How To Play Iceberg Rummy


Iceberg Rummy is a newer member of the Rummy family of games. It is a unique variant of Rummy which was created by Gordon Bower of Alaska in 1997. Each player plays independently and strives to score as many points as possible, through melds, on each hand.

Iceberg Rummy is designed for play by 2 to 5 players using either one or two decks of cards. For two or three players, one standard 52 card deck should be used and for four or five players two such decks should be shuffled together to make one larger 104 card deck. For purposes of sequence melds, the ranking of the cards in the deck are as follows (from highest to lowest): King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3, 2. Aces have a special role in this game, and are not normally used as part of melds by any player.

Any standard method can be used to determine the identity of the first dealer, such as a draw for high cards. Using this method each participant should draw one card from the face down deck. The player whom draws the highest card of all those drawn is set as the first dealer. For purposes of this draw the ace is considered the highest card of all. For each subsequent hand the deal rotates clockwise from player to player around the table.

Once the dealer is selected this player then shuffles the deck and the player to the dealer's immediate left cuts. The dealer begins by dealing one face-down card to each player, starting at the player to his left and continuing in a clockwise direction until each player (including himself) has a total of seven cards. Once these hands are dealt, the dealer places the remainder of the deck in the center of the table face down as the stock pile.

Special melds in Iceberg Rummy Iceberg Rummy adds some additional meld types that are not traditionally seen in most Rummy games. The following are all the possible legal melds in this game:
The player to the immediate left of the dealer has the first turn, and the turns proceed in a clockwise direction around the table. Each turn consists of several steps, as follows:
  1. Pick up the card that was passed from that player's right-hand opponent. On most of the player's first turn of the hand, there will be no such card, so the player does not take this step on the first turn.


  2. Draw one card from the top of the stock pile, adding it to their hand.


  3. If the player has any Aces in their hand, they place these face-up on the table in front of themselves. These cards will earn that player bonus points at the end of the hand.


  4. Next, the player may make any legal melds to the table if able and willing. This can be any of the melds listed above. The player may also add cards to other player's existing melds on the table.


  5. Discard one card, placing it face-down next to his left-hand opponent.
Players earn points immediately upon making a valid meld or adding cards to existing melds on the table. Thus, all points should be added to a player's score immediately upon earning them. One of the unique features of Iceberg Rummy is that adding a card to an existing meld already on the table (made by any player) allows the player to score additional points based on the number of cards currently found in that meld. To that end, the following chart shows the scoring value for each meld or addition to an existing meld a player might make during their hand:
Meld TypePoint Scoring Value
Pair10
Adding third card to an existing pair20
Three card Sequence or Set30
Fourth card in a Sequence/Set40
Fifth card in a Sequence/Set50
Sixth card in a Sequence/Set60
Seventh card in a Sequence/Set70
Eighth card in a Sequence/Set80
Ninth card in a Sequence90
Tenth card in a Sequence100
Eleventh card in a Sequence110
Twelfth card in a Sequence120
Special Meld - Odds in One Suit:700
Special Meld - Evens in One Suit:700
Special Meld - Odds in One Color:300
Special Meld - Evens in One Color:200
      Iceberg Rummy scoring

The hand can end in one of two ways. The first way a hand can end is if a player goes Rummy by playing (or discarding) the last card from his hand, which instantly ends that hand. The second method to end a hand is through the play of all of the Aces from the deck. One the last Ace has been played, the hand also immediately ends.

All scoring for melds should be recorded immediately upon making (or adding to the meld) to ensure all scores are calculated correctly. Once the hand ends, players with cards remaining in hand, must subtract from their current score a number of points based on those cards, as follows:
Each Ace that a player managed to play during the hand acts as a score multiplier (to both positive and negative scores earned by that player during the hand). Each Ace that player managed to play acts as a x2 multiplier to that players score. For example one Ace would allow that player to multiply their final score for the hand by two (x2), two would provide a three times multiplier (x3) and three Aces would serve to give that player a (x4) multiplier.

If, at the end of any hand, any player has managed to accumulate a total score of 5000 or more points, that player is declared the game winner. If multiple players have reached or exceeded 5000 total points, the player with the highest such total is declared the overall game winner.




Iceberg Rummy Optional Rules


Ace Scoring Variant: Many players do not like the greater role that probability has on the hand, which can greatly alter a player's score based on which players happens to draw the most Aces. As such, a number of differing options have been suggested to still give a bonus for obtaining the Aces but not necessarily imbalance the game. Each of these options replaces the complete doubling of the captured Aces but rather gives a straight bonus for each Ace captured. The following are some of the more popular such variants:
If any player forgets to play an Ace from their hand, the values of these unplayed Aces are instead subtracted (based on the appropriate value) from the players score instead.

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