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Rummy Rules

Rummy Sequence Rules: Pure vs Impure Runs

Same suit, consecutive rank, three or more cards—the short definition hides several declaration-changing details.

See exactly what makes a Rummy sequence valid, how pure and impure sequences differ, and which ace combinations work.

The sequence test

Ask three questions: Are there at least three cards? Are they all the same suit? Are their ranks consecutive? If every answer is yes, the group has the shape of a sequence.

Pure and impure

A pure sequence uses natural cards in their printed positions. An impure sequence uses a printed or wild joker as a substitute. 6♠–7♠–8♠ is pure. 6♠–Joker–8♠ is impure.

How aces connect

In widely used rules, A–2–3 and Q–K–A of one suit can be legal, but K–A–2 is not. Ace rules are a classic house-rule boundary, so confirm them before declaring.

Why two sequences matter

A complete 13-card declaration normally needs at least two sequences. One must be pure; the other can be pure or impure. Several perfect-looking sets cannot replace that second sequence.

Fast error check

Mixed suits, a missing natural card, a substituted joker labelled as pure, or a wraparound such as K–A–2 are the most common failures.

Questions beginners ask

Can a sequence have four or five cards?

Yes. Three is the usual minimum; longer same-suit runs can be valid.

Is A-K-Q a sequence?

Q-K-A of the same suit is commonly valid; write it in rank order to make the check obvious.

Rule sources

Sources support the common rule structure. Product-specific conditions remain the responsibility of the exact table.

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