set has three or four equal ranks in distinct suits; jokers may substitute. Q♣ Q♦ Q♥ is a set. 7♣ 7♦ 7♥ Joker is a set of four. Two 7♥ cards from the duplicate decks cannot both count as natural cards in a set, even alongside 7♣. A set can never have five cards.

Groups made entirely of wild cards or printed jokers are not valid here. Each group needs at least one non-wild card. Every final group has at least three cards, and at least two of your groups must be runs.

Your turn: draw, then discard

You may declare a complete 13-card hand before drawing. If you already drew and hold 14, select exactly one legal final discard, then press Discard & declare. A rejected declaration leaves your cards and turn in place so you can continue. This forgiving check is a practice-table convenience, not a penalty-scoring rule.

Arrange the hand and use the controls

Control What it does
Card buttons Select or deselect one or more cards. On phones, scroll to the hand; trays wrap into readable rows.
→ 1, → 2, → 3, → 4 Move all selected cards into that numbered tray, then clear the selection.
Ungroup Move selected cards into the loose-card area.
Sort Order cards by suit and rank within their existing trays.
Arrange for me Find possible groups. With a winning 14-card hand, arrange the 13-card solution and select a legal final discard.
Declare hand / Discard & declare Validate the complete hand, regardless of how you arranged the trays.
New shuffled deal Abandon the current deal or leave its result and start a fresh shuffled deal.

Tray labels show Pure run, Run, Set or Keep arranging. A green tray means that group is valid; it does not by itself certify the whole hand. The declaration checker looks for a complete partition of all 13 cards, so your manual trays do not prevent it from finding a different valid grouping.

Arrange for me never declares for you. When no complete hand exists it suggests groups, which are a starting point rather than a promise of the best long-term choice. Keep drawing and making decisions. You can rearrange those cards manually afterward.

Use Tab to reach a button and Enter or Space to activate it. D draws from stock and A arranges the hand. Mouse clicks and touch taps use the same controls. Actions that do not apply, including hand controls during Mira’s turn, are disabled. Reduced-motion preferences disable transitions.

Worked example: the guided first deal

A fresh ordinary visit begins with the clearly marked GUIDED FIRST DEAL. Its setup is deliberate. The wild indicator is 10♣ and the four trays begin with:

Trying to declare now explains that some cards are unmatched. Draw from the closed pile to receive 2♥. You can select 2♥ and use → 4, then select K♣ as your final discard. Or press Arrange for me, which groups the hand and selects K♣ for you. Press Discard & declare to finish.

After discarding the king, the four groups contain 3 + 3 + 3 + 4 = 13 cards. The two runs are pure and the four twos use all four suits, so the declaration is valid. The checker may display another valid partition: 2♥ 3♥ 4♥ 5♥ as the first pure run and 2♣ 2♦ 2♠ as a three-card set. Both arrangements cover the same 13 cards. Press New shuffled deal for ordinary play; subsequent hands are genuinely shuffled.

Read a rejected declaration

A rejection is a cue to keep working, not the end of the deal. The message explains whether you need a final discard, a pure run, a second separate run, or a complete matching of the remaining cards. Selecting the just-picked discard as your final discard is also refused.

For example, one pure run plus three sets still lacks a second run. Two impure runs plus valid sets still lacks a pure run. Two pure runs and a set with one loose king leaves a card unmatched. Move cards between trays if that helps you see the possibilities; you can continue the same turn after a rejection.

A first strategy

Work toward a pure run early: jokers can help elsewhere but cannot replace that requirement. Prefer cards that connect in several ways. For example, 5♥ may extend 3♥ 4♥ or connect 6♥ 7♥, while a lone king with no neighbours may be less useful.

Read the wild-rank marker before discarding. A card that looks isolated may be a valuable substitute. Consider the top discard before choosing the stock, and remember that a picked-up card must remain in your hand for this turn. Watch the two-run requirement rather than collecting sets alone.

Mira is a basic heuristic practice opponent. Her decisions use her own hand, the public top discard and wild rank. She does not read your hand or future stock cards. The solver can check a completed hand, but neither the bot nor the help is presented as expert play.

Results, replay and available settings

A valid human declaration shows Every card, in its place. A valid Mira declaration shows Mira has found her hand. Both display the winning groups. Stock exhaustion voids the deal as a draw, with no winner; the stock is not recycled. There is no unmatched-points score or running balance.

Press New shuffled deal at any time to begin again with 13 cards. No undo or saved-deal history is available. The number of decks, table profile and opponent strength are fixed. The initial guided deal is a teaching setup, not a guarantee about shuffled hands.

A positive seed in the address, such as ?seed=123&random=1, reproduces an initial shuffled deal for checking a game. New shuffled deal increments that seed. With ?seed=17 and no random parameter, the first hand is guided. Without a seed, the page derives one from the current time. Repeating a seed and the same actions repeats the deterministic deal and bot decisions.

Full guide, installation and offline play

Full guide opens a new tab so your game tab or embedded frame stays in place. Print guide opens the browser’s print dialog, which can print or save a PDF where supported.

Open the standalone game over HTTPS, or localhost when testing. Choose Install game if your browser offers an installation prompt. Otherwise follow the game’s browser-menu instructions for installing or adding to the home screen. Support depends on your device and browser; ordinary tab play remains available.

First load the standalone page online and allow its local cache to finish preparing. The game and full guide can then load offline in the same browser and origin while that site data is retained. A different address requires another online visit. Clearing browser data removes cached files. The worker is scoped to this game’s folder and replaces only older caches for this same game and path.

In an embedded game, Install asks the host website to handle installation. If the host does not handle it, the frame shows browser-menu and standalone-page instructions. Embedded pages do not register their own service worker; open the standalone game for its independent offline installation.

Session-only progress

Your hand, selection, tray arrangement, turn and result exist only in the current page session. Reloading, closing or reopening starts a fresh session. Installation and offline caching retain application files, not a saved hand. Each embedded instance is independent; removing and reconnecting it starts fresh.

Opening the guide does not pause play. If Mira has the turn, she may draw, discard or declare while you read in the other tab.

Troubleshooting

What you see What it means or what to do
Discard selected is disabled Draw first, then select exactly one card during your turn.
The picked card cannot be discarded A top discard must stay for this turn. Select a different card, even when declaring.
Green trays but declaration rejected Check all 13 cards, two separate runs and one pure run. Individual valid groups are not enough.
Arrange selects an unwanted card That card is a possible final discard. You still need to press Discard & declare.
A joker-only tray is not valid This table does not accept groups consisting only of wild cards or printed jokers.
Buttons are disabled during Mira’s turn Wait for her move to finish, or start a new shuffled deal.
Offline game or guide is unavailable Revisit the standalone page online in the same browser and allow caching to finish. Private browsing or cleared data can prevent retention.
No installation prompt appears Follow the browser-menu notice, open standalone, or keep playing in the browser tab.
A local file opens blank Serve the complete public folder through an HTTP server. Browser modules are not intended to run from a file URL.
Your earlier hand is gone Progress is session-only. Reloading or reconnecting begins fresh.

Limits and provenance

This is one local 13-card practice table against a basic bot. It has no points-scoring economy, accounts, payments, networking, multiplayer, persistent history or alternate rule modes. The release preserves the accepted rules, solver, bot strength and artwork.

All code, interface text, SVG cards, geometric backs and table texture are original. No downloaded art, runtime CDN or remote font is needed. Available system Avenir/Trebuchet and Georgia provide the typography.

The accepted rule profile was checked against Pagat’s Indian Rummy (Paplu) rules and RummyCircle’s rules, with this table’s ace/wild, no-all-joker-group and practice-declaration choices disclosed. No source text or artwork is copied. The complete source references are linked in the package README.