How to Play Arlington
Arlington is a rummy-style card game that mixes set-and-run melds with a special hand structure. This guide gives a clear beginner walkthrough and tips to get playing quickly. Visit Playmore for more guides and ideas.
Quick facts
| Game | Type | Players | Deck |
|---|---|---|---|
| Arlington | North American rummy variant | 2–5 | Two standard 52-card decks (sometimes jokers) |
What you are trying to do
You try to make legal melds (sets of equal ranks and runs in the same suit) and arrange your hand into the special structure Arlington requires. Then you go out by laying down or discarding so your hand qualifies as a finished hand. Exact meld requirements and scoring can vary by region, so check your group's official or regional rules for the exact version.
What you need and how to set up
Use two normal 52-card decks shuffled together. Some groups add jokers; others do not. Play seats around a table so everyone can reach the stock and discard piles.
- Dealer shuffles both decks and deals the required number of cards to each player (the count is version-dependent).
- Place the remaining cards face down as the stock. Turn one card face up to start the discard pile if your group uses that step.
- Decide whether jokers are wild and whether there are any special melds. If you don't know, agree on rules before you start.
This page gives a safe beginner walkthrough. For exact scoring totals, special penalties, and the official hand structure, check the authoritative or regional rules your group follows.
How to play
- On your turn, draw either from the top of the stock or the top card of the discard pile (if allowed by your version).
- Look for melds you can make: equal-rank sets (three or more of a rank) or runs in one suit. Arlington has its own required final structure, so plan toward that.
- If your group allows laying down during the hand, place legal melds on the table when you can. In some versions you hold melds until you're ready to go out—ask first.
- You may be able to add cards to existing melds on the table, either yours or other players', depending on house rules. Confirm the rule before starting.
- End your turn by discarding one card to the discard pile. Keep your discard legal under the version you're playing.
- Play continues clockwise. Always watch what others take from the discard pile; it signals what melds they are building.
How a round or game ends
Typically a round ends when a player goes out with a hand that matches Arlington's required structure, or when the stock runs out. Exact end conditions, point totals, and how many rounds make a full game vary by version. Ask your group to confirm which regional or authoritative rules you will use.
Beginner tips
- Watch the discard pile closely. If someone grabs a card, you can guess what meld they need.
- Plan for the final structure early. Arlington requires arranging melds in a particular way, so don't just make random sets.
- Keep flexible cards that can form runs in different suits or join several sets.
- Don't give away useful cards with your discards. If a card helps two different melds, it's worth holding.
- Agree on jokers, wild cards, and scoring before you start. That avoids arguments later.
FAQ
Do I need any special deck?
No. Arlington uses two normal 52-card decks shuffled together. Some groups add jokers from those decks; you do not need to buy a special deck.
How many cards does each player get?
Deal counts are version-dependent. Some Arlington rules give different hand sizes by player count. Ask your group or check the authoritative rules you're following before dealing.
Can I add to other players' melds?
That depends on the regional version. Some play that allows it, others don't. Agree on this house rule before you begin.