Strategy · discard reasoning
Three discard scenarios a points-rummy player faces most often.
A short reference for the moments when the drop choice decides the hand.
Scenario A: a stray high card and a clean impure sequence
Drop the high card. The signal cost is low and the room has already seen you manage the structure of the impure sequence.
Scenario B: one card away from a second pure sequence
Take the closed stock. The cost of the up-card is the cost of telling the table you are chasing the card they may be holding back.
Scenario C: holding two jokers at the late hand
Keep both jokers. The signal of dropping one of them usually outweighs the small structure improvement from closing the second run now.
Read the strategy desk in full
The full desk extends this short reference into the discard-reasoning checklist.