Push is related to the game of rummy, but it is played differently when it comes to drawing and discarding cards. Wild cards are also used to increase the potential meld options. The objective of Push is to get rid of as many cards in your hand as you can by creating melds of sets and sequences. Push is played with four players forming two teams of two, and with partners sitting across from each other. You play with two standard decks of fifty-two cards and four jokers. Jokers and twos are the wild cards.

Rules of Play

A game of Push has a total of five deals. The first dealer is randomly chosen. In the first deal, six cards are dealt one at a time face down to each player. The second deal gives seven cards to each player, the third deal gives eight cards, the fourth gives nine cards, and the fifth deal gives ten cards. The remaining cards are placed in a stack to form the stockpile. The top card of the stockpile is turned over and used to form the discard pile. If the card is a joker or a two, bury the card by placing it back in the stockpile and turn over another card. Deal rotates clockwise with each hand.

If you notice that the player on your right is getting low in cards in his hand, it might be in your best interest to push some cards his way. The only downfall to this strategy is if you push him cards that he needs to go out!

The player to the dealer's left plays first and must complete a turn by drawing a card, melding if possible, and discarding a card. In order to draw a card, you can pick up the top card in the discard pile if you feel it adds value to your hand. Otherwise, you take the top card from the stockpile, put it on the top card of the discard pile and push it to the player on your left for that player to add to his hand. You then pick up the next card in the stockpile as your own and add it to your hand. After drawing a card, it is time to form any melds and play them on the table. A meld consists of a set of three or four cards with the same value or a run of three or more cards in a sequence in the same suit. A wild card may be used to replace a card in a set or sequence. You may meld your cards, add to other melds on the table, or replace a wild card with its natural card and use the wild card to form another meld on the table within that same turn. When your turn is complete, you must discard a card to the discard pile.

The first melds that you lay down must follow specific requirements, according to which hand is being played. For the first deal, the first melds you lay must be two sets of three cards. For the second deal, you must have one set of three cards and one set of four cards to lay as your first melds. For the third deal, you must have two runs of four cards in a sequence to lay as your first melds. For the fourth deal, you must have three sets of three cards to lay as your first melds. For the fifth deal, you must have two runs of five cards in sequence to lay as your first melds. Each hand is over when the first player gets rid of all his cards, either by melding the remaining cards in his hand or by melding all but one card and discarding that card at the end of his turn.

Scoring Push

When the first player goes out, the remaining players must add up the points in their hands by counting wild cards (twos and jokers) as twenty points each, aces as fifteen points each, tens and face cards as ten points each, and the three through nine as five points each. The score is added to any previous score, and the team with the fewest points at the end of the five hands wins!

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