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Rummy 500: a popular version of rummy in which players play to 500 and score according to cards showing and cards in hand. Run: 3+ consecutive cards of a matching suit. Example: 3 of spades, 4 of spades, and 5 of spades. Also called a sequence. Sequence: 3+ consecutive cards of a matching suit. Example: 3 of spades, 4 of spades, and 5 of spades. Canasta: This game is believed to be a variant of 500 rum. There are different ways to play the game. Most commonly, 4 players play the game in partnerships using two standard card decks. Each player gets 7 cards that need to be melded into sets and ‘go out’ by playing all the cards. Kalooki Rummy: is a variation of Contract Rummy and it is.
Play over 500 versions of solitaire - Play Klondike Turn 1, Klondike Turn 3, Spider, Free Cell, Pyramid, and Golf , among many other versions.
Undo moves - The chances of winning are between 80 and 90%. However, even if you have a winnable game, if you make one wrong move, it may be the end of your game. If you're stuck, you can undo as many moves as you’d like to get yourself back in the game and win!
Change difficulty levels - You can play with turn 1 and turn 3 options. Turn 1 is when 1 card is drawn from the stockpile at a time and is an easier version. Turn 3 is when three cards are moved from the stockpile at time, and is harder because you can only play every third card.
Track your moves and time - If you're competitive, you’ll want to track how many moves it takes to win a game, how long it takes, and how many times you pass through the deck. You then challenge yourself to beat your record times and number of moves. Practice makes perfect!
Create a free account - If you’d like, you can register an account to save a game and pick up where you left off on any device. We’ll even track all the games you’ve played, including your time to completion and total number of moves. You’ll can see how you get better over time.
Play the game of the day - Everyday, we introduce a new winnable game. See how you perform compared to other players. Scroll below the game to see the current leaders, and try to beat their score. You can play as many times as you like, and leave comments and tips.
Play on your mobile phone or tablet - Our game works perfectly on any size phone or tablet device, both in vertical and horizontal orientations.
Enjoy a clean design, animations, and sounds - We’ve designed our playing cards to be classic and clean, so they are easy to read as you sequence cards, and our animations keep you engaged. You can also customize playing card designs, play with sounds, and play in fullscreen mode.
Solitaire rules and how to play
Game setup: After a 52-card deck is shuffled you’ll begin to set up the tableau by distributing the cards into seven columns face down, with each new card being placed into the next column.
The tableau increases in size from left to right, with the left-most pile containing one card and the right-most containing seven. As an example, this means the first seven cards will create the seven columns of the Tableau. The eighth card distributed will go into the second column, since the first column already has its one and only card.
After the piles are complete, they should be cascaded downwards such that they form a “reverse staircase” form towards the right. Ultimately, you will have seven piles, with the first pile containing one card, the second pile containing two cards, the third pile containing three cards etc. Only the last card in each of the Tableau columns is flipped over face up so you can see it’s suit, color and value. In our game, this is automatically done for you!
All leftover cards after the foundations are created become the “Stock,” where you can turn over the first card.
Goal: To win, you need to arrange all the cards into the four empty Foundations piles by suit color and in numerical order, starting from Ace all the way to King.
Tableau: This is the area where you have seven columns, with the first column containing one card and each sequential column containing one more additional card. The last card of every pile is turned over face up.
Stockpile: This is where you can draw the remaining cards, which can then be played in the game. If not used, the cards are put into a waste pile. Once all cards are turned over, the remaining cards that have not been moved to either the tableau or foundation can then be redrawn from the stockpile in the same order.
Playing the game:
Play 500 Card Game online, free Mac Download
- Face up cards in the tableau or stockpile can be moved on top of another face up card in the tableau of an opposite color that is one rank higher, forming a sequence of cards.
- Groups or stacks of sequenced cards in the tableau can also be moved together on top of a card of the opposite color and higher rank.
- If a tableau column has only face-down cards remaining, the last card is flipped over and can be played.
- To start a foundation pile, an Ace must be played. Once a foundation pile is started, only cards of that suit can be placed in that specific pile.
- As cards are surfaced from the stockpile or tableau, and there are no other cards on top of them, they may be moved to a foundation pile if they can be placed in the right order.
- If a tableau column is empty, you may move a King, and only a King, to that column.
- Win by moving all the cards to the Foundation piles in the right order.
News and updates
- 12/16/20 - We've rebuilt our Freecell and Spider games so they now have the same great features as our Klondike game. On those games, you can now play the game of the day and change card desgins. Check them out!
- 12/29/2020 - We added a new tile matching game, Mahjong! If you don't know how to play, there is a guide to instruct you below the game!
- 1/12/2021 - We introduced Hearts, a trick-taking card game, to our platform. While normally played with other people, you can play against the computer. Keeping track of cards and anticipating moves is critical to winning this game.
- 1/20/2021 - Now when you play on mobile, the cards will appear bigger. We hope this will further imporve gameplay and usability for mobile users.
- 2/25/2021 - If you like hearing cards move, you can now play with sounds. Under the more button you'll find the option to turn sounds on.
- 3/18/2021 - We introduced comments. Now after every game, you can leave comments and and tips for other players.
- 4/15/2021 - While we love card games, we also love all classic games. We're pleased to announce that we released Sudoku with various difficulty levels. If you're intested in a number puzzle, give Sudoku a try!
- 4/26/2021 - We introduced new cards in our mobile experience so it's even easier to read and move the cards.
Gin Rummy Rules
Gin Rummy is a member of the Rummy family of games. As with most games there are plenty of variations out there, so the game might not be exactly like you play it or have different points for some things. Below I'll explain the rules we use on this site. I'll start by explaining a few basic concepts, and then go over the gameplay and scoring of the game.
Basic concepts
- Set: Three or four cards of the same rank, for example H8 S8 D8 or H12 S12 D12 C12
- Run: Three or more cards in sequence in the same suit, for example H1 H2 H3 or C6 C7 C8 C9 C10. Aces are always low, never high, and runs can't wrap around, so Q,K,A,2 would not be a legal run.
- Meld: A word for both Sets and Runs. You might for example have three melds, where two of them are sets and one is a run. Each card can only be part of one set or run, for example if you have an 8 you cannot count it both as part of 8,8,8 and 7,8,9.
- Stock: A deck of facedown cards, in the middle of the table. Players draw one card from the stock in every round.
- Discard pile: A pile of faceup cards, placed next to the stock. Players discard one card onto the pile in every round.
- Deadwood: Any cards in your hand that are not part of a meld.
- Knocking: Ending the round by putting a card face down on the discard pile.
- Gin: When all 10 cards in your hand are parts of melds and you have no deadwood.
- Big Gin: When all 10 cards in your hand and the card you just drew are parts of melds, so you have 11 cards, all in melds.
- Lay off: Adding your deadwood cards to an opponents melds.
Objective
The objective of Gin Rummy is to collect cards into melds and have as little deadwood as possible at the end of a game. The game is scored based on how much deadwood you have at the end of each game. A game can span several rounds, it's over when one player reaches 100 points. At that point grand total for each player is calculated, with bonuses, and the player with the highest score wins the whole game.
Gameplay
Each player gets 10 cards. The remaining deck is put on the table between the players face down, and one card is put face up besides the deck to start the discard pile.
In each turn a player must start by drawing one card. He can either draw the top card from the deck or the top card from the discard pile. Generally you only draw the top card from the discard pile if you know that the card will help you create a meld with some of the other cards in your hand.
Note: In the first turn, the starting player must choose to either draw the face up card in the board or pass the turn. If the card is drawn, proceed normally. If the turn is passed, the other player gets to make the same choice. If they pass too, the first player takes their turn normally.
After the player has drawn a card he must discard one card by putting it face up on top of the discard pile. If the player has drawn the top card from the discard pile at the start of the turn he may not discard that card until his next turn (also, that wouldn't make any sense at all). He may however discard a card he has just drawn from the deck, or any other card he has in his hand.
The game continues like this, with players drawing and discard cards, while they try to build sets and runs in their hand. The round ends when one player knocks, by discarding a card and putting it face down on the discard pile. The player that knocked (the knocker) then shows his melds and his deadwood by putting it face up on the table. The opponent then shows his melds and deadwood. The opponent is allowed to lay off any of his deadwood cards onto the knocker's melds if he can. For example if the knocker had a meld, H1 H2 H3 and the opponent has a H4 as part of his deadwood he can add it to the knocker's meld, and then it won't count as deadwood anymore. The knocker cannot do the same, he can never lay off his deadwood. Additionally, if the knocker has Gin or Big Gin (no deadwood) then the opponent is not allowed to lay off any cards.
There are some rules for when you can knock. They vary between different versions, but this is how it's done on this site: You may only knock if you end up with 10 or fewer points of deadwood (human cards count as 10, aces as 1 and other cards their numeric values). The card you knock with (put facedown on the discard pile) is not included in that number. So, if you have just drawn and you have 3,5,9 as deadwood you would be allowed to knock with the 9, and then you'd end up with 3+5=8 points as deadwood.
Knocking with no deadwood, i.e. all 10 card in you hands forming melds is called going Gin. Going Big Gin is when you have 11 cards in melds, in which case you can say you have Big Gin and the game ends without you discarding the final card facedown.
The game also ends if neither player has knocked and there are only two cards left in the deck. In that case the hand is a tie, and neither player gets any points.
Scoring
Scoring is based on deadwood and bonuses, the actual melds don't actually count for anything, they're only good to minimize your deadwood.
- Knock points: After all lay offs are made, the knocker scores the difference between his deadwood and the opponents deadwood. For example, the knocker has 3 points of deadwood, and the opponent has 21 points of deadwood, then the knocker scores 21-3=18 points.
- Gin Bonus: If a player gets Gin he gets 25 extra points, added to the knock points he already got.
- Big Gin Bonus: If a player gets Big Gin he 31 extra points, added to the knock points he already got.
- Undercut: If a player knocks but the opponent has less or equal deadwood points, then the opponent gets 25 points plus the difference in deadwood points, and the knocker gets 0 points. However, if the knocker gets Gin there is never an undercut, even if the opponent also has 0 deadwood points.
- Game bonus: After a player has reached 100 points he gets a special game bonus, 100 points, added to his overall score.
- Line bonus or box bonus: This bonus is added at the end of the game, and adds 25 points for each hand won during the game.
- Shutout bonus: If the winner won every hand in the game then the points for each hand are doubled before adding the line bonus. I wasn't sure here how to handle it if someone has won all hands except for ones that end in a tie, so for now I'm requiring that you win all hands and none end in a tie to get this bonus. Let me know if you disagree with this.
Free 500 Card Game Download
And that's it. I'm sure there are plenty of people who prefer other rules, but you can never please everyone and these are the rules I'm going with.