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This page is based on a contribution from Paul Welty.
Push is related to Contract Rummy, but there are some important differences: Push is a partnership game, and the draw and discard mechanism is different.
Push is for four players, two against two in fixed partnerships; as usual, partners sit facing each other. Two standard packs of cards are used, including 4 jokers, making 108 cards in all. The jokers and twos are wild cards.
There are 5 deals. The first deal is 6 cards to each player, the second 7, the third 8, the fourth 9, and the fifth 10 cards. During each hand, the object is to get rid of as many cards as possible from your hand by playing them to the table as melds. When one player gets rid of all their cards, the cards remaining in the other team's hands score penalty points. The team with the lower total of penalty points after the fifth hand wins.
As in most rummy games, the possible melds are sets of equal cards and runs of consecutive cards in the same suit. Wild cards can be used as substitute for any number of cards in a set or run. The minimum size of sets and runs is three cards, but a longer run is required for the initial meld in some deals.
For example, if you put down
6-
2-joker you must say whether it is a set of sixes or a run in diamonds, and if it is a run you must specify whether it is 4-5-6, 5-6-7 or 6-7-8.
A two can also be used as a natural card (i.e. representing itself) in a run such as A-2-3-4.
In each deal, there is a minimum requirement for each player's initial meld, as follows:
| Deal No. | Cards dealt | Initial meld |
|---|---|---|
| 1 | 6 | 2 sets of three |
| 2 | 7 | 1 set of three, 1 run of four |
| 3 | 8 | 2 runs of four |
| 4 | 9 | 3 sets of three |
| 5 | 10 | 2 runs of five |
The first dealer is chosen at random and the turn to deal passes clockwise. The dealer deals the appropriate number of cards (see above table) to each player, one at a time. The next card is placed face up to start the discard pile, and the remaining undealt cards are placed face down beside it to form the stock. The first face-up card is not allowed to be a wild card; if the card turned up is a two or joker, the dealer buries it in the stock and turns up a new card to start the discard pile.
The player to dealer's left begins, and the turn to play continues clockwise. A turn consists of drawing, melding and discarding.
Having met the initial requirements you can, in the same or subsequent turns, put down any further melds you wish to, or add ("lay off") cards onto any melds that are already on the table. You can lay off cards on your own melds, and on those of your partner and opponents.
While melding, if you have in your hand the natural card that is represented by some wild card on the table, you can substitute the natural card from your hand for the wild card, and then use the wild card as part of a meld you are making. Note that the wild card you replace must be used immediately in a meld - you cannot take it into your hand. Note also that a two used as a natural card in a run such as A-2-3-4 cannot be claimed and reused in this way.
The objective is to meld or discard all of one's cards, and the play continues until one of the players manages to "go out" by getting rid of all the cards from their hand. It is possible to go out in the melding part of a turn, by melding all of your cards, or to meld all but one of your cards, and go out by discarding your last card.
As soon as a player goes out, the hand is scored. The team of the player who went out counts nothing for this hand (the cards belonging to the partner of the player who went out do not count). The two opponents count the total value of cards remaining in their hands. The values of the individual cards is as follows:
| each 3, 4, 5, 6, 7, 8, 9 | 5 points |
| each 10, J, Q. K | 10 points |
| each ace | 15 points |
| each two or joker | 20 points |
The value of the losing team's cards is added to their running total. The score is kept like this:
| WE | THEY | |
|---|---|---|
| 6 | --- | 40 |
| 7 | 120 | 40 |
| 8 | 120 | 100 |
| 9 | 300 | 100 |
| 10 | 300 | 280 |
In this example, "THEY" win after the last round.
Here is Bill Whitnack's page on Push, which is largely based on this page.
last updated 18th March 2005