OBJECTIVE OF PERSIAN RUMMY:  Be the team with the highest score at the end of the game.

NUMBER OF PLAYERS: 4 players, teams of 2


RANK OF CARDS: (low) 2 – Ace (high)




Persian Rummy expands on the rules of partnership 500 Rummy.  This is a team based Rummy game that is only played over two deals.  Four Jokers have been added, but they are not wild cards.  The Jokers can only be used to build a set, and they are the most valuable cards in the game.


This game uses a 56 cards consisting of a standard 52 card French deck and 4 Jokers.  To determine teams, each player should take a card from the deck.  For these purposes Aces are low and Jokers are high.  The players with the two lowest cards are placed together on a team and the two remaining players opposing them.  Partners sit across from each other.

The player with the very lowest card is the first dealer and must keep score for the entire game.  Dealer collects the cards, shuffles them, and deals out seven cards to each player.  The rest of the deck becomes the draw pile.  Flip the top card over to begin the discard pile.


There are two types of melds in Persian Rummy: sets and runs.

A set is three or four cards of the same rank.  For example, 4♠-4♦-4♥ is a set.

A run is three or more cards of the same suit in sequential order.  For example, J♠,Q♠,K♠,A♠ is a run.

In runs, Aces are always high.


A player’s turn consists of three parts: draw, meld and discard.

Beginning with the player on the left side of the dealer, they may draw a card from the draw pile or the discard pile.  Any card in the discard pile is available for the taking.  If a player takes a card located within the discard pile, they must also take all of the cards on top of it.  The top card, or the desired card from within the pile must be played in a meld immediately.

After drawing, a player may play melds to the table.  They may also play one or more cards on any other player’s melds.  If playing on the opposing team’s melds, declare the meld you are adding to and play the card in front of you.  If adding to your own or a partner’s meld, add the cards to the meld.

Discarding ends a player’s turn.  Choose a card and add it to the discard pile.  The discard pile is staggered in such a way that all of the cards can be seen.  

Play continues until a player melds all of their cards.  A player must meld their final card in order to end the round.  Discarding a player’s last card does not end the round.

If the draw pile runs out of cards, players have two choices.  They may draw from the discard pile only if they can meld the card, or they may pass.  


Jokers can only be melded together in a set.  They cannot be part of a run.


At the end of a round, teams earn points for the cards they have melded.  Points are taken away for cards left in hand.  

25 points are awarded to the team that ended the round.

Jokers = 20 points each

Aces = 15 points each

Jacks, Queens, and Kings = 10 points each

2’s – 9’s = points equal the value of the card

Any sets of four melded together in one lay are worth double points.  For example, a set of three Jacks that had the fourth Jack added later is worth 40 points, but a set of four Jacks melded together at once is worth 80 points.


After two deals, the team with the highest point total wins the game.

Mark Ball
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