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Play Progressive Rummy Online

A wild card can solve a contract and still spoil your next move. The Progressive Rummy card game on MangoFun uses fifteen different contracts, limited discard buys and wild cards that stay fixed once played. Progressive Rummy offers a complete match against two computer opponents and twenty original one-turn planning studies on an illustrated lemon-grove table. Play free online with no ads, account or download.

puzzle games · casual games

Game window

How to play Progressive Rummy online

  1. Choose a complete fifteen-round match or an original study.
  2. Draw, and build the whole required contract before laying off cards.
  3. Review fixed wild bindings, extend public melds and discard to end a turn.
  4. Continue through every round for the lowest score, or clear the study in one turn.

Controls

Tap or click a hand card, then select a table meld and confirm Lay low, Lay high, Add to set or Discard. Build meld opens a contract editor: select a required group, choose its cards and fixed wild binding, then Use group. Confirm meld places every staged group together. Arrows left/right focus hand cards, Enter or Space selects, and arrows up/down select table melds or builder groups. H hints, U or Ctrl+Z undoes a study, D discards, S draws stock, T takes the discard, Y buys and P passes. Ledger shows contracts and scores.

A tip before you start

Plan the natural cards before committing a wild. Extending the wrong end of a run can leave a natural card stranded, because a played wild cannot be reclaimed or shifted. In a study, you may keep one awkward card for the final discard; every other card needs a legal destination this turn.

A complete fifteen-round table

This game follows the fifteen-contract John Eveleigh profile described by Pagat, with three players and a points-only finish. You face West and East using two standard decks plus four jokers: one hundred and eight cards altogether. Each player receives eleven cards, and the dealer rotates after a round. Draw from the stock or take the top discard, optionally meld or lay off, then discard one card. Emptying your hand ends the round immediately. The full match carries every penalty score through all fifteen rounds; it is separate from the shorter study mode.

The first eight contracts

Round one requires two sets of three. Round two needs a set of three and a run of four. Round three asks for two sets of four; round four asks for two runs of four. Round five combines two sets of three with a run of four. Round six uses a set of four and a run of five. Round seven requires two sets of five, and round eight requires two runs of five. Buying is unavailable in these rounds. Each contract is a single initial commitment: all its groups must be ready together.

The larger contracts and final round

Round nine needs four sets of three. Round ten needs three runs of four, and round eleven needs three sets of four. Round twelve requires five runs of three; round thirteen requires five sets of three. Round fourteen combines a set of five, a run of five and a pair. The final round returns to two sets of three and a run of five. Lay down the exact initial group sizes, then add eligible leftovers to existing melds. Unlike some other family versions, this table allows a final discard to go out in every round.

Build and review your fixed wilds

All twos and jokers are wild, with no per-group limit. A set uses one rank and may contain identical cards from the two decks; separate sets may share that rank. A run uses consecutive ranks in one suit. Aces can sit low or high without wrapping through King, Ace, two. The inherited base rule also permits an extended fourteen-card run with a different physical ace at each end. Separate adjacent runs stay separate. The builder previews each wild's declared value before you commit the whole contract. Once placed, that wild cannot be moved or exchanged for a natural card. Auto plan stages one possible contract; you can inspect or edit its groups before confirmation.

Buy timing changes the later rounds

Only rounds nine through fourteen allow buying. In nine, ten, eleven and fourteen, each player may buy once. In twelve and thirteen, each may buy twice, taking one blind stock card with each purchased discard. A buy adds cards without replacing the ordinary turn. The current player has first priority to take or buy the visible discard. If they choose the stock, other players receive the buy opportunity in turn order. Buying exposes the older discard beneath it, and the original current player gets priority again. This profile retains the base restriction against the same player buying two consecutive exposed cards in one window. The table offers a buy requiring an extra blind card only when that card is available. No real money is involved.

Open first, then clear cards anywhere

Until your entire contract is down, you cannot add cards to other players' groups. After opening, you may extend your own or anyone else's existing melds immediately, even in that same turn. Add matching ranks to a set or consecutive cards to either end of a run. You cannot introduce extra new groups, join runs or split them. When the stock runs out, older discards are shuffled into a new stock while the visible top stays in place. If both piles become exhausted, the round ends with each player's remaining penalties.

Score the cards left in hand

Wilds cost twenty points, aces fifteen, and Jacks, Queens and Kings ten. Cards three through ten each cost five, so a ten is cheaper than a face card in this profile. Played cards cost nothing. Going out ends the round, and the others add their remaining-card penalties to their totals. After fifteen rounds, the lowest cumulative score wins; equal low totals share first place. Open Ledger for the full contract schedule, buy allowances and every completed round's calculation. New match starts a separate score history after confirmation.

Twenty original planning studies

Study challenges begin at reachable positions after your contract has been opened. Clear your remaining cards in this one turn, finishing with a discard when useful. Each solution uses only your hand and the public fixed melds; it does not assume a lucky future draw. Later studies increase the hand from three cards to five and the wild count from one to three, while expanding the number of distinct continuations and consequential placement choices. Two successful hints are available per study. Undo restores one move but keeps those hints used. Completing a study unlocks the next.

Resume a match or revisit a study

When local storage is available, a full match saves its cards, current contract, buy window and cumulative scores for a later visit. Uncommitted builder selections are cleared on reload. Study unlocks, best scores and sound preference also save. Restart confirms before replacing the table and repeats the seed; New match selects a fresh seed. Ordinary computer decisions and hints use only the acting player's hand and public information. Full matches have no Undo. Help and Ledger open separately from the main table, and failed artwork loads or computer choices offer a retry.

Frequently asked questions

Which Progressive Rummy card game rules are used?

Progressive Rummy uses the explicitly described fifteen-round John Eveleigh/Pagat profile with three players, eleven dealt cards, wild twos and jokers, and limited buying in rounds nine through fourteen. Other family versions may use different contracts or rules.

Can I play all fifteen rounds by myself?

Yes. Full 15-round match supplies two computer opponents and keeps one score history across every contract. Study challenges are a separate set of twenty shorter positions.

Does buying the discard use my normal draw?

No. A permitted buy adds the discard, plus a blind extra card in rounds twelve and thirteen. The original player still takes their normal turn. The current player always has priority over an out-of-turn buyer.

Can I replace a joker with the real card?

No. All played wilds stay fixed at their declared values. Review the builder's preview and consider your later extensions before confirming a meld.

Do I need to use my last card in a meld?

No. You may go out by playing every card or by discarding your last card. This also applies in round fifteen.

Is the game free with no ads or download?

Yes. The complete fifteen-round game and all twenty studies are free with no ads, account or download.

Will my unfinished match resume?

Yes, when your browser allows local storage. Cards, scores and the current buy window are saved. Unconfirmed group edits are cleared when the saved table is restored.

About Progressive Rummy

A wild card can solve a contract and still spoil your next move. The Progressive Rummy card game on MangoFun uses fifteen different contracts, limited discard buys and wild cards that stay fixed once played. Progressive Rummy offers a complete match against two computer opponents and twenty original one-turn planning studies on an illustrated lemon-grove table. Play free online with no ads, account or download.

Play this puzzle / casual game in the embedded browser player. No app installation or MangoFun account is required. Follow the instructions shown inside the game; controls and device support depend on the title.

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