Top 5 Signs to Drop Your Cards While Playing Indian Rummy
Rummy is a game of skill! One needs to understand the ins and outs thoroughly to become a consistently good player.
Out of the several ways to win a game, you might want to consider having a good rummy strategy too!
While there are several Indian rummy tips and strategies, getting an understanding of when to drop a game holds a key to mastering the game too.
So, we’ve jotted down the top 5 signs that tell you when it is best to drop the game.
The first four points are during the initial drop while the fifth is during the middle drop.
The Top Five Signs That Hint You to Drop Your Cards Are as Follows:
1. No Life or Joker
There are two main things to look out for right after you get your cards – Life and Joker.
And, when you do not have either of them, it is best that you go right ahead for a drop and save yourself from the heavy load of points later on.
2. Life, But No Joker or Touching Cards
Okay. You see that you’ve got alike. But, do you have a joker? No? Alright. Look out for any touching cards.
No? Well, only one life without any joker or touching cards will do no good for you in the game ahead.
So, the rummy trick here is to just drop and you’ll still do better.
3. Lesser Points Than Opponents, One Joker but No Life
So, you’ve checked all your cards and you see that your points are considerably lesser than your opponents.
For instance, your opponent’s scores are above 150 while yours is less than 100. In this situation, you need to check for joker and life.
And, if you have a joker but no life, you are still at a higher risk of losing than your opponents. So, quit and stay happy with only 25 points.
4. Big Hand Score
One of the important rummy drop rules can be applied when you have a life, a joker, high-value cards with just 1 or 2 drop chances, look out for the hand score.
Is it more than the normal middle drop score? If the answer is yes, it only makes sense to give up and gladly add the 25 points to your account.
Rest assured that you are much safer than if you would proceed with this game.
5. Middle-Drop Instance
This one is for when you are going for a middle drop. So, when you see a life without a joker, continue playing for two more turns.
Now, if you notice that your current score is 10-15 points more than the middle-drop score,
then simply pack it up and declare a drop to keep from gaining a bulk of points later.
Note: The points/tricks/suggestions provided in this article do not claim any guaranteed success in the game.
Happy Playing @ Classic Rummy